Engineer sPvP | Tournament Pistol/Shield | Roamer God's NA Style Flexible Engie
Table of Contents
Summary
This is a very balanced engineer that is capable of adjusting to the role your team needs in the game at any particular moment. It can roam and do 1v1's. It can teamfight and AOE spam. It can peel for teammates and give them burst heals. This is an NA style engineer as origionally run by OstrichEggs and tweaked by me, God.
I. Weapons and Skills
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- Magnetic InversionRelease the magnetic field to push back nearby foes.Damage: 76Knockback: 300Combo Finisher: Blast
- 0Swiftness: 5 s
- Throw Shield¾Throw your charged shield. Dazes foes it hits on the way out and back.Daze: 1 sDamage: 151Combo Finisher: ProjectileRange: 900
- 0Swiftness: 5 s
-
- Cleansing Burst15Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- Overcharge Supply CrateOvercharge supply crate's turrets.
Weapon and Skill Details
The pistol is a great weapon because it applies conditions at range and flows nicely when swapping back and forth from grenade or bombs back to pistol. Shield allows pushbacks which can be used to decap points, cc low players repetitively in order to interrupt heals, or combine with f1 or turret's clensing burst to give AOE heals.
Grenade kit is used for teamfights mostly or long range toss's to start 1v1's. It also can and should be used to cleave corpses if you can't get close enough to bomb them.
Bomb kit is used to push lots of damage onto people who have to sit on point and punish people who actually try to rez. Big ol' bomb is used to help protect your revives, push people off point [even downed players so you can bleed them out], and bait dodges.
Elixer R is to self revive if you loose a 1v1 or 1v2, or help get revives on teammates in teamfights without necessarily having to run in and get hit with cleave yourself.
II. Traits
Explosives
Firearms
Inventions
Alchemy
Tools
Trait Details
Because I run elixer R there is a variant in which you take 10 points out of alchemy and add 5 to tools and 5 to firearms or 5 from firearms and put it into tools. This gives the possibility of double elixer R in teamfights but lowers either survivability or damage. That should only be done if you are running elixer R and do not plan on swapping it out ever.
I also will run 30,0,0,30,10 against teams with a large portion of condition damage and little to no physical damage to help fight conditions. On skyhammer I swap our grnades for flamethrower and R for personal battering ram. Then I also swap grenader for short fuses.
Explosives- Bomb kit becomes far better when run with larger AOE and frankly I wouldn't run the kit without that trait. Grenade becomes far better when run with the third grenade and frankly I wouldn't run the kit without that trait. Incendiary powder is the best trait enginneers have and should be in every condition build.
Firearms- The 20% recharge helps the pistol flow and this traitline is responsible for condition damage which is our primary stat.
Alchemy- Perma vigor helps with survivability a lot and backpack regenerator kid of helps against conditions and gives some sustain. 20 in this line makes our usual swiftness and vigor 6 seconds instead of 5 which makes juggling easier and more fluid.
Tools- Speedy kits gives us perma swiftness which helps us get where we are needed. Be it home, far, or midfight. This build is good in all fights although it isn't the best/perfect build for any of them.
III. Stat Specifics & Effects
Primary Stats
- Health 17922 (+2000)
- Vitality 1116 (+200)
- Armor 2941 (+900)
- Toughness 1816 (+900)
- Attack 2185 (+300)
- Power 1216 (+300)
- Critical Hit 48% (+48%)
- Precision 1916 (+1000)
Secondary Stats
- Boon Duration 20% (+20%)
- Condition Damage 1475 (+1475)
- Condition Duration 45% (+45%)
- Critical Damage 6% (+6%)
- Damage 969 (+0%)
- Defense 1125 (+0)
- Ferocity 100 (+100)
- Tool Belt Recharge Rate 10% (+10%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Keep in mind we have 50% burning uptime too through incendiary powder so the conditions listed above aren't truly accurate.
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 100
- 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 100
- 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 100
- 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 100
- 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 100
- 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 100
- 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
Rune Stat Totals
- Condition Damage 175
- Condition Duration 15%
Rune Bonuses
PvP Rune of the Nightmare- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 100
- 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
Accessories & Jewels
- Condition Damage: 0
- Precision: 0
- Toughness: 0
Accessory Totals
- Precision:900
- Toughness:900
- Condition Damage:1200
Weapon Set Sigils
- Weapon Strength: 876-1029
- Weapon Strength: 806-909
Weapon Defense: 61
Weapon Set I
Sigil of Minor CorruptionYou gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
Sigil of Superior GeomancyYou bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
- Weapon Strength: -
Water Weapon I
Upgrade Item Details
Rabid is one of the best amulets in the game because it provides solid DPS with it's primary stat being condition damage. It's secondary stat's are toughness which help you in about half of your matchups and gives you some defense and precision which will help augment your damage by triggering sharpshooter and incendiary powder over and over. You also have 10% crit damage so the precision will help there some too.
Nightmare is a strong condition damage + condition duration rune and I find the fear proc is actually pretty helpful in duels. It's what everyone runs and while I have tested other options I think this is the best rune choice.
