Engineer sPvP | Tournament Pistol/Shield | Support Cleaner
Table of Contents
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
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- Magnetic InversionRelease the magnetic field to push back nearby foes.Damage: 76Knockback: 300Combo Finisher: Blast
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- Throw Shield¾Throw your charged shield. Dazes foes it hits on the way out and back.Daze: 1 sDamage: 151Combo Finisher: ProjectileRange: 900
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- Cleansing Burst15Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480
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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
Explosives
Firearms
Inventions
Alchemy
Tools
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
Conditions
Control
Fields & Finishers
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
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -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- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
Accessories & Jewels
Accessory Totals
Weapon Set Sigils
- Weapon Strength: 876-1029
- Weapon Strength: 806-909
Weapon Defense: 61