Engineer PvE | Dungeon Rifle | Damage DPS Engineer
Table of Contents
Summary
The build is aimed at maximum DPS output for dungeons / general structured PvE content.
I. Weapons and Skills
- 0Vigor: 2 s
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- 0Vigor: 2 s
- 0Vigor: 2 s
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- 0Vigor: 2 s
- 0Vigor: 2 s
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- 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: 480
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 s
Weapon and Skill Details
Rifle: should be obvious on a DPS build.
Heal: This is somewhat personal preference, I pick the turret for all the utility it brings (water field, blast finisher, decent healing, CC).
Grenades as our bread and butter while other stuff is on cooldown.
Flamethrower for its long lasting fire field, blast finisher and the damage coming with it.
Elixir gun for its utility and great damage from acid bomb.
Mortar: I mainly use this for its F5, I think its Nr. 1 skill can't compete with grenades any longer after the 28% dps nerf on it.
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.
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.
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.
Trait Details
Explosives
I pick Grenadier over Glass Cannon, because right now Grenadier makes grenades pierce. Meaning that every enemy they fly through gets hit. This is pretty huge.
Shaped Charge, straight forward, dmg modifiers are great.
Orbital strike hits pretty hard and additionally is a blast finisher. The other Grandmasters seem nowhere near as usefull. Should you really lack blast finishers though, you could consider using Thermobaric Detonation instead
Firearms
High caliber combined with Hematic Focus as pretty much the reason, why we use berserkers instead of assassins now.
Skilled marksman for reduced CD on jump shot and blunderbuss. If you lack fury, get No Scope instead.
Modified amunition should be obvious, it's a potentially huge direct DPS modifier
Tools
Static Discharge and Takedown Round since they are the only consistantly DPS modifying choices. For trash runs, consider using Streamlined kits instead. If doing so, be wary not to aggro things with the spell it creates or with static discharge.
Kinetic Charge allows us to use a toolbelt skill twice after successfully evading. Can be pretty huge when used for Barrage, especially with the Grenadier trait.
III. Stat Specifics & Effects
Primary Stats
- Health 15922 (+0)
- Vitality 1000 (+0)
- Armor 2118 (+0)
- Toughness 1000 (+0)
- Attack 3822 (+1557)
- Power 2557 (+1557)
- Critical Hit 50% (+50%)
- Precision 1960 (+960)
Secondary Stats
- Bleeding Duration 33% (+33%)
- Critical Damage 70% (+70%)
- Damage 1265 (+0%)
- Defense 1118 (+0)
- Ferocity 1060 (+1060)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Utility Nourishment
Armor & Runes
- Defense: 102
- Power: 63
- Precision: 45
- Ferocity: 45
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 102
- Power: 47
- Precision: 34
- Ferocity: 34
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 355
- Power: 141
- Precision: 101
- Ferocity: 101
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 165
- Power: 47
- Precision: 34
- Ferocity: 34
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 229
- Power: 94
- Precision: 67
- Ferocity: 67
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 165
- Power: 47
- Precision: 34
- Ferocity: 34
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
Armor Stat Totals
- Defense 1118
- Power 614
- Ferocity 415
- Precision 315
Rune Bonuses
Superior Rune of the Scholar- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
Accessories & Jewels
Accessory Totals
- Power:692
- Precision:466
- Ferocity:466
Weapon Set Sigils
- Weapon Strength: 1035-1265
- Power: 251
- Precision: 179
- Ferocity: 179
- Weapon Strength: -