Engineer PvE | Dungeon Pistol/Shield | Damage Condi Engi kits

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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

Sinister Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Power: 85
  • Precision: 85
Sinister Shield
  • Weapon Strength: 806-909
  • Condition Damage: 120
  • Power: 85
  • Precision: 85
  • Weapon Strength: -
  • Regenerating Mist17¾
    Tool belt. Release a mist of healing liquid to regenerate nearby allies.
    x2Regeneration: 3 s (780 health)Range: 480Combo Field: WaterVigor: 2 s
    • Detonate Healing Turret
      Detonate your healing turret.
      Combo Finisher: Blast
  • Grenade Barrage½ 21¼
    Tool belt. Throw several grenades at once.
    Damage: 122Explosion radius: 150Number of grenades: 6Range: 900Vigor: 2 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Throw Wrench½ 14½
    Tool belt. Throw your wrench so that it returns to you, striking foes each way. Repair any turrets that the wrench hits.
    Damage: 244Combo Finisher: ProjectileRange: 900Vigor: 2 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Big Ol' Bomb½ 21¼
    Tool belt. Set a timed charge with a big blast that launches nearby foes.
    Damage: 548Blowout: 400Radius: 300Combo Finisher: BlastVigor: 2 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Orbital Strike
    Tool belt. Call down energy from the sky to blast an area.
    Vigor: 2 s
    • 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
      Vigor: 2 sSwiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Poison Dart Volley10
    Fire a volley of darts that poison foes.
    Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
    • 0
      Vigor: 2 sSwiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • 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
      Vigor: 2 sSwiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 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
    • 0
      Vigor: 2 sSwiftness: 20 s
  • 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
      Vigor: 2 sSwiftness: 20 s
  • 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: 480
    • Cleansing Burst15
      Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.
      Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480
  • Grenade Kit
    Device kit. Equip a kit that replaces your weapon with grenade skills.
    Swiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Tool Kit
    Weapon kit. Equip a kit that gives you a variety of tools.
    Swiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Bomb Kit
    Device kit. Equip a kit that replaces your weapon with bomb skills.
    Swiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Mortar ½ 120
    Device kit. Build a stationary mortar that you or your allies can fire.
    Duration: 120Range: 1,400Swiftness: 20 s
    • 0
      Vigor: 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 Keg
    Create a bomb when you dodge.
    • Grenadier
      Increases your throw velocity of grenades by 100%. Increases the blast radius of grenades by 60.
    • Explosive Descent
      You take 50% decreased damage from falling. When you take fall damage release a barrage of grenades.
    • Glass Cannon
      Deal 5% increased damage while above 90% health
  • Steel-Packed Powder
    Your explosions cause 5s of vulnerability.
    • Aim-assisted Rocket
      You have a 33% chance when striking a foe to target them for a seeker rocket. This trait has a 10 second internal cooldown.
    • Shaped Charge
      You deal 5% increased damage to foes affected by vulnerability.
    • Short Fuse
      Your bombs explode faster and bomb skills recharge 20% faster.
  • Explosive Powder
    Explosions deal 10% more damage. Your turrets explode, dealing damage and knocking back nearby foes when destroyed.
    • Siege Rounds
      Orbital Strike comes down an additional time one second after the first strike. Mortar Kit ability effects last 40% longer.
    • Shrapnel
      Your explosions have a 15% chance to cause 12s of bleeding and 2s of cripple.
    • Thermobaric Detonation
      Evasive Powder Keg is now a blast finisher.

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.

Tools

  • Optimized Activation
    Using a toolbelt skill grants 2s of vigor.
    • Static Discharge
      Discharge a bolt of lightning when you activate a toolbelt skill.
    • Reactive Lenses
      When blinded or disabled you activate utility goggles.
    • Power Wrench
      Tool kit skills recharge 20% faster and deal 10% more damage. Turret repairing abilities are 100% more effective.
  • Mechanized Deployment
    Your toolbelt skills recharge 15% faster.
    • Steamlined Kits
      Equipping a kit creates and attack or spell and grants you 20s of swiftness. This trait has a 20 second internal cooldown.
    • Lock On
      Striking 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 Round
      Striking a foe above 50% health places a delayed explosive at their location. This trait has a 10 second internal cooldown.
  • Excessive Energy
    Deal 10% more damage while your endurance is above 90%.
    • Kinetic Charge
      After evading a strike the next toolbelt skill you use is recharged instantly. This trait has a 20 second internal cooldown.
    • Adrenal Implant
      Endurance regeneration is increased by 50%.
    • Gadgeteer
      Gain 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

