Engineer sPvP | Tournament Pistol/Shield | Support Cleaner

by Last Updated:
100% (1) Approval 1 Votes - 2106 Views

Summary

Use your Healing Turret overcharge, Fumigate, Toss (Cleansing Formula 409) Elixirs, and combos to cleanse groups of allies of harmful conditions. This build is a work in progress. Final Amulet and Sigil choices are being worked on.


I. Weapons and Skills

PvP Pistol
  • Weapon Strength: 876-1029
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
PvP Harpoon gun
  • Weapon Strength: 905-1000
  • Regenerating Mist18¼
    Tool belt. Release a mist of healing liquid to regenerate nearby allies.
    x2Regeneration: 3 s (780 health)Range: 480Combo Field: Water
    • Detonate Healing Turret
      Detonate your healing turret.
      Combo Finisher: Blast
  • Healing Mist30½
    Tool belt. Vent a healing mist, granting regeneration to yourself and allies.
    Regeneration: 10 s (1300 health)Radius: 240Break Stun
    • 0
  • Toss Elixir R87
    Tool belt. Toss Elixir R, curing conditions and reviving allies.
    Revive percent per pulse: 20%Duration: 6Radius: 180Range: 1,200
    • 0
  • Toss Elixir S43½
    Tool belt. Toss Elixir S, either making allies grow and granting them stability, or granting them stealth.
    Stability: 4 sStealth: 4 sRadius: 180Range: 900
    • 0
  • Toss Elixir X
    Tool belt. Toss your Elixir X, transforming enemies at the location into moas.
    • 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
    • 0
  • Poison Dart Volley10
    Fire a volley of darts that poison foes.
    Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
    • 0
    • 0
  • 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
    • 0
  • 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
  • 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
  • Healing Turret ½ 20
    Turret. Deploys a turret that heals you briefly, then regenerates you and your allies.
    Healing: 2,520Regeneration: 3 s (Cast every 3 seconds)Radius: 480
    • Cleansing Burst15
      Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.
      Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480
  • Elixir Gun
    Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
    • 0
  • Elixir R24
    Elixir. Drink Elixir R to recover from stun and refill your endurance.
    • 0
  • Elixir S48
    Elixir. Drink Elixir S to shrink yourself, recover from stun, and evade attacks.
    Duration: 3Breaks stun
    • 0
  • Elixir X1 84
    Elixir. Drink Elixir X, becoming a rampaging brute or whirling tornado. Underwater become either a withering plague or a whirlpool.
    Tornado (15 s): Transformed into a tornado.Rampage (20 s): Assumed the form of a massive juggernaut.
    • 0

Weapon and Skill Details

Since this build is for supporting small groups I chose Pistol and Shield. Static Shot is a great way to blind several enemies at once to assist your allies when they're stomping downed players. Magnetic Inversion can peel or interrupt heals and the same goes for Static Shield and Throw Shield. Healing Turret and Elixir Gun heal teammates and cleanse conditions. Elixir R and S can be used to quickly revive allies in the middle of a team fight. Elixir X was chosen over Supply Crate because of its synergy with combo fields. Combining Tornado with Super Elixir's Light Field sends out cleansing bolts. Rampage and Tornado can both peel enemies off of downed allies, while Rampage grants stability allowing you to freely stomp enemy players without interruption.


II. Traits

Adept Master Grandmaster

Trait Details

Fireforged Trigger was chosen to grant more frequent use of Fumigate and Super Elixir. Stabilized Armor was picked up for defense on the way to getting Automated Medical Response which when combined with Healing Turrets provides back to back turret activation when you're health is getting low. Since a lot of the condition cleansing only affects allies I invested heavily into Alchemy for Automated Response and Cleansing Forumla 409 to help protect and cleanse myself. With 3 Elixirs I felt compelled to pick up Fast Acting Elixirs over more ubiquitous choices like Invigorating Speed, Protection Injection, or Self-Regulating Defenses. Always Prepared is a controversial choice, but I feel with how often I self revive via Toss Elixir R, the bandages dropped when I'm initially downed are quite useful. After I get back up I can run around and pick them up while using Healing Turret and Super Elixir to quickly top off my health. The 25% extra downed damage is just gravy. Inertial Converter recharges all of our toolbelt skills when we reach 25% health. This makes back to back Toss Elixir R a possibility, not to mention recharging the Healing Mist stun break.


