Engineer PvE | Dungeon Pistol/Shield | Damage Condi Engi kits
Table of Contents
Summary
A fun build that I've been using, and am open to suggestions on improvements!
Also, it has worked rather well so far. I'm also assuming people know the general things in dungeons so I won't be detailing of what to do in dungeons (there are plenty of guides available, or just play and learn <--recommended, it's fun)
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
- Magnetic InversionRelease the magnetic field to push back nearby foes.Damage: 76Knockback: 300Combo Finisher: Blast
- 0Vigor: 2 sSwiftness: 20 s
- Throw Shield¾Throw your charged shield. Dazes foes it hits on the way out and back.Daze: 1 sDamage: 151Combo Finisher: ProjectileRange: 900
- 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: 480
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
Weapon and Skill Details
Pistol mainhand for condition is a given, but the shield was used as offhand mainly for the defensive properties and the blast finisher when using #4 twice (Also it's not because the Mad Moon looks awesome on my asura), but #5 along with Tool kit #4 gives you 4seconds of blocking, which really helps with some mobs/bosses.
Healing turret: because it heals for a bit with condi cleanse, and provides a blast finisher, which is always welcomed.
Grenade Kit: The efficient way of stacking bleeding from the Shrapnel trait and vulnerability (spamming #1, but only at the end of rotations). The grenades provide easy bleed through #2, and AOE poison with #5 that stacks intensity. Also, Grenade barrage (F2) does amazing damage.
Tool Kit: Variety of uses but mainly for #2 and #3 for the bleeding and confusion stacks. However, in certain situations, #5 is amazing at a certain mob (looking at you Molten Furnace Fractal). I almost never use auto attack with tool kit.
Bomb Kit: Burning stacks in intensity now? SWEET JESUS YES! #2 and #3 are your main skills that you'll use in this kit. #4 has the nice pulsing AOE blind to keep you and party members safe.
Mortar Kit: Mainly used for Orbital Strike (F5) blast finisher, #2 that provides AOE poison, #4 AOE blind, and #5 AOE heal + useful water field.
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 for grenades to hit easier. VI works nicely with Streamlined Kits when switching into bomb kit; this creates a bomb that pulls nearby mobs closer, when that happens, quickly use #2 and #3 on bomb kit to hit the mobs before they move away. VIII is the bread and butter of this build, with grenades able to apply a bit of bleed (though pray to RNGesus beforehand).
Firearms: I chose I because it lets us reach the cap of condition duration increase with pistol skills, however, as the pistol itself does not provide as much conditions, III would be a very viable alternative as we are mostly in melee range to mobs for our tool kit and bomb kit skills to hit. IV is a no brainer, we're running a condition build, so more condition damage the better. IX for the occasional burn which is nice, but the boost it brings +33% burn duration is even better with bomb kit #2.
Tools: I chose III mainly for the cooldown reduction for more bleeding and confusion, but also pry bar #3 does good physical damage; though Static Discharge I is a nice boost in dps, and should be considered. IV for the 20second swiftness, and the utility it brings when switching kits (mainly used for bomb kit, 240range pull, and mortar kit, ethereal combo field + conditions). VII (has 40second ICD, not 20second) allows for using a toolbelt skill twice in a row, which is amazing; think of the double grenade barrage!
III. Stat Specifics & Effects
Primary Stats
- Health 16822 (+900)
- Vitality 1090 (+90)
- Armor 2684 (+566)
- Toughness 1566 (+566)
- Attack 2454 (+485)
- Power 1485 (+485)
- Critical Hit 45% (+45%)
- Precision 1861 (+861)
Secondary Stats
- Bleeding Duration 33% (+33%)
- Burning Duration 33% (+33%)
- Condition Damage 2099 (+2099)
- Condition Duration 50% (+50%)
- Damage 969 (+0%)
- Defense 1118 (+0)
- Experience from Kills 20% (+20%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
- (30min)
- Condition Duration: 40%
- Condition Damage: 70
- Experience from Kills: 10%
Utility Nourishment
Condition Damage: 100
Condition Duration: 10%
Experience from Kills: 10%
- (30min)
- Condition Damage: 100
- Condition Duration: 10%
- Experience from Kills: 10%
Armor & Runes
- Defense: 102
- Condition Damage: 63
- Power: 45
- Precision: 45
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Defense: 102
- Condition Damage: 47
- Power: 34
- Precision: 34
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Defense: 355
- Condition Damage: 141
- Power: 101
- Precision: 101
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Defense: 165
- Condition Damage: 47
- Power: 34
- Precision: 34
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Defense: 229
- Condition Damage: 94
- Power: 67
- Precision: 67
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Defense: 165
- Condition Damage: 47
- Power: 34
- Precision: 34
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
Armor Stat Totals
- Defense 1118
- Condition Damage 614
- Toughness 100
- Power 315
- Precision 315
Rune Bonuses
Superior Rune of the Undead- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
Accessories & Jewels
Accessory Totals
- Precision:376
- Toughness:466
- Vitality:90
- Condition Damage:692
Weapon Set Sigils
- Weapon Strength: 876-1029
- Condition Damage: 120
- Power: 85
- Precision: 85
- Weapon Strength: 806-909
- Condition Damage: 120
- Power: 85
- Precision: 85