Engineer WvW | Large Group Rifle | Roamer 25% HP Juggernaut

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Summary

A 25% HP melee build taking advantage of Automated Response for stronger Heals on shorter CD and with added effects. The offensive part rely on Juggernaut, strong CCs and criticals.


I. Weapons and Skills

Zojja's Musket
  • Weapon Strength: 1035-1265
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
  • Weapon Strength: -
  • Regenerating Mist21
    Tool belt. Release a mist of healing liquid to regenerate nearby allies.
    x2Regeneration: 3 s (780 health)Range: 480Combo Field: WaterRegeneration: 6 s
    • Detonate Healing Turret
      Detonate your healing turret.
      Combo Finisher: Blast
  • Rocket Kick½ 17
    Tool belt. Use your rocket boots to do an explosive kick that burns foes.
    Damage: 183Burning: 5 s (1640 damage)Range: 300
    • 0
  • Throw Wrench½ 17
    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
  • Incendiary Ammo50
    Tool belt. Burn foes with your next three attacks.
    • 0
  • Toss Elixir X
    Tool belt. Toss your Elixir X, transforming enemies at the location into moas.
    • 0
  • Hip Shot¾
    Deliver a quick rifle shot from the hip that pierces targets.
    Damage: 251Range: 1,200
    • 0
    • 0
  • Net Shot8
    Immobilize foes with a net shot.
    Immobilized: 2Range: 1,200
    • 0
    • 0
  • Blunderbuss½ 8
    Fire a cloud of shrapnel that causes more damage the closer you are to foes.
    Damage at 100 distance: 618Damage at 400 distance: 386x4Bleeding at 100 distance: 680 damage (4s)Bleeding at 400 distance: 170 dmg (4s)Range: 700
    • 0
    • 0
  • Overcharged Shot12
    Fire a blast so strong it launches your foe as you fall backward and cures immobilized, crippled, and chilled.
    Damage: 579Foe launch distance: 450Self knockback distance: 300Range: 600
    • 0
    • 0
  • Jump Shot¼ 16
    Blast the ground, damaging nearby foes and leaping to your target.
    Leap damage: 348Landing damage: 696x3Vulnerability: 7 sRadius: 240Combo Finisher: LeapRange: 800
    • 0
    • 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: 480Regeneration: 6 s
    • Cleansing Burst15
      Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.
      Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480Regeneration: 6 s
  • Rocket Boots20
    Gadget. Fly backward, damaging foes with your rocket exhaust. Cures immobilized, crippled, and chilled.
    Damage: 244Rocket Distance: 900Radius: 120
    • 0
  • Tool Kit
    Weapon kit. Equip a kit that gives you a variety of tools.
    • 0
  • Flamethrower
    Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
    Stability: 3 sMight: 15 s
    • 0
  • Elixir X1 105
    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

Traits

Firearms

  • Sharpershooter
    Your critical hits have a 33% chance to cause 4s of bleeding.
    • Chemical Rounds
      Your pistol skills have 50% increased condition duration.
    • Heavy Armor Exploit
      Your critical hits have a 50% chance to grant you 3s of swiftness and cause 3s of vulnerability.
    • High Caliber
      You have a 10% increased chance to critically strike nearby foes.
  • Hematic Focus
    You have a 10% increased chance to critically strike foes affected by bleeding.
    • Pinpoint Distribution
      You gain 10% of your precision attribute as condition damage.
    • Skilled Marksman
      You attack 10% faster with rifle or harpoon gun and those skills recharge 20% faster.
    • No Scope
      Your critical hits on nearby foes have a 100% chance to grant you 4s of fury. This trait has a 10 second internal cooldown.
  • Serrated Steel
    Bleeding you apply lasts 33% longer.
    • Juggernaut
      Gain a stack of might for 15s and a stack of stability for 3s every 3 seconds while using the Flamethrower.
    • Modified Ammunition
      Deal 2% additional damage per condition on your foe.
    • Incendiary Powder
      Your critical hits inflict 4s of burning. Burning you apply lasts 33% longer. This trait has a 10 second internal cooldown.