III. Stat Specifics & Effects

Primary Stats

  • Health 19272 (+3350)
  • Vitality 1251 (+335)
  • Armor 2366 (+325)
  • Toughness 1241 (+325)
  • Attack 1885 (+0)
  • Power 916 (+0)
  • Critical Hit 5% (+5%)
  • Precision 1016 (+100)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Condition Damage 100 (+100)
  • Condition Duration (self) -25% (+-25%)
  • Critical Damage 10% (+10%)
  • Damage 969 (+0%)
  • Defense 1125 (+0)
  • Ferocity 150 (+150)
  • Healing Power 150 (+150)
  • Stun Duration (self) -25% (+-25%)
  • Tool Belt Recharge Rate 15% (+15%)

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

With the condition heavy environment I feel that Vitality is very important. This build isn't focused on healing or damage, so I might end up choosing a high vitality amulet such as Knights or Soldiers. I'm still not sure.


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration

Rune Stat Totals

  • Toughness 175
  • Vitality 35
  • Condition Duration (self) -25%
  • Stun Duration (self) -25%

Rune Bonuses

PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration

Accessories & Jewels

0

    Accessory Totals

    Weapon Set Sigils

    PvP Pistol
    • Weapon Strength: 876-1029
    PvP Shield
    • Weapon Strength: 806-909

    • Weapon Defense: 61
    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 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)

    PvP Harpoon gun
    • Weapon Strength: 905-1000
    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)

    Water Weapon I

    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)

    Upgrade Item Details

    Runes of Melandru grants much needed toughness and further mitigates conditions. The Sigil of Energy grants an extra dodge every 10 seconds. This is great for survival, but also for positioning. The second Sigil and Amulet are still being tinkered with. I'll update the build as soon as I figure out what works best.


    V. Basic Gameplay

    Stay with your group. Let them know how Fumigate works and instruct them to stack on an enemy that is using a lot of conditions like a Ranger or Necromancer. This way you can hose them all down and get the most out of Fumigate. This also keeps everyone in the radius of your Super Elixir. Awareness is key. If you see your thief, or mesmer ally has been downed, wait for them to use their teleport before you rush to them or toss Elixir R. Keep an eye on health bars and get ready to be nearby to revive or peel for your downed ally. Watch your allies conditions and wait until there are a few stacks on each before you use your area cleanses. Support your cleansing with some area healing and blast finishers to augment it.


    Main Skill Rotation

    Elixir Gun
    Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
    Super Elixir½ 12
    Elixir. Launch an elixir orb, healing allies on impact and creating an area of continual healing.
    Impact heal: 1400Pulse heal: 240Duration: 10Radius: 240Combo Field: LightRange: 900
    Elixir X1 84
    Elixir. Drink Elixir X, becoming a rampaging brute or whirling tornado. Underwater become either a withering plague or a whirlpool.
    Tornado (15 s): Transformed into a tornado.Rampage (20 s): Assumed the form of a massive juggernaut.

    Light Field + Tornado. The whirl finisher creates many cleansing bolts on top of sending your opponents flying. If you end up with Rampage instead, then look for the nearest ally that needs a peel and use your control abilities to help them out.


    Healing Turret ½ 20
    Turret. Deploys a turret that heals you briefly, then regenerates you and your allies.
    Healing: 2,520Regeneration: 3 s (Cast every 3 seconds)Radius: 480
    Cleansing Burst15
    Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.
    Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480
    Regenerating Mist18¼
    Tool belt. Release a mist of healing liquid to regenerate nearby allies.
    x2Regeneration: 3 s (780 health)Range: 480Combo Field: Water
    Detonate Healing Turret
    Detonate your healing turret.
    Combo Finisher: Blast
    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

    Burst healing with area condition cleansing.


    Comments

    Post a Comment