I like geomancy a lot and it really works well in a build with such high condition damage. It also procs while you get close to drop bombs which makes landing it rather easy. Minor corruption is the best option assuming you're really good and are on a good team. It helps you snowball opposing teams.
V. Basic Gameplay
You basically want to use pistol + grenades at medium range (600-800) in order to keep up perma bleeding and poison. Confusion, burning, blind, chill are all also available from these 2 weapon sets in decent amounts.
Bombs will help augment the DPS and condition loading or give you area control [as in a melee player can't attack you without taking good damage].
Main Skill Rotation
There is no real set rotation for engineers but in a small-ish fight (like 2v2,3v3) I would open up with pistol and then swap to grenades. By the time the grenades have landed you're back to pistol.
If a melee class ever gets on you go ahead and use shield to knock them back and create separation though chill grenades and bomb 5. Separation is the key to beating melee classes and with snares and knockbacks and perma swiftness and vigor you should be able to kite while attacking and melt them fairly easily.
In a teamfight I would spam grenades for a while and only leave my position (up top on keep or temple's ledges or clocktower) in order to heal up hurting teammates with healing turret combos and drop bombs afterwords. If someone goes down I will usually push up and cleave the corpse with bombs as well. Once you have dropped down in a midfight it's important to push up to the midpoint/bunker during all heals and strong offensive pushes but push back behind him when pressured.
In a 1v1 it's based around position on the map. When stealing far drop some grenades and pistol shots but then jump on the node and drop your best bombs for a while. Use f1 followed by shield 4 to knock him off node and big ol' bomb + immobilize to knock him off node. Land both and you should be able to get the decap.
If fighting out in the open and not over a point maintain range and attack with pistol and grenades. Only really use bombs if they get close or you can land a stun/immobilize and force through decent damage.
This is the stealth rotation used for rushing a point while stealthed in order to get a decap or a surprise 1v1. It can also be used to stealth downed teammates and yourself leading to easier revives and preventing stomps. It's also useful for safe stomping downed bodies. That said I don't do this very frequently as it requires medium sized cooldowns and a few seconds to set it up and frankly on most classes the blind stomp is enough.
VI. Stomps/Revives
How a team handles stomps and revives is basically the main difference between a good team and a great team. As an engineer your role is not to stomp but to cleave. Sure if your guardian gives you stability and you happen to be close it's fine to go for a stomp once in a while but usually you should be dropping bombs and grenades all over the downed guy. It's not uncommon to see teams with 3+ members downed after your team's cleave takes them all out.
If they are eating the cleave but actually getting somewhere feel free to use either shield skill to stop them. Usually they will have stability so it's easier to just cleave and save these skills but if you see an opportunity use it.
When a friendly goes down on your team you should throw an elixer R anytime it seems the revive won't be very easy. Same goes with dropping big ol' bomb near them. It prevents stomps and scares opposing players away. You generally want to try to revive if the opposing team doesn't have that much cleave in the fight you're at. If they do then usually stand back and counter pressure with damage and let the elixer R plus a more tanky member or 2 handle it. Prevent them from stomping with shield skills and big ol' bomb.
Sometimes the best option is to do nothing when an opposing member goes down. What I am referring to here is the concept of bleeding an opposing player out. This is done when the last enemy or two get's downed in a fight and reinforcements are nowhere insight. Usually if they die off point you can throw some condi's on them and just have 1 member keep an eye on them for a while. If they are dumb enough to try to self rez you can keep them locked out for large chunks of the game. If they die on point and you need them off point to cap it then use big ol' bomb to throw them clear and continue the timeout while capping. Just don't try this with rangers and get the stomp/finish if any opposing player enters your vision.
VII. Healing Turret and How to Peel/Support
An engineer has so many things to worry about from landing grenades and bombs to watching his positioning to watching his teammates health bars to juggling kits. There is a lot of things that must be done well in order to have the best success rate. One thing that most new engies struggle to do correctly is the various combo fields.
Healing Turret can be dropped then sent into clensing burst and picked up again for a 15 second recharge and a good amount of health. About 6k total on yourself and 3k on teammates + 2 conditions off of everyone. Not bad for topping off your health and everyone elses in the area. It can also be dropped and sent into cleansing burst and then overcharged with the f1 ability detonate healing turret which will add an additional 1.3k heal to yourself and everyone in the area. The cooldown for the turret becomes 20 seconds however.
When should you overcharge the turret? When you know you won't be able to get another heal off anyways due to taking very large amounts of damage, or when you know your teammates need the heals badly and you won't be needing the heals yourself for a little while. In general you should use the turret almost on cooldown in order to keep your health and everyone elses health near you as high as possible.
The second healing ability is by using regenerating mist and following it up with shield 4 or any other blast finisher (big ol' bomb does one at the end). This gives about 2k health to yourself and teammates in the area which is quite useful. Using this combo frequently is one of the things you rarely see the average engie doing and it does turn around fights and makes a large difference.
A last note on combo fields is that you can use your blast finishers in other fields as well. Poison grenade will add AOE weakness and flame bomb will give AOE might stacks. Perhaps the most interesting trick is that smoke bomb will give 3 seconds of invisibility per blast finisher.
How would you adapt this to WvW? I've been playing something similar, just wondering what you would do.