Inventions

  • Cleansing Synergy
    When you use a healing skill you emit a cleansing pulse to nearby allies, removing a damaging condition from them. This trait has a 10 second internal cooldown.
    • Over Shield
      Shield skills recharge 20% faster and grant 4s of protection to nearby allies.
    • Automated Medical Response
      All heal skills recharge when struck while you are below the health threshold.
    • Autodefense Bomb Dispenser
      Drop a smoke bomb when you are disabled. This trait has a 30 second internal cooldown.
  • Heal Resonator
    When you use a healing skill you grant 6s of regeneration to nearby allies.
    • Experimental Turrets
      Turrets apply boons to allies around them every 10 seconds.
    • Soothing Detonation
      When you combo a blast finisher nearby allies are healed.
    • Mecha Legs
      Your movement speed is increased by 25%. The duration of cripple, chill and immobilize on you is reduced by 33%.
  • Energy Amplifier
    While under the effects of regeneration you gain up to 250 Healing power.
    • Advanced Turrets
      Turrets receive 33% less damage. Turrets reflect missiles for 4s after created.
    • Bunker Down
      When you critically hit create a mine and a med pack at your location. This trait has a 2 second internal cooldown.
    • Medical Dispersion Field
      You heal nearby allies for 20% of whatever you heal yourself.

Alchemy

  • Hidden Flask
    Drink an elixir B when struck while below 75% health.
    • Invigorating Speed
      When you gain swiftness you also gain 6s of vigor. This trait has a 5 second internal cooldown.
    • Protection Injection
      Gain 3s of protection when you are disabled. This trait has a 5 second internal cooldown.
    • Health Insurance
      While using Med Kit your outgoing healing to others is increased by 15%.
  • Transmute
    Incoming conditions have a 100% chance of being converted into a boon. This trait has a 15 second internal cooldown.
    • Inversion Enzyme
      Elixir Gun abilities which remove conditions now convert them into boons instead.
    • Self-regulating Defenses
      When struck below 25% health you consume an Elixir S.
    • Backpack Regenerator
      While using a kit you passively recover health.
  • Alchemical Tinctures
    Elixirs remove a condition from affected allies. Boons you apply last 20% longer.
    • HGH
      Elixirs grant 2 stacks of might for 20s, have 20% reduced recharge, and have 20% increased duration.
    • Stimulant Supplier
      Drop a stim pack when you use a heal skill. This trait has a 10 second internal cooldown.
    • Iron Blooded
      Incoming damage is reduced by 2% for every boon on you.

Trait Details

Self Regulating Defenses is the base trait, it trigger all your other defense mechanisms and provides a safe escape after you land your Elixir X or in tough melee situations.


III. Stat Specifics & Effects

Primary Stats

  • Health 21082 (+5160)
  • Vitality 1516 (+516)
  • Armor 3230 (+1120)
  • Toughness 2120 (+1120)
  • Attack 3370 (+1105)
  • Power 2105 (+1105)
  • Critical Hit 51% (+51%)
  • Precision 1831 (+831)

Secondary Stats

  • Bleeding Duration 33% (+33%)
  • Boon Duration 20% (+20%)
  • Chill Duration (self) -33% (+-33%)
  • Condition Duration (self) -25% (+-25%)
  • Cripple Duration (self) -33% (+-33%)
  • Critical Damage 11% (+11%)
  • DMG Taken from Guards and Lords -1% (+-1%)
  • Damage 1265 (+0%)
  • Defense 1110 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 179 (+179)
  • Healing Power 110 (+110)
  • Immobilize Duration (self) -33% (+-33%)
  • Movement Speed 25% (+25%)
  • Stun Duration (self) -25% (+-25%)

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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Loaf of Omnomberry Bread
Duration: 30min
Vitality: 100
Toughness: 70
Experience from Kills: 10%
  • (30min)
  • Vitality: 100
  • Toughness: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Maintenance Oil
Duration: 30min
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain precision equal to 6% of your toughness
  • Gain precision equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Beigarth's Visage
  • Defense: 102
  • Toughness: 63
  • Power: 45
  • Precision: 45
Superior 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% condition duration and -15% stun duration
Beigarth's Shoulderguard
  • Defense: 102
  • Toughness: 47
  • Power: 34
  • Precision: 34
Superior 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% condition duration and -15% stun duration
Beigarth's Guise
  • Defense: 355
  • Toughness: 141
  • Power: 101
  • Precision: 101
Superior 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% condition duration and -15% stun duration
Beigarth's Grips
  • Defense: 165
  • Toughness: 47
  • Power: 34
  • Precision: 34
Superior 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% condition duration and -15% stun duration
Beigarth's Leggings
  • Defense: 229
  • Toughness: 94
  • Power: 67
  • Precision: 67
Superior 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% condition duration and -15% stun duration
Knight's Emblazoned Boots
  • Defense: 157
  • Toughness: 45
  • Power: 32
  • Precision: 32
Superior 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% condition duration and -15% stun duration

