Engineer sPvP | Tournament Pistol/Shield | Bunker Thanksgiving Juggernaut (June Spec Update)

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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

PvP Pistol
  • Weapon Strength: 876-1029
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
PvP
  • 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
  • Incendiary Ammo50
    Tool belt. Burn foes with your next three attacks.
    • 0
  • Toss Elixir U½ 50
    Tool belt. Toss Elixir U, creating a random spell at the target location.
    Range: 900
    • 0
  • Toss Elixir B½ 25
    Tool belt. Toss Elixir B to grant fury, might, retaliation, and swiftness to allies.
    x3Stability: 4 sFury: 10 sSwiftness: 10 sRetaliation: 10 sRadius: 180Range: 900
    • 0
  • Med Pack Drop
    Tool belt. Call down a supply drop of med packs into the target area.
    • 0
  • Explosive Shot½
    Fire a shot that explodes on impact, bleeding nearby foes.
    Damage: 118Bleeding: 3 s (85 damage)Radius: 120Combo Finisher: Projectile (20% chance)Range: 900
    • 0
    • 0
  • Poison Dart Volley10
    Fire a volley of darts that poison foes.
    Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
    • 0
    • 0
  • Static Shot15
    Discharge a lightning shot that bounces between multiple foes, blinding and confusing them.
    Damage: 134Blind: 3 sx2Confusion: 3 s (130 damage on skill use)Number of bounces: 4Range: 900
    • 0
    • 0
  • Magnetic Shield3 30
    Create a magnetic field that reflects projectiles and can be released to push back foes.
    Duration: 3
    • Magnetic Inversion
      Release the magnetic field to push back nearby foes.
      Damage: 76Knockback: 300Combo Finisher: Blast
    • 0
  • Static Shield40
    Electrify your shield, preparing to throw it at foes. If you are hit, the shield discharges, stunning your nearby attacker.
    Stun: 1 sBlock duration: 2
    • Throw Shield¾
      Throw your charged shield. Dazes foes it hits on the way out and back.
      Daze: 1 sDamage: 151Combo Finisher: ProjectileRange: 900
    • 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
  • Flamethrower
    Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
    Stability: 3 sMight: 15 s
    • 0
  • Elixir U40
    Elixir. Drink Elixir U, gaining quickness and a random utility skill from another profession.
    Quickness (6 s): Skills and actions are 50% faster.Haste (6 s): Regenerate endurance at 50% effectiveness.Frenzy (6 s): You take 25% more damage.Break stun
    • 0
  • Elixir B½ 32
    Elixir. Drink Elixir B to gain fury, might, retaliation, and swiftness.
    Might: 30 sFury: 10 sSwiftness: 10 sRetaliation: 10 s
    • 0
  • Supply Crate1 180
    Request a massive supply drop, complete with turrets and bandages.
    Damage: 244Stun: 2 sRadius: 240Combo Finisher: BlastRange: 1,200
    • Overcharge Supply Crate
      Overcharge 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

  • 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

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

  • 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

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

PvP Rune of Flame Legion
  1. Power: 25
  2. Burning Duration: 15%
  3. Power: 50
  4. 5% chance to cause burning for 1s when hit. (cooldown: 5s)
  5. Power: 90
  6. +5% damage against burning targets.
PvP Rune of Flame Legion
  1. Power: 25
  2. Burning Duration: 15%
  3. Power: 50
  4. 5% chance to cause burning for 1s when hit. (cooldown: 5s)
  5. Power: 90
  6. +5% damage against burning targets.
PvP Rune of Flame Legion
  1. Power: 25
  2. Burning Duration: 15%
  3. Power: 50
  4. 5% chance to cause burning for 1s when hit. (cooldown: 5s)
  5. Power: 90
  6. +5% damage against burning targets.
PvP Rune of Flame Legion
  1. Power: 25
  2. Burning Duration: 15%
  3. Power: 50
  4. 5% chance to cause burning for 1s when hit. (cooldown: 5s)
  5. Power: 90
  6. +5% damage against burning targets.
PvP Rune of Flame Legion
  1. Power: 25
  2. Burning Duration: 15%
  3. Power: 50
  4. 5% chance to cause burning for 1s when hit. (cooldown: 5s)
  5. Power: 90
  6. +5% damage against burning targets.
PvP Rune of Flame Legion
  1. Power: 25
  2. Burning Duration: 15%
  3. Power: 50
  4. 5% chance to cause burning for 1s when hit. (cooldown: 5s)
  5. Power: 90
  6. +5% damage against burning targets.

Rune Stat Totals

  • Power 165
  • Burning Duration 15%

Rune Bonuses

PvP Rune of Flame Legion
  1. Power: 25
  2. Burning Duration: 15%
  3. Power: 50
  4. 5% chance to cause burning for 1s when hit. (cooldown: 5s)
  5. Power: 90
  6. +5% damage against burning targets.