  • 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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 70
  • Experience from Kills: 10%

Utility Nourishment

Toxic Focusing Crystal
Duration: 30min
Condition Damage: 100
Condition Duration: 10%
Experience from Kills: 10%
  • (30min)
  • Condition Damage: 100
  • Condition Duration: 10%
  • Experience from Kills: 10%

Armor & Runes

Verata's Visage
  • Defense: 102
  • Condition Damage: 63
  • Power: 45
  • Precision: 45
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Verata's Shoulderguard
  • Defense: 102
  • Condition Damage: 47
  • Power: 34
  • Precision: 34
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Verata's Guise
  • Defense: 355
  • Condition Damage: 141
  • Power: 101
  • Precision: 101
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Verata's Grips
  • Defense: 165
  • Condition Damage: 47
  • Power: 34
  • Precision: 34
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Verata's Leggings
  • Defense: 229
  • Condition Damage: 94
  • Power: 67
  • Precision: 67
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Verata's Striders
  • Defense: 165
  • Condition Damage: 47
  • Power: 34
  • Precision: 34
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 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
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Accessories & Jewels

Symbol of the DeceiverOffensive Slot
  • Condition Damage: 157
  • Precision: 18
  • Toughness: 108
  • Vitality: 90
Rabid BackOffensive Slot
  • Condition Damage: 63
  • Precision: 40
  • Toughness: 40
(Infused)
Khilbron's PhylacteryOffensive Slot
  • Condition Damage: 126
  • Precision: 85
  • Toughness: 85
(Infused)
Ouroboros LoopDefensive Slot
  • Condition Damage: 126
  • Precision: 85
  • Toughness: 85
(Infused)
Fierceshot's ArrowheadOffensive Slot
  • Condition Damage: 110
  • Precision: 74
  • Toughness: 74
Marriner's FlaskDefensive Slot
  • Condition Damage: 110
  • Precision: 74
  • Toughness: 74

Accessory Totals

  • Precision:376
  • Toughness:466
  • Vitality:90
  • Condition Damage:692

Weapon Set Sigils

Sinister Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Power: 85
  • Precision: 85
Sinister Shield
  • Weapon Strength: 806-909
  • Condition Damage: 120
  • Power: 85
  • Precision: 85
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
Superior Sigil of Bursting
+6% Condition Damage

Weapon Set I

Sigil of Minor Corruption

You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Superior Sigil of Bursting

+6% Condition Damage

  • Weapon Strength: -

Water Weapon I

Upgrade Item Details

Using Sinister armour as engineers benefit nicely from condition and power, and Pinpoint Distribution converts 10% of precision to condition, so that's nice (could alternatively use a set of Rampager's armour if farming in SW for sinister recipes isn't your thing).

 

Rabid trinkets because it's hard to get sinister trinkets. And it also adds onto survivability :P