Armor Stat Totals

  • Defense 1110
  • Toughness 612
  • Vitality 35
  • Condition Duration (self) -25%
  • Stun Duration (self) -25%
  • Power 313
  • Precision 313

Rune Bonuses

Superior 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% condition duration and -15% stun duration

Accessories & Jewels

Thackeray Family CrestDefensive Slot
  • Power: 157
  • Toughness: 108
  • Vitality: 108
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Soldier's BackOffensive Slot
  • Power: 63
  • Toughness: 40
  • Vitality: 40
(Infused)
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
EttinbandDefensive Slot
  • Toughness: 126
  • Power: 85
  • Precision: 85
(Infused)
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Lost Seal of UsokuOffensive Slot
  • Power: 126
  • Toughness: 85
  • Vitality: 85
(Infused)
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Faolain's BlossomDefensive Slot
  • Healing Power: 110
  • Precision: 74
  • Vitality: 74
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Durmand's PenDefensive Slot
  • Power: 110
  • Toughness: 74
  • Vitality: 74
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%

Accessory Totals

  • Power:541
  • Toughness:438
  • Vitality:381
  • Precision:159
  • Healing Power:110
  • DMG Taken from Guards and Lords:-1%

Weapon Set Sigils

Zojja's Musket
  • Weapon Strength: 1035-1265
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
Sigil of Superior Accuracy
+7% crit chance.
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 Accuracy

+7% crit chance.

  • Weapon Strength: -

Water Weapon I


V. Basic Gameplay

Goal is to land as much damage and CC through Elixir X or Flamethrower & Rifle then withdraw.


Main Skill Rotation

Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
Stability: 3 sMight: 15 s
Rocket Boots20
Gadget. Fly backward, damaging foes with your rocket exhaust. Cures immobilized, crippled, and chilled.
Damage: 244Rocket Distance: 900Radius: 120
Elixir X1 105
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.
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: 480Regeneration: 6 s
Regenerating Mist21
Tool belt. Release a mist of healing liquid to regenerate nearby allies.
x2Regeneration: 3 s (780 health)Range: 480Combo Field: WaterRegeneration: 6 s

With Elixir X and Self Regulating Defenses Up. Can't add Rampage and Tornado skills but with your 3.3k armor and enhanced vitality it's basicaly free fight, even when focused.


Without

Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
Stability: 3 sMight: 15 s
Tool Kit
Weapon kit. Equip a kit that gives you a variety of tools.
Gear Shield20
Block attacks.
Duration: 2
Rocket Boots20
Gadget. Fly backward, damaging foes with your rocket exhaust. Cures immobilized, crippled, and chilled.
Damage: 244Rocket Distance: 900Radius: 120
Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
Stability: 3 sMight: 15 s
Air Blast15
Push back foes and projectiles with a hot air blast.
Burning vs burning: 2 s (656)Knockback distance: 400Range: 300
Flame Blast½ 6
Fire a napalm ball that rolls through foes and explodes.
Damage: 244Blast damage: 569Blast radius: 240Range: 600
Flame Blast Detonate
Detonate your napalm ball.
Blast Damage: 569Blast Radius: 240
Net Shot8
Immobilize foes with a net shot.
Immobilized: 2Range: 1,200
Jump Shot¼ 16
Blast the ground, damaging nearby foes and leaping to your target.
Leap damage: 348Landing damage: 696x3Vulnerability: 7 sRadius: 240Combo Finisher: LeapRange: 800
Blunderbuss½ 8
Fire a cloud of shrapnel that causes more damage the closer you are to foes.
Damage at 100 distance: 618Damage at 400 distance: 386x4Bleeding at 100 distance: 680 damage (4s)Bleeding at 400 distance: 170 dmg (4s)Range: 700

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