Engineer PvE | Dungeon Pistol/Pistol | Damage Engineer Condi P/P - PvE
Table of Contents
Summary
This build has one purpose: give Engineers a valid alternative to Berserker gear. And it does it perfectly.
You will be able to do around 8k-12k per tick with conditions, remember that even if you don't have Ferocity you will still have a good amount of Power and Precision, giving you a lot of damage.
Although I have not compared properly the damage between Berserker and Sinister I am safe to say that this build is on the same league of Berserker.
Relatively easy to play, might be found a little harder to deal with moving targets.
Rotations are definetely not complicated and you can always experiment new ones without too much difficulty.
The build itself is fun to play and is a nice change from Berserker.
I hope this encourages everyone to experiment with builds because the meta can change only if people want to change it. Have a good one.
Edit: IntoTheMists hasn't implemented new stats yet, if you have HoT go Viper armor and weapons instead of Sinister to get max Dps.
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
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 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
Pistols are the perfect choice, Grenade Kit too, Bomb kit also, and Flamethrower is a really nice Add-On.
Healing Turret and Supply Crate are really good for your party with those AoE heals but can be changed if Tools is.
Tool Kit is not recommended since his "Pry Bar" 5stacks of confusion can't compete with Flamethrower's "Incendiary Ammo"/"Air Blast"/"Napalm".
Elixir Gun is a viable alternative to Flamethrower, it exchanges some stacks of burning with party utility (Condition clear, AoE heal).
Having that said Flamethrower is still the best option, but Elixir Gun can find its uses if you/your party have trouble staying alive.
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, Firearms are a must.
3rd trait line, on the other side, is to user's discretion; I personally recommend tools for "Adrenal Implant" and "Excessive Energy", Mechanized Deployment" is also very useful..
III. Stat Specifics & Effects
Primary Stats
- Health 15922 (+0)
- Vitality 1000 (+0)
- Armor 2158 (+40)
- Toughness 1040 (+40)
- Attack 3001 (+921)
- Power 1921 (+921)
- Critical Hit 50% (+50%)
- Precision 1961 (+961)
Secondary Stats
- Agony Resistance 70 (+70)
- Bleeding Duration 78% (+78%)
- Burning Duration 53% (+53%)
- Condition Damage 1922 (+1922)
- Condition Duration 50% (+50%)
- Damage 1080 (+0%)
- Defense 1118 (+0)
- Endurance Regeneration 50% (+50%)
- Experience from Kills 20% (+20%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Boons
Thanks to "Adrenaline Implant" you will have the same effect as having perma-vigor.
"Streamlined Kits" gives us perma-swiftness which is always nice.
Conditions
A lot of bleeding, burning, vulnerability and poison; these four conditions will be permanently on our target, giving us DPS comparable, if not superior, to Berserker gear.
Confusion will be able to do a good amount of damage but we won't be able to keep it permanently.
Control
"Glue Shot","Glue Bomb" gives us immobilize and cripple.
"Freeze Grenade", "Endothermic Shell" will provide chill.
"Flash Grenade", "Smoke Vent", "Flash Shell" are good blinds.
Be careful when using "Air Blast" to not push your target away from "Napalm", to prevent that you can go on the enemy's side in order to push just a little further down the line.
Fields & Finishers
"Fire Bomb","Napalm" are fire field which can help our party stack might/launch burning bolts.
"Mortar Shot" is a 100% Projectile finisher.
"Smoke Bomb" can provide some stealth, if you are solo and you need to do a skip I recommend switching "Grenade Kit" with "Rocket Boots" in order to help yourself.
"Healing Turret", "Regenerating Mist", "Elixir Shell" will give us a water field, be careful with "Regenerating Mist" since his field will last only 1 second.
As for Blast finishers we have "Big Ol'Bomb","Detonate Healing Turret", "Flame Blast".
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
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Agony Resistance: 5
- Defense: 102
- Condition Damage: 47
- Power: 34
- Precision: 34
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Agony Resistance: 5
- Defense: 355
- Condition Damage: 141
- Power: 101
- Precision: 101
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Agony Resistance: 5
- Defense: 165
- Condition Damage: 47
- Power: 34
- Precision: 34
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Agony Resistance: 5
- Defense: 229
- Condition Damage: 94
- Power: 67
- Precision: 67
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Agony Resistance: 5
- Defense: 165
- Condition Damage: 47
- Power: 34
- Precision: 34
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Agony Resistance: 5
Armor Stat Totals
- Defense 1118
- Condition Damage 614
- Bleeding Duration 45%
- Power 315
- Precision 315
- Agony Resistance 30
Rune Bonuses
Superior Rune of the Krait- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Accessories & Jewels
- Agony Resistance: 5
- Agony Resistance: 5
- Agony Resistance: 5
- Agony Resistance: 5
- Agony Resistance: 5
- Agony Resistance: 5
Accessory Totals
- Power:426
- Precision:466
- Condition Damage:692
- Toughness:40
- Agony Resistance:30
Weapon Set Sigils
- Weapon Strength: 920-1080
- Condition Damage: 125
- Power: 90
- Precision: 90
- Weapon Strength: 920-1080
- Condition Damage: 125
- Power: 90
- Precision: 90
- Agony Resistance: 5
- Agony Resistance: 5
Weapon Set I
Sigil of Superior Earth60% chance to do a 5s bleed on critical.
Sigil of Superior SmolderingWhen you apply burning it lasts 20% longer.
- Weapon Strength: 950-1050
- Condition Damage: 125
- Power: 90
- Precision: 90
Water Weapon I
Sigil of Superior Earth60% chance to do a 5s bleed on critical.
Upgrade Item Details
"Sigil of Superior Earth" adds a really good amount of bleeding to our build
"Sigil of Superior Smoldering" helps us keeping perma-burning on our target, increasing our burning damage in the meantime.
I do NOT recommend any sigils/runes that focus on might stacking, might is not required and putting upgrades into it means wasting them.
V. Basic Gameplay
Rotations are welcome, but not needed.
Just by staying on Grenade Kit and sometimes switching to Pistols we can keep an incredible amount of damage on our target.
One thing to be careful about is to remeber to use "Glue Shot" before using "Fire Bomb"/"Napalm" if the target is moving.
Main Skill Rotation
First Method
First time - Full rotation
Second time - Skip what's on CD
Third time - Full rotation
Second Method
After finishing the rotation you can keep using "Grenade" until "Grenade Barrage" has a 4s cooldown, then restart the rotation.
"Incendiary Ammo" is used everytime it is available, I recommend starting with it just for his cooldown to come back as soon as possible.
Thoughts on rotations
You can build a way more complex rotation than this one, this one is useful for normal mobs/veterans.
I could go on and write it down but it would be long enough to be truly hard to remember and follow; I suggest to go on and find the most suitable for yourself.