Engineer PvE | Dungeon Pistol/Shield | Damage Liadri Gauntlet build

by Last Updated:
0% (0) Approval 0 Votes - 4799 Views

Summary

The aim of this build is to get you comfortably to Phase 2 of the Liadri fight, whereupon you'll Survive while she kills herself on Confusion and Retaliation.

 

Fight description and playstyle below.


I. Weapons and Skills

Giver's Pistol
  • Weapon Strength: 876-1029
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Giver's Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Carrion Harpoon Gun
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
  • Bandage Self1 15½
    Tool belt. Bandage your wounds and heal yourself.
    Healing: 4,920
    • 0
      Swiftness: 5 s
  • Toss Elixir B½ 22¾
    Tool belt. Toss Elixir B to grant fury, might, retaliation, and swiftness to allies.
    x3Stability: 4 sFury: 10 sSwiftness: 10 sRetaliation: 10 sRadius: 180Range: 900
    • 0
      Swiftness: 5 s
  • Throw Wrench½ 15½
    Tool belt. Throw your wrench so that it returns to you, striking foes each way. Repair any turrets that the wrench hits.
    Damage: 244Combo Finisher: ProjectileRange: 900
    • 0
      Swiftness: 5 s
  • Grenade Barrage½ 22¾
    Tool belt. Throw several grenades at once.
    Damage: 122Explosion radius: 150Number of grenades: 6Range: 1,125
    • 0
      Swiftness: 5 s
  • Med Pack Drop
    Tool belt. Call down a supply drop of med packs into the target area.
    • 0
  • Explosive Shot½
    Fire a shot that explodes on impact, bleeding nearby foes.
    Damage: 118Bleeding: 3 s (85 damage)Radius: 120Combo Finisher: Projectile (20% chance)Range: 900
    • 0
      Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Poison Dart Volley10
    Fire a volley of darts that poison foes.
    Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
    • 0
      Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Static Shot15
    Discharge a lightning shot that bounces between multiple foes, blinding and confusing them.
    Damage: 134Blind: 3 sx2Confusion: 3 s (130 damage on skill use)Number of bounces: 4Range: 900
    • 0
      Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Magnetic Shield3 30
    Create a magnetic field that reflects projectiles and can be released to push back foes.
    Duration: 3
    • Magnetic Inversion
      Release the magnetic field to push back nearby foes.
      Damage: 76Knockback: 300Combo Finisher: Blast
    • 0
      Swiftness: 5 s
  • Static Shield40
    Electrify your shield, preparing to throw it at foes. If you are hit, the shield discharges, stunning your nearby attacker.
    Stun: 1 sBlock duration: 2
    • Throw Shield¾
      Throw your charged shield. Dazes foes it hits on the way out and back.
      Daze: 1 sDamage: 151Combo Finisher: ProjectileRange: 900
    • 0
      Swiftness: 5 s
  • Med Kit
    Device kit. Equip a kit that replaces your weapon with healing skills.
    Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Elixir B½ 32
    Elixir. Drink Elixir B to gain fury, might, retaliation, and swiftness.
    Might: 30 sFury: 10 sSwiftness: 10 sRetaliation: 10 sVigor: 5 s
    • 0
      Swiftness: 5 s
  • Tool Kit
    Weapon kit. Equip a kit that gives you a variety of tools.
    Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Grenade Kit
    Device kit. Equip a kit that replaces your weapon with grenade skills.
    Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Supply Crate1 180
    Request a massive supply drop, complete with turrets and bandages.
    Damage: 244Stun: 2 sRadius: 240Combo Finisher: BlastRange: 1,200
    • Overcharge Supply Crate
      Overcharge supply crate's turrets.

Weapon and Skill Details

Ok. So the breakdown of the important skills.
Shield #5 = block/invulnerability.
Shield #4 = double tap - push away.
(Note - since the Whirlpool locations were changed, I've been using Pistol/Pistol for my 8-orb attempts, but it's a matter of preference).
Med kit = emergency heals + swiftness.
Elixir B = retaliation/protection/swiftness
Tool kit = #2 - cripple / #4 - block / #5 - pull(magnet).
Grenade kit = #4 - make sure you land the chill! / #2 - your best damage source
F1 = Quick heal.
F2 = RNG but static discharge
F3 = Static discharge!
F4 = Make sure you hit!


II. Traits

Adept Master Grandmaster

Trait Details

Perma Swiftness + Vigor from the classic combo of Speedy Kits + Invigorating speed
Remember that you can't go over 100% endurance regen so buff foods or Adrenal Implants trait is useless.

