Engineer PvE | Open World Rifle | Damage Silverwastes Pyromaniac

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Summary

Thanks to the changes from traits to specializations you can now take all the most fun flamethrower skills and we get two big survivability boosts. This build has in combat perma vigor, 25 self stacked might, high fury uptime and continuous self healing. In addition with mecha legs you get a nice out of combat speed boost. Bunker down has been improved a lot by the addition of medpacks. Allies quickly realize that following you around will keep them healed.

 

As far as gameplay goes you get to mostly sit on Flamethrower and use elixir B on cooldown. You will crit constantly with flame jet and trigger your on-crit specialization abilities. Switch to rifle to root and interrupt thrashers. Read the trait details for Mortal usage on Vinewrath.


I. Weapons and Skills

Assassin's Rifle
  • Weapon Strength: 986-1205
  • Precision: 239
  • Power: 171
  • Ferocity: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • Toss Elixir H½ 25
    Tool belt. Toss Elixir H to randomly grant protection, regeneration, or swiftness to allies.
    Protection: 5 sVigor: 10 sRegeneration: 10 s (1300 health)Radius: 240Range: 900Regeneration: 6 s
    • 0
  • 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
  • Orbital Strike
    Tool belt. Call down energy from the sky to blast an area.
    • 0
  • Hip Shot¾
    Deliver a quick rifle shot from the hip that pierces targets.
    Damage: 251Range: 1,200
    • 0
    • 0
  • Net Shot10
    Immobilize foes with a net shot.
    Immobilized: 2Range: 1,200
    • 0
    • 0
  • Blunderbuss½ 10
    Fire a cloud of shrapnel that causes more damage the closer you are to foes.
    Damage at 100 distance: 618Damage at 400 distance: 386x4Bleeding at 100 distance: 680 damage (4s)Bleeding at 400 distance: 170 dmg (4s)Range: 700
    • 0
    • 0
  • Overcharged Shot15
    Fire a blast so strong it launches your foe as you fall backward and cures immobilized, crippled, and chilled.
    Damage: 579Foe launch distance: 450Self knockback distance: 300Range: 600
    • 0
    • 0
  • Jump Shot¼ 20
    Blast the ground, damaging nearby foes and leaping to your target.
    Leap damage: 348Landing damage: 696x3Vulnerability: 7 sRadius: 240Combo Finisher: LeapRange: 800
    • 0
    • 0
  • Elixir H1 20
    Elixir. Drink Elixir H to heal yourself and randomly gain protection, regeneration, or swiftness.
    Healing: 5,560Regeneration: 10 s (1300 Health)Protection: 5 sSwiftness: 10 sRegeneration: 6 s
    • 0
  • 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
  • Mortar ½ 120
    Device kit. Build a stationary mortar that you or your allies can fire.
    Duration: 120Range: 1,400
    • 0

Weapon and Skill Details

Sit on Flame Jet for clearing bases. Use Flame Blast and Flame Blast Detonate on cooldown. If you don't need the projectile defense on Toss Elixir U you can use Personal Battering Ram for another short cooldown interrupt. Switch in Elixir X or supply Crate as needed. Usually supply crate for solo clearing bases and Mortar for Breach and Vinewrath. If you are getting beaten up switch Elixir U/personal battering ram for Elixir S or Rocket boots so you have an Oh Sh!t button.


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.

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.

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.

Trait Details

On Vinewrath is you switch to Mortar as your primary kit so you should switch Juggernaut to Modified Ammo and Inventions to Explosives (Glass Canon, Shaped Charge, Siege Rounds or Shrapnel)


III. Stat Specifics & Effects

Primary Stats

  • Health 17002 (+1080)
  • Vitality 1108 (+108)
  • Armor 2172 (+108)
  • Toughness 1108 (+108)
  • Attack 3614 (+1409)
  • Power 2409 (+1409)
  • Critical Hit 46% (+46%)
  • Precision 1892 (+892)

Secondary Stats

  • Agony Resistance 25 (+25)
  • Bleeding Duration 33% (+33%)
  • Boon Duration 20% (+20%)
  • Chill Duration (self) -33% (+-33%)
  • Condition Damage 175 (+175)
  • Cripple Duration (self) -33% (+-33%)
  • Critical Damage 54% (+54%)
  • Damage 1205 (+0%)
  • Defense 1064 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 824 (+824)
  • Immobilize Duration (self) -33% (+-33%)
  • Might Duration 45% (+45%)
  • 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

I've got Ghost Pepper poppers listed here but if I even use food I actually use Fried Golden Dumpling. You can 25 stack might without food but with the dumplings you can be really lazy with Elixir usage.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Ghost Pepper Popper
Duration: 30min
40% chance to cause might on critical during the day
40% chance to cause chill on critical during the night
Experience from Kills: 10%
  • (30min)
  • 40% chance to cause might on critical during the day
  • 40% chance to cause chill on critical during the night
  • Experience from Kills: 10%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain power equal to 6% of your toughness
  • Gain power equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Berserker's Emblazoned Helm
  • Defense: 97
  • Power: 60
  • Precision: 43
  • Ferocity: 43
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Berserker's Emblazoned Shoulders
  • Defense: 97
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Berserker's Emblazoned Coat
  • Defense: 338
  • Power: 134
  • Precision: 96
  • Ferocity: 96
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Berserker's Emblazoned Gloves
  • Defense: 157
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Berserker's Emblazoned Pants
  • Defense: 218
  • Power: 90
  • Precision: 64
  • Ferocity: 64
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Berserker's Emblazoned Boots
  • Defense: 157
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)

Armor Stat Totals

  • Defense 1064
  • Condition Damage 175
  • Might Duration 45%
  • Power 419
  • Precision 299
  • Ferocity 299

Rune Bonuses

Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)

Accessories & Jewels

Mark of the Imperial GuardOffensive Slot
  • Power: 157
  • Toughness: 108
  • Vitality: 108
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Berserker's Back
  • Power: 30
  • Precision: 21
  • Ferocity: 21
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:709
  • Toughness:108
  • Vitality:108
  • Precision:354
  • Ferocity:354
  • Agony Resistance:25

Weapon Set Sigils

Assassin's Rifle
  • Weapon Strength: 986-1205
  • Precision: 239
  • Power: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set I

Sigil of Superior Strength

60% chance to apply might for 10s on critical. (Cooldown 1 second)

  • Weapon Strength: -

Water Weapon I

Upgrade Item Details

If you have the money Runes of Strength are probably a little better but Rune of Aristocracy are two nights in Caudecus' Manor and free. I have an Assassin's rifle equipped just because that is actually what I run Berserker's would be fine.


V. Basic Gameplay

Run fast, clear bases get chests.


Main Skill Rotation

Elixir B½ 32
Elixir. Drink Elixir B to gain fury, might, retaliation, and swiftness.
Might: 30 sFury: 10 sSwiftness: 10 sRetaliation: 10 s
Incendiary Ammo50
Tool belt. Burn foes with your next three attacks.
Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
Stability: 3 sMight: 15 s
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
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

Kill everything, have Stability and 25 stacks of might.


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