Accessories & Jewels

Knight's Amulet
  • Power: 900
  • Precision: 900
  • Toughness: 1200

Accessory Totals

  • Power:900
  • Precision:900
  • Toughness:1200

Weapon Set Sigils

PvP Pistol
  • Weapon Strength: 876-1029
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Superior Sigil of Torment
50% chance on critical hit: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5 Seconds)

Weapon Set I

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Superior Sigil of Torment

50% chance on critical hit: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5 Seconds)

PvP
  • Weapon Strength: -

Water Weapon I

Upgrade Item Details

Flame legion rune to melt those enemies well done.
Knight Amulet isnt really the ideal, you can experiment for zerker, but it is albeit glass cannon with that route. Whatever you choose, Power and Precision is vital in this build.

 

EDIT: Knight Amulet is still the best accessory after a bit of testing. You can solo a lord really easily.


V. Basic Gameplay

You can go 1 on 2 if you can micro the skills. Make sure to GRAB all the medkits and rotate around the mines in circular motion. Its braindead really.

 

Just make sure to swap to shield for Healing turret and magnetic inversion if things go south.


Main Skill Rotation

Static Shot15
Discharge a lightning shot that bounces between multiple foes, blinding and confusing them.
Damage: 134Blind: 3 sx2Confusion: 3 s (130 damage on skill use)Number of bounces: 4Range: 900
Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
Stability: 3 sMight: 15 s
Elixir B½ 32
Elixir. Drink Elixir B to gain fury, might, retaliation, and swiftness.
Might: 30 sFury: 10 sSwiftness: 10 sRetaliation: 10 s
Elixir U40
Elixir. Drink Elixir U, gaining quickness and a random utility skill from another profession.
Quickness (6 s): Skills and actions are 50% faster.Haste (6 s): Regenerate endurance at 50% effectiveness.Frenzy (6 s): You take 25% more damage.Break stun
Flame Jet
Spray fire in a cone pattern while on the move, burning enemies on the final attack. Deals 10% bonus damage to burning targets.
Damage (10x): 490Burning: 1 s (328 damage)Attacks per second: 5Range: 425
Napalm30
Burn foes with a wall of napalm at the target location.
Burning per pulse: 1 s (328 damage)Duration: 10Combo Field: FireRange: 600
Toss Elixir U½ 50
Tool belt. Toss Elixir U, creating a random spell at the target location.
Range: 900
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
Toss Elixir B½ 25
Tool belt. Toss Elixir B to grant fury, might, retaliation, and swiftness to allies.
x3Stability: 4 sFury: 10 sSwiftness: 10 sRetaliation: 10 sRadius: 180Range: 900

Opening move


For Quality Roasting

Elixir B½ 32
Elixir. Drink Elixir B to gain fury, might, retaliation, and swiftness.
Might: 30 sFury: 10 sSwiftness: 10 sRetaliation: 10 s
Elixir U40
Elixir. Drink Elixir U, gaining quickness and a random utility skill from another profession.
Quickness (6 s): Skills and actions are 50% faster.Haste (6 s): Regenerate endurance at 50% effectiveness.Frenzy (6 s): You take 25% more damage.Break stun
Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
Stability: 3 sMight: 15 s
Napalm30
Burn foes with a wall of napalm at the target location.
Burning per pulse: 1 s (328 damage)Duration: 10Combo Field: FireRange: 600
Flame Blast½ 6
Fire a napalm ball that rolls through foes and explodes.
Damage: 244Blast damage: 569Blast radius: 240Range: 600

this is all you need. Get that cap defended.


For Might Uptime

Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
Stability: 3 sMight: 15 s
Elixir B½ 32
Elixir. Drink Elixir B to gain fury, might, retaliation, and swiftness.
Might: 30 sFury: 10 sSwiftness: 10 sRetaliation: 10 s
Elixir U40
Elixir. Drink Elixir U, gaining quickness and a random utility skill from another profession.
Quickness (6 s): Skills and actions are 50% faster.Haste (6 s): Regenerate endurance at 50% effectiveness.Frenzy (6 s): You take 25% more damage.Break stun
Napalm30
Burn foes with a wall of napalm at the target location.
Burning per pulse: 1 s (328 damage)Duration: 10Combo Field: FireRange: 600
Toss Elixir U½ 50
Tool belt. Toss Elixir U, creating a random spell at the target location.
Range: 900
Toss Elixir B½ 25
Tool belt. Toss Elixir B to grant fury, might, retaliation, and swiftness to allies.
x3Stability: 4 sFury: 10 sSwiftness: 10 sRetaliation: 10 sRadius: 180Range: 900
Flame Blast½ 6
Fire a napalm ball that rolls through foes and explodes.
Damage: 244Blast damage: 569Blast radius: 240Range: 600

You have so much option here. Equiping an elixir gun (works with HGH) is also a viable option, but you will be sacrificing a stunbreaker for clutch situations. If you are not seeing many stun/knockback warrior then an elixir gun is good to get Inversion enzyme for more support role.

 

You should be able to mantain 16 might MINIMUM.


For Panic Moments

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
Magnetic Shield3 30
Create a magnetic field that reflects projectiles and can be released to push back foes.
Duration: 3
Magnetic Inversion
Release the magnetic field to push back nearby foes.
Damage: 76Knockback: 300Combo Finisher: Blast
Static Shield40
Electrify your shield, preparing to throw it at foes. If you are hit, the shield discharges, stunning your nearby attacker.
Stun: 1 sBlock duration: 2

Fundamental Engineer "oh shit" manuever


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