 

I picked up both Fast Acting Elixirs and Cleansing on toss/use since that one Elixir B lets me kite forever - I rarely get crippled.
Heal when using a kit is also an option.

 

The 30 points in explosives are for grenades, since that'll be your main DPS and the condition duration.

 

Exploit Weakness trait (Explosives VI) is useful if attempting the 8 orbs achievement or have trouble kiting her.


III. Stat Specifics & Effects

Primary Stats

  • Health 23482 (+7560)
  • Vitality 1672 (+756)
  • Armor 2306 (+326)
  • Toughness 1242 (+326)
  • Attack 2471 (+586)
  • Power 1502 (+586)
  • Critical Hit 24% (+24%)
  • Precision 1412 (+496)

Secondary Stats

  • Boon Duration 45% (+45%)
  • Condition Damage 561 (+561)
  • Condition Duration 310% (+310%)
  • Critical Damage 25% (+25%)
  • Damage 969 (+0%)
  • Defense 1064 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 386 (+386)
  • Healing Power 386 (+386)
  • Tool Belt Recharge Rate 10% (+10%)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

Stat and Effect Details

As mentioned before, the important boons are:

 

- Vigor
- Swiftness

 

As for conditions:

 

- The most important bit is to hit her with either the chill grenade or the immobilize (while she is doing her spin attack and if you're running pistol/pistol) and to avoid her Lunge attack at the start of Phase 2.

 

Also enter Phase 2 on full HP. If you do these things, you'll find it easy to go on.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Tuning Crystal
Duration: 30min
Gain Condition damage equal to 6% of your toughness
Gain Condition damage equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain Condition damage equal to 6% of your toughness
  • Gain Condition damage equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Nightmare Helm
  • Defense: 97
Superior Rune of Altruism
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
  5. Healing Power: 100
  6. When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10 seconds)
Nightmare Pauldrons
  • Defense: 97
Superior Rune of Altruism
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
  5. Healing Power: 100
  6. When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10 seconds)
Nightmare Breastplate
  • Defense: 338
Superior Rune of Altruism
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
  5. Healing Power: 100
  6. When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10 seconds)
Nightmare Gauntlets
  • Defense: 157
Superior Rune of Altruism
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
  5. Healing Power: 100
  6. When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10 seconds)
Nightmare Legguards
  • Defense: 218
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.
Nightmare Greaves
  • Defense: 157
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.

Armor Stat Totals

  • Defense 1064
  • Healing Power 100
  • Boon Duration 15%

Rune Bonuses

Superior Rune of Altruism
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%

Accessories & Jewels

The Eyes of AbaddonDefensive Slot
  • Power: 72
  • Precision: 72
  • Toughness: 72
  • Vitality: 72
  • Condition Damage: 72
  • Healing Power: 72
  • Ferocity: 72
Tome of the RubiconDefensive Slot
  • Condition Damage: 63
  • Precision: 40
  • Toughness: 40
(Infused)
Lunaria, Circle of the MoonDefensive Slot
  • Power: 57
  • Precision: 57
  • Toughness: 57
  • Vitality: 57
  • Condition Damage: 57
  • Healing Power: 57
  • Ferocity: 57
(Infused)
Solaria, Circle of the SunOffensive Slot
  • Power: 57
  • Precision: 57
  • Toughness: 57
  • Vitality: 57
  • Condition Damage: 57
  • Healing Power: 57
  • Ferocity: 57
(Infused)
Ancient Mursaat TokenOffensive Slot
  • Power: 50
  • Precision: 50
  • Toughness: 50
  • Vitality: 50
  • Condition Damage: 50
  • Healing Power: 50
  • Ferocity: 50
Celestial SigilDefensive Slot
  • Power: 50
  • Precision: 50
  • Toughness: 50
  • Vitality: 50
  • Condition Damage: 50
  • Healing Power: 50
  • Ferocity: 50

Accessory Totals

  • Power:286
  • Precision:326
  • Toughness:326
  • Vitality:286
  • Condition Damage:349
  • Healing Power:286
  • Ferocity:286

Weapon Set Sigils

Giver's Pistol
  • Weapon Strength: 876-1029
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Giver's Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Sigil of Superior Blood
50% chance to life steal on critical.
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set I

Sigil of Superior Blood

50% chance to life steal on critical.

