Engineer WvW | Fun Rifle | Assaulter Static Discharge Engineer
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Table of Contents
Summary
Static Discharge Engineer
I. Weapons and Skills
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 s
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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: 480Regeneration: 6 s
- 0Vigor: 2 s
- Explosive Rockets20Overcharge your turret to fire explosive rockets.Damage: 1,270Knockdown: 2 sBurning: 3 s (984 damage)Rocket range: 1,200Rate of fire: 4 sRadius: 240Duration: 7
- DetonateDetonate your mine to damage foes and remove a boon from them.Damage: 304Explosion radius: 180Knockback: 300Combo Finisher: Blast
- 0Vigor: 2 s
Traits
Firearms
- SharpershooterYour critical hits have a 33% chance to cause 4s of bleeding.
- Chemical RoundsYour pistol skills have 50% increased condition duration.
- Heavy Armor ExploitYour critical hits have a 50% chance to grant you 3s of swiftness and cause 3s of vulnerability.
- High CaliberYou have a 10% increased chance to critically strike nearby foes.
- Hematic FocusYou have a 10% increased chance to critically strike foes affected by bleeding.
- Pinpoint DistributionYou gain 10% of your precision attribute as condition damage.
- Skilled MarksmanYou attack 10% faster with rifle or harpoon gun and those skills recharge 20% faster.
- No ScopeYour critical hits on nearby foes have a 100% chance to grant you 4s of fury. This trait has a 10 second internal cooldown.
- Serrated SteelBleeding you apply lasts 33% longer.
- JuggernautGain a stack of might for 15s and a stack of stability for 3s every 3 seconds while using the Flamethrower.
- Modified AmmunitionDeal 2% additional damage per condition on your foe.
- Incendiary PowderYour critical hits inflict 4s of burning. Burning you apply lasts 33% longer. This trait has a 10 second internal cooldown.
Inventions
- Cleansing SynergyWhen 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 ShieldShield skills recharge 20% faster and grant 4s of protection to nearby allies.
- Automated Medical ResponseAll heal skills recharge when struck while you are below the health threshold.
- Autodefense Bomb DispenserDrop a smoke bomb when you are disabled. This trait has a 30 second internal cooldown.
- Heal ResonatorWhen you use a healing skill you grant 6s of regeneration to nearby allies.
- Experimental TurretsTurrets apply boons to allies around them every 10 seconds.
- Soothing DetonationWhen you combo a blast finisher nearby allies are healed.
- Mecha LegsYour movement speed is increased by 25%. The duration of cripple, chill and immobilize on you is reduced by 33%.
- Energy AmplifierWhile under the effects of regeneration you gain up to 250 Healing power.
- Advanced TurretsTurrets receive 33% less damage. Turrets reflect missiles for 4s after created.
- Bunker DownWhen you critically hit create a mine and a med pack at your location. This trait has a 2 second internal cooldown.
- Medical Dispersion FieldYou heal nearby allies for 20% of whatever you heal yourself.
Tools
- Optimized ActivationUsing a toolbelt skill grants 2s of vigor.
- Static DischargeDischarge a bolt of lightning when you activate a toolbelt skill.
- Reactive LensesWhen blinded or disabled you activate utility goggles.
- Power WrenchTool kit skills recharge 20% faster and deal 10% more damage. Turret repairing abilities are 100% more effective.
- Mechanized DeploymentYour toolbelt skills recharge 15% faster.
- Steamlined KitsEquipping a kit creates and attack or spell and grants you 20s of swiftness. This trait has a 20 second internal cooldown.
- Lock OnStriking a foe in stealth analyzes them, revealing them and inflicting them with 10 stacks of vulnerability for 8 seconds. This trait has a 20 second internal cooldown.
- Takedown RoundStriking a foe above 50% health places a delayed explosive at their location. This trait has a 10 second internal cooldown.
- Excessive EnergyDeal 10% more damage while your endurance is above 90%.
- Kinetic ChargeAfter evading a strike the next toolbelt skill you use is recharged instantly. This trait has a 20 second internal cooldown.
- Adrenal ImplantEndurance regeneration is increased by 50%.
- GadgeteerGain static charges when struck. At 5 charge levels your next gadget skill use is overcharged and recharges 50% faster.
III. Stat Specifics & Effects
Primary Stats
- Health 16102 (+180)
- Vitality 1018 (+18)
- Armor 2153 (+35)
- Toughness 1035 (+35)
- Attack 4060 (+1795)
- Power 2795 (+1795)
- Critical Hit 49% (+49%)
- Precision 1942 (+942)
Secondary Stats
- Bleeding Duration 33% (+33%)
- Chill Duration (self) -33% (+-33%)
- Cripple Duration (self) -33% (+-33%)
- Critical Damage 68% (+68%)
- DMG Taken from Guards and Lords -7% (+-7%)
- DMG to Guards and Lords 7% (+7%)
- Damage 1265 (+0%)
- Defense 1118 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 1030 (+1030)
- Immobilize Duration (self) -33% (+-33%)
- Might Duration 45% (+45%)
- Movement Speed 25% (+25%)
Boons
Conditions
Control
Fields & Finishers
Combo
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Bowl of Sweet and Spicy Butternut Squash Soup
Duration: 1hr
Power: 100
Ferocity: 70
Experience from Kills: 10%
Power: 100
Ferocity: 70
Experience from Kills: 10%
- (1hr)
- Power: 100
- Ferocity: 70
- Experience from Kills: 10%
Utility Nourishment
Superior Sharpening Stone
Duration: 30min
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain power equal to 6% of your toughness
- Gain power equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
Zojja's Visage
- Defense: 102
- Power: 63
- Precision: 45
- Ferocity: 45
Superior Rune of Strength
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Zojja's Shoulderguard
- Defense: 102
- Power: 47
- Precision: 34
- Ferocity: 34
Superior Rune of Strength
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Zojja's Guise
- Defense: 355
- Power: 141
- Precision: 101
- Ferocity: 101
Superior Rune of Strength
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Zojja's Grips
- Defense: 165
- Power: 47
- Precision: 34
- Ferocity: 34
Superior Rune of Strength
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Zojja's Leggings
- Defense: 229
- Power: 94
- Precision: 67
- Ferocity: 67
Superior Rune of Strength
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Zojja's Striders
- Defense: 165
- Power: 47
- Precision: 34
- Ferocity: 34
Superior Rune of Strength
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Armor Stat Totals
- Defense 1118
- Power 614
- Might Duration 45%
- Precision 315
- Ferocity 315
- Toughness 30
- DMG Taken from Guards and Lords -6%
Rune Bonuses
Superior Rune of Strength- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Accessories & Jewels
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
(Infused)
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
(Infused)
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
(Infused)
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
Accessory Totals
- Power:717
- Precision:448
- Ferocity:466
- Vitality:18
- DMG to Guards and Lords:5%
- Toughness:5
- 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 Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
Mighty WvW InfusionOffensive Infusion
- Power: 5
- DMG to Guards and Lords: 1%
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Weapon Set I
Sigil of Superior BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Zojja's Harpoon Gun
- Weapon Strength: 950-1050
- Power: 125
- Precision: 90
- Ferocity: 90
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Water Weapon I
Sigil of Superior BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)