V. Basic Gameplay

You're gonna be melting stuff, that's all you need to know :P


Main Skill Rotation

Grenade Kit
Device kit. Equip a kit that replaces your weapon with grenade skills.
Swiftness: 20 s
Shrapnel Grenade½ 5
Throws a grenade that explodes in a hail of shrapnel, causing bleeding.
Damage: 179Bleeding: 12 s (510 damage)Explosion radius: 150Range: 1,200
Freeze Grenade½ 20
Throw a grenade that chills enemies with a frigid blast.
Damage: 163Chilled: 2 sExplosion radius: 240Range: 900
Poison Grenade½ 25
Throws a grenade that explodes in a poisonous cloud.
Poison: 5 s (420 damage)Poison cloud duration: 5Poison cloud radius: 150Combo Field: PoisonRange: 900
Bomb Kit
Device kit. Equip a kit that replaces your weapon with bomb skills.
Swiftness: 20 s
Fire Bomb½ 8
Set a timed charge that burns nearby foes.
Damage: 65Burning: 2 s (656 damage)Duration: 3Radius: 120Combo Field: Fire
Concussion Bomb½ 14½
Set a timed charge that causes confusion to nearby foes.
Damage: 163x5Confusion: 5 s (325 damage on skill use)Radius: 180
Grenade Barrage½ 21¼
Tool belt. Throw several grenades at once.
Damage: 122Explosion radius: 150Number of grenades: 6Range: 900Vigor: 2 s
Tool Kit
Weapon kit. Equip a kit that gives you a variety of tools.
Swiftness: 20 s
Box of Nails1 8
Scatter nails that bleed and cripple foes.
Bleeding: 2 s (85 damage)Crippled: 2 sRadius: 240Duration: 4
Pry Bar½ 12
Confuse your foe by smacking them with a pry bar.
Damage: 651x5Confusion: 5 s (195 damage on skill use)Range: 130
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
Poison Dart Volley10
Fire a volley of darts that poison foes.
Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
Mortar ½ 120
Device kit. Build a stationary mortar that you or your allies can fire.
Duration: 120Range: 1,400Swiftness: 20 s
Poison Gas Shell½ 12
Launch a mortar round that spreads poisonous gas in an area.
Damage: 524Poison: 2.5 s (89 damage)Vulnerability: 5 sDuration: 4Interval: 1 sRadius: 240Combo Field: PosionRange: 1,500
Flash Shell½ 25
Launch a phosphorous mortar round that burns brightly at impact point.
Damage: 524Blind: 5 sVulnerability: 5 sInterval: 4 sRadius: 240Combo Field: LightRange: 1,500
Grenade Kit
Device kit. Equip a kit that replaces your weapon with grenade skills.
Swiftness: 20 s
Shrapnel Grenade½ 5
Throws a grenade that explodes in a hail of shrapnel, causing bleeding.
Damage: 179Bleeding: 12 s (510 damage)Explosion radius: 150Range: 1,200
Grenade½
Throws a grenade that explodes.
Damage: 114Explosion radius: 150Range: 900
Grenade½
Throws a grenade that explodes.
Damage: 114Explosion radius: 150Range: 900

That's my usual rotation of skills; when starting off, make sure you're in grenade kit and the Streamlined kits is ready for when you switch to bomb kit so you pull mobs closer to your upcoming fire bomb and box of nails.


Stacking might

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: 480
Bomb Kit
Device kit. Equip a kit that replaces your weapon with bomb skills.
Swiftness: 20 s
Big Ol' Bomb½ 21¼
Tool belt. Set a timed charge with a big blast that launches nearby foes.
Damage: 548Blowout: 400Radius: 300Combo Finisher: BlastVigor: 2 s
Fire Bomb½ 8
Set a timed charge that burns nearby foes.
Damage: 65Burning: 2 s (656 damage)Duration: 3Radius: 120Combo Field: Fire
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
Regenerating Mist17¾
Tool belt. Release a mist of healing liquid to regenerate nearby allies.
x2Regeneration: 3 s (780 health)Range: 480Combo Field: WaterVigor: 2 s
Throw Wrench½ 14½
Tool belt. Throw your wrench so that it returns to you, striking foes each way. Repair any turrets that the wrench hits.
Damage: 244Combo Finisher: ProjectileRange: 900Vigor: 2 s

Few notes for the above rotation, as mortar kit F5 hasn't been added to the editor yet, use it immediately after Fire bomb.
-F1 is supposed to be detonate turret
-The F3 for Throw wrench is supposed to be the tool belt skill of thumper turret (ideally, your party should be stacking might before engaging the boss, so you can switch out tool kit for thumper turret and just use the tool belt skill, then change back to tool kit).

 

If done right, you should have 5 blast finishers from yourself alone, that's 15stacks of might.


Big Ol' Bomb½ 21¼
Tool belt. Set a timed charge with a big blast that launches nearby foes.
Damage: 548Blowout: 400Radius: 300Combo Finisher: BlastVigor: 2 s
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: 480
Cleansing Burst15
Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.
Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480
Regenerating Mist17¾
Tool belt. Release a mist of healing liquid to regenerate nearby allies.
x2Regeneration: 3 s (780 health)Range: 480Combo Field: WaterVigor: 2 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
Mortar ½ 120
Device kit. Build a stationary mortar that you or your allies can fire.
Duration: 120Range: 1,400Swiftness: 20 s
Elixir Shell½ 30
Launch a mortar round that heals allies in the target area.
Healing: 377Duration: 4Interval: 1 sRadius: 240Combo Field: WaterRange: 1,500

Use F5 after Elixir shell, and spam #1 in mortar kit on the water field if regeneration is required.


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