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Carrion Harpoon Gun
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85

Water Weapon I

Upgrade Item Details

Condition duration and Boon duration sigils and weapons because.. well, that's what you're going for.
Altruism is there because that's what I'm running right at this moment, but a better effect might be:
2x Rune of Monk 2x Rune of Water 2x Rune of Lyssa/Mad King (for 10% extra Condition Duration).

 

Sigil of Superior Energy is supposed to save your life.
The other Sigil is up to you. I chose Blood as 500 heal = 500 damage /shrug.
Jewels - I use celestial ascended items but you can go with Rampager or Rabid or anything similar.


V. Basic Gameplay


  • Some notes:
    In phase 2 you will want to be very calm and either block (tool kit #4, shield #5) the aoes or count to 3 and dodge. Make sure you upkeep your vigor. Also, this is important, run/kite not along the edge of the room but in a smaller circle, half the diameter of the room. Use Tool kit #2 and Frost Grenade to slow her, don't get crippled and you'll be able to WALK out of any of the aoes.
    Try to use confusion off cooldown; Grenades on her when you can.

     

    As for Phase 1, it is very important to streamline it.
    Here's how it works:
    1. Spawn - kill orb. 2. Move onto whirlpool - face the spawn of the Vision of Mortality 3. Pull her with Magnet immediately 4. Pick up orb, move out of aoe, #1 on Liandri 5. Move towards next Whirlpool then a bit to the right - when VoMs get close, get on whirlpool. 6. One despawns, Get orb, throw at Liadri 7. Move onto last whirlpool - the last VoM walks into it - a Rift (Orb) spawns also at that time, so watch for that.
    And there - you're in Phase 2, hopefully on full HP! (you should've healed twice and used some medkit drops)

 

Another tip for Phase 1 is that since Necrotic Grasp is a slow projectile you can stutter step, so to speak (strafe left, then stop or switch direction to right when she fires).

 

The fight description:

 

PHASE 1

 

Liadre
- invulnerable to damage buff (3 stacks).
- rooted in the middle
- uses necrotic grasp (necro #1 staff spam)
- summons cone/triangle ground targeted aoe that covers 1/4th(5th) of the area between her and the edge of the arena - these are red circles that you have to run out of, dodge or block or they will kill you 4 seconds after they appear.

 

Cosmic Rift
This is a summoned orb that periodically pulls you to it. It takes only 1 hit to kill, so you can use it to rez off of if you get downed. While it can save you, it can also kill you as it often pulls you into an aoe, knocked down. To remove it as RNG mechanic, kill on sight. If you have a guildie spectating on you from the top, he can call when orbs spawn, so you're not surprised. Present throughout the whole fight.

 

Vision of Mortality [VoM]
These are slow moving clones of Liadre, who aggro on you and explode when close, downing you or, if downed, finish you off. Present throughout the whole fight.

 

Orb of Blazing Light / White Whirlpool
Whirlpools spawn periodically. Kiting a VoM into one will spawn a orb of blazing light and despawn the VoM. Pick up the orb and throw it at Liadri using #1 (large ground targeted aoe). Be careful, as it has a short 1 sec wind up animation. Note that if you take your time picking up the Orb of Blazing Light, it'll despawn when the next whirlpool appears.

 

Mechanic/Tactic for phase 1

 

1. Approach this very calmly until you learn it.
2. Kill the orb.
3. Aggro a VoM and kite it towards a Whirpool. Here, a pull is a great way to speed up the process. For example, Scorpion Wire on thief or, for engineers, Tool kit is great as it gives you both a pull (magnet) and a block.
4. Pick up the light and throw it at Liadri.
5. Rinse and repeat 3 times.

 

PHASE 2

 

Liadre
- no longer stationary, she goes melee and attacks insanely fast
- the aoes she summons now look like a butterfly or an X, with the safe spots alternating north/south and then east/west, and some other much smaller areas.
- VoMs are still chasing you.
- Orbs still spawn.
- She cripples you with Whip attacks.

 

Mechanic/Tactic for phase 2

 

For defence:

 

Your utility/skills must contain:
Invulnerability. Block. Vigor (if possible) or endurance regen traits. Stun breaker.

 

For offence:
While DPS builds have success, I find that if you're running a pure condition, including + high duration, you have to land much fewer attacks and have an easier time kiting her.

 

Any Confusion or Torment (or Retaliation) works well, but with the first (and last) you have to actually get hit :)

 


Main Skill Rotation


Comments

Post a Comment