Engineer sPvP | Tournament Pistol/Shield | Bunker Thanksgiving Juggernaut (June Spec Update)
Table of Contents
Summary
This build emphasises on closing up on the enemy blindly.
This build is for fun. It emphasises on Flamethrower and elixirs to not give a slightest kitten on anyone who thinks you're a silly person wielding a flamethrower. Time to tell those hammer warrior who's boss, the second coming of jesus himself.
it is also compulsory to play this song whenever "<your name here> is on rampage" appears on screen:
This build is good against build that have high CC and rely on stun to land their hard to hit/telegraphed attacks like hammer warrior/guardians. It is weak against condi and high burst thieves.
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: 480Regeneration: 6 s
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- Overcharge Supply CrateOvercharge supply crate's turrets.
Weapon and Skill Details
Open your fight with Static Shot.
Use the Magnetic Inversion to stack might with your napalm.
FLAMTHROWER GUIDE FUN 101:
-drink both elixirs to quickly get the might
-roast the enemy with Flame Jet
-Use Smoke Vent when they're close enough
-If the target is still medium rare, do Air Blast them if they telegraph to do some elite like crates or stomping
AED is a REALLY good option if you know to time it. With Auto Medical Response and good AED timing, you pretty much entered godmode.
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.
Alchemy
- Hidden FlaskDrink an elixir B when struck while below 75% health.
- Protection InjectionGain 3s of protection when you are disabled. This trait has a 5 second internal cooldown.
- Health InsuranceWhile using Med Kit your outgoing healing to others is increased by 15%.
- TransmuteIncoming conditions have a 100% chance of being converted into a boon. This trait has a 15 second internal cooldown.
- Inversion EnzymeElixir Gun abilities which remove conditions now convert them into boons instead.
- Self-regulating DefensesWhen struck below 25% health you consume an Elixir S.
- Backpack RegeneratorWhile using a kit you passively recover health.
- Alchemical TincturesElixirs remove a condition from affected allies. Boons you apply last 20% longer.
- HGHElixirs grant 2 stacks of might for 20s, have 20% reduced recharge, and have 20% increased duration.
- Stimulant SupplierDrop a stim pack when you use a heal skill. This trait has a 10 second internal cooldown.
- Iron BloodedIncoming damage is reduced by 2% for every boon on you.
Trait Details
Juggernaut for the stability and mantaining a really high might
Bunker down is ridiculously strong at the moment. Be sure to move from bandage to bandage with each procs.
HGH is your best friend, keeping your elixirs to maximum uptime, and starting up your might stacks.
Auto Med Response to keep heal off cooldown.
Pinpoint distribution helps with Burn Damage
Mecha Legs to reduce your reliant on Refined Kits for movespeed, and also good for the chill reduction.
Protection Injection is against CC. Because you already have stability, you will not get knocked down, AND, will get protection while still moving.
Self Regulating Defense are better than gimickky backpack regen, because it helps tight situation. We all know all fights end in less than a fraction of time. Sustain regen cant outweigh a 3s window of invulnerability.
III. Stat Specifics & Effects
Primary Stats
- Health 15922 (+0)
- Vitality 1000 (+0)
- Armor 3325 (+1200)
- Toughness 2200 (+1200)
- Attack 3034 (+1065)
- Power 2065 (+1065)
- Critical Hit 47% (+47%)
- Precision 1900 (+900)
Secondary Stats
- Bleeding Duration 33% (+33%)
- Boon Duration 20% (+20%)
- Burning Duration 15% (+15%)
- Chill Duration (self) -33% (+-33%)
- Condition Damage 190 (+190)
- Cripple Duration (self) -33% (+-33%)
- Damage 969 (+0%)
- Defense 1125 (+0)
- Immobilize Duration (self) -33% (+-33%)
- Movement Speed 25% (+25%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Stability for rangers fool enough for people to do their stun and spam their hard hitting skills, while you still can move and get protection from Protection Injection.
Maximum might, maximum fun.
You also get fury from the elixirs, it helps proccing crits.
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Power: 25
- Burning Duration: 15%
- Power: 50
- 5% chance to cause burning for 1s when hit. (cooldown: 5s)
- Power: 90
- +5% damage against burning targets.
- Power: 25
- Burning Duration: 15%
- Power: 50
- 5% chance to cause burning for 1s when hit. (cooldown: 5s)
- Power: 90
- +5% damage against burning targets.
- Power: 25
- Burning Duration: 15%
- Power: 50
- 5% chance to cause burning for 1s when hit. (cooldown: 5s)
- Power: 90
- +5% damage against burning targets.
- Power: 25
- Burning Duration: 15%
- Power: 50
- 5% chance to cause burning for 1s when hit. (cooldown: 5s)
- Power: 90
- +5% damage against burning targets.
- Power: 25
- Burning Duration: 15%
- Power: 50
- 5% chance to cause burning for 1s when hit. (cooldown: 5s)
- Power: 90
- +5% damage against burning targets.
- Power: 25
- Burning Duration: 15%
- Power: 50
- 5% chance to cause burning for 1s when hit. (cooldown: 5s)
- Power: 90
- +5% damage against burning targets.
Rune Stat Totals
- Power 165
- Burning Duration 15%
Rune Bonuses
PvP Rune of Flame Legion- Power: 25
- Burning Duration: 15%
- Power: 50
- 5% chance to cause burning for 1s when hit. (cooldown: 5s)
- Power: 90
- +5% damage against burning targets.
Accessories & Jewels
Accessory Totals
- Power:900
- Precision:900
- Toughness:1200
Weapon Set Sigils
- Weapon Strength: 876-1029
- Weapon Strength: 806-909
Weapon Defense: 61