Engineer sPvP | Tournament Rifle | Team fighter Bunker Down Soldier - Rifle (Arena PvP)
Table of Contents
Summary
This build uses great synergy with grenades ,bunker down, and vulnerability. Bunker down provides a ton of med packs for healing. The high vulnerability uptime provides increased damage both RAW and CONDITIONS. Everything hits really hard with the rifle, toolkit, and nades.
~Gambler twitch/who_is_gambler
Video Guide of Build:
I. Weapons and Skills
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 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 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- Overcharge Supply CrateOvercharge supply crate's turrets.
Weapon and Skill Details
Rifle is good with overcharged shot removing conditions, net shot to setup bursts, knockbacks, etc. Great control weapon. Still using same utilities. Tool kit for block, confusion stack, grenades for good cleave, aoe, slick shoes to lockdown opponents, crate for 1v1 potential, team support with med packs, etc.
Traits
Explosives
- Evasive Powder KegCreate a bomb when you dodge.
- GrenadierIncreases your throw velocity of grenades by 100%. Increases the blast radius of grenades by 60.
- Explosive DescentYou take 50% decreased damage from falling. When you take fall damage release a barrage of grenades.
- Glass CannonDeal 5% increased damage while above 90% health
- Steel-Packed PowderYour explosions cause 5s of vulnerability.
- Aim-assisted RocketYou have a 33% chance when striking a foe to target them for a seeker rocket. This trait has a 10 second internal cooldown.
- Shaped ChargeYou deal 5% increased damage to foes affected by vulnerability.
- Short FuseYour bombs explode faster and bomb skills recharge 20% faster.
- Explosive PowderExplosions deal 10% more damage. Your turrets explode, dealing damage and knocking back nearby foes when destroyed.
- Siege RoundsOrbital Strike comes down an additional time one second after the first strike. Mortar Kit ability effects last 40% longer.
- ShrapnelYour explosions have a 15% chance to cause 12s of bleeding and 2s of cripple.
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.
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.
Trait Details
Explosives:
I - Increased velocity and radius of grenades. Grenades is just a great cleave/aoe kit and improving them is overall a good choice in explosives tree.
V - Shaped Charge. With the use of grenades throwing 3 by default, plus with all your mines from bunker down / other traits / abilities its a great damage modifier. Your target(s) will most likely always have vuln up.
VIII - I chose shrapnel to add additional effects to my explovies (grenades/mines) it stacks bleeds and cripple. Great for baiting out condi cleanses--especially on some guardians that like to spam meditations whenever they have a condi.
Tools:
II - I picked reactive lenses because it is an automatic stun breaker! Free stun breaks! Engineers really lacked any stun breaks in previous builds. I believe at most we had 1 on a 25 sec cooldown when traited. After this had been used it was game over to any team that was paying attention.
IV - Steamlined Kits - If you time this properly and use it with toolkit (wrench) you get a free superspeed! Great for gaining distance for escapes or kiting. You could change it to "lock on" (V) if you prefer. Honestly anyone in the master tier can be used based on your personal preference.
VIII-Adrenal Implant- 50% endurance regen! Again this tier is personal preference. I have used (IX) Gadgeteer for slick shoes and I believe works with (II) reactive lenses to provide quicker cooldowns.
Inventions:
II-Automated Medical Response-Best choice here in my opinion. Every 10 secs your healing skill becomes active! If you are in trouble kite with toolkit shield + superspeed and then use your heal again!
VI-Mecha Legs-Great passive to conditions that really hinder engineers
VIII-Bunker Down- Great trait. With grenades you will dropping mines and med packs all over the place. Med packs can be used by your team! With the cele amulet the med packs heal for 600 hp and they drop every 2s with a critical hit!
III. Stat Specifics & Effects
Primary Stats
- Health 24922 (+9000)
- Vitality 1900 (+900)
- Armor 2964 (+900)
- Toughness 1900 (+900)
- Attack 3580 (+1375)
- Power 2375 (+1375)
- Critical Hit 10% (+10%)
- Precision 1125 (+125)
Secondary Stats
- Chill Duration (self) -33% (+-33%)
- Cripple Duration (self) -33% (+-33%)
- Damage 1205 (+0%)
- Defense 1064 (+0)
- Endurance Regeneration 50% (+50%)
- Immobilize Duration (self) -33% (+-33%)
- Movement Speed 25% (+25%)
- Swiftness Duration 30% (+30%)
Boons
Conditions
Control
Fields & Finishers
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
Rune Stat Totals
- Power 175
- Swiftness Duration 30%
- Precision 125
Rune Bonuses
PvP Rune of the Pack- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
Accessories & Jewels
Accessory Totals
- Power:1200
- Toughness:900
- Vitality:900
Weapon Set Sigils
- Weapon Strength: 986-1205
- Weapon Strength: -