Engineer sPvP | Tournament Pistol/Shield | Roamer FT/EG Might-Stacking Build
Table of Contents
Summary
The FT/EG Might-Stacking Build is a condi build with the ability to stack 25 stacks of might, Maintain 13-17 and pump-out incredible single-target condi damage and great downed cleave. You can read through the guide or you can check out the Video guide here
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
- Overcharge Supply CrateOvercharge supply crate's turrets.
Weapon and Skill Details
PISTOL/SHIELD
You can try running this build with Rifle but I don't believe you'll find a lot of success with it since you'll be lacking a block skill and a large variety of conditions.
FT/EG is essential to the build. Napalm on Flamethrower is used for Might-stacking, Elixir Gun's Super Elixir and Acid Bomb are also used for might Stacking. Incendiary Ammo and Fumigate are used to condi burst targets and work wonderfully in doing that.
HEALING TURRET can be switched for Medkit since you can pop the heal twice with Kinetic Charge but, HT offers a faster way to cleanse conditions than Medkit can.
ELIXIR C/ ELIXIR S
Elixir C should be used against condition heavy teams but Elixir S should be used against burst or direct damage teams. Elixir S gives you the ability to stealth and the ability to become invulnerable, allowing you to avoid burst and in this build it has a reduced recharge which means you can avoid damage more often. You can also combine Kinetic Charge with Toss Elixir S which allows you to get a 12s stealth, great for escapes and just being all round sneaky.
SUPPLY CRATE
This can be switched for Mortar Kit or Elixir X. Mortar Kit provides a lot of healing with Elixir Shell and a bit of survivability with Flash Shell. Elixir X provides CC with both the Toss Elixir and the Elite Transform which can give you the Rampage or Tornado both of which can be good in different situations.
The power of the Crate though, is in it's ability to double stun a target when you drop the crate. The initial stun lasts for 2s and the second stun (which comes from overcharging the crate as soon as it lands) is a 3s stun. At most you can get a 4s stun on a single target which is great in a 1v1 or focus fire in team fights.
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.
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.
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
FIREARMS:
Adept: Chemical Rounds is the only trait that works well with conditions and pistols here. But you can take Heavy Armour Exploit to give yourself some cover condis since it applies Vuln on crit. Vuln also boosts your condi damage now.
Master: Pinpoint Distribution still affects you since we have a base 4% crit chance. And the other traits don't really work for this build.
Grandmaster: Incendiary Powder is essential because burning duration is normally extremely bad without IP. If you decide to take Juggernaut instead, you will get more might stacks but you'll notice your damage is severely diminished, not just because of the lack of duration but because of the lack of a passive proc from IP. But if you can handle that, Juggernaut is definitely an option.
ALCHEMY:
Adept: Protection Injection is the best choice here as, in the tools line, Streamlined Kits which gives swiftness recharges every 20s which means you will only be procing Invigorating Speed every 20s and that isn't ideal. Health Insurance is also useless since this build doesn't use Medkit.
Master: Backpack Regenerator is the best trait here because Inversion Enzyme doesn't cleanse an extra condition, it just converts conditions that would normally be removed, into boons and that seems pointless to me. Self-Regulating Defences is a double Edged sword, it can save your life and it can be the thing that interrupts you when you're about to get the killing blow so I just don't bother with it.
Grandmaster: HGH is the GM of choice because, this is a Might-stacking build after all and it now works with 2 of the Elixir Gun skills (Acid Bomb and Super Elixir), allowing you to stack more might with the Elixir Gun than you did before. Stimulant Supplier and Iron Blooded don't feel like they would add as much to the build as HGH does.
TOOLS:
Adept: No need for Static Discharge or Power Wrench. This is neither a build that uses Tool kit or a power build. Reactive Lenses provides you with an additional stun break when you get CCed and prevents blinds from being applied to you for a short while (Great for fighting Thieves and Eles).
Master: Streamlined Kits. This is probably the most controversial choice here because no one seems to like this trait but I love it. Against melee specs and some unsuspecting foes, you can really use Gluetrail (Proc from Elixir Gun) to your advantage. Lock-on only works against certain classes and Takedown Round seems like it would only be good for power specs. So SK wins in my opinion.
Grandmaster: Kinetic Charge is another trait that people may not agree with initially but it's a pretty good trait when you get used to playing with it. The trait is a great initiator, reseting the cooldown of a skill used after a successful dodge. Combine this with Incendiary Ammo (the Flamethrower toolbelt skill) and you'll be able to hit your target with a burst of burn without needing to wait 40s to do another one. This allows you to stagger your condi pressure a lot better and makes you tougher to handle for condi transfer specs and cleansing classes. Adrenal Implant is great but you don't need it since you have Sigil of Energy and as you don't have any gadgets, Gadgeteer is useless to you.
III. Stat Specifics & Effects
Primary Stats
- Health 24922 (+9000)
- Vitality 1900 (+900)
- Armor 2125 (+0)
- Toughness 1000 (+0)
- Attack 2869 (+900)
- Power 1900 (+900)
- Critical Hit 4% (+4%)
- Precision 1000 (+0)
Secondary Stats
- Bleeding Duration 33% (+33%)
- Boon Duration 20% (+20%)
- Burning Duration 78% (+78%)
- Condition Damage 1475 (+1475)
- Damage 969 (+0%)
- Defense 1125 (+0)
Boons
Conditions
Control
Fields & Finishers
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Condition Damage: 25
- Burning Duration: 10%
- Condition Damage: 50
- +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
- Condition Damage: 100
- +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
- Condition Damage: 25
- Burning Duration: 10%
- Condition Damage: 50
- +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
- Condition Damage: 100
- +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
- Condition Damage: 25
- Burning Duration: 10%
- Condition Damage: 50
- +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
- Condition Damage: 100
- +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
- Condition Damage: 25
- Burning Duration: 10%
- Condition Damage: 50
- +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
- Condition Damage: 100
- +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
- Condition Damage: 25
- Burning Duration: 10%
- Condition Damage: 50
- +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
- Condition Damage: 100
- +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
- Condition Damage: 25
- Burning Duration: 10%
- Condition Damage: 50
- +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
- Condition Damage: 100
- +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
Rune Stat Totals
- Condition Damage 175
- Burning Duration 45%
Rune Bonuses
PvP Rune of Balthazar- Condition Damage: 25
- Burning Duration: 10%
- Condition Damage: 50
- +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
- Condition Damage: 100
- +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
Accessories & Jewels
Accessory Totals
- Power:900
- Vitality:900
- Condition Damage:1200
Weapon Set Sigils
- Weapon Strength: 876-1029
- Weapon Strength: 806-909
Weapon Defense: 61