Engineer sPvP | Tournament Rifle | Team fighter Static Dismay v.2
Table of Contents
Summary
Redone with far tankier result. Small hit to mortar dps, but the trade off is you don't shred like wet tissue under focus fire. Dead engi does no dps, afterall.
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
- Automatic Fire30Overcharge your rifle turret to fire a burst of bleeding shots.Rate of fire increase: 50%Bleeding: 3 s (128 damage)Duration: 5
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
Weapon and Skill Details
Rifle for the burst assist and cc. Toolkit for gear shield and it's nice to have the melee if it gets hairy. Since this is a static discharge build, rifle turret for the toolbelt. Also awesome to drop on a node for additional 1v1 interrupt and it can draw minions. Elixir s for res/stomp, invulnerable mobile frames, stealth.. really doesn't need more explanation. Mortar kit for lead up to node, team support from really pretty good distance. It is also good for baiting enemies to a downed teammate and opening up.
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 because your rifle is the weapon you use for primary dps and cc. Heavy armor exploit is excellent in this crit build as it grants swiftness and stacks vulnerability which helps all skills. Pinpoint distribution gives conditions you do apply a boost. Precision based build so this is ,a legit, noticeable boost to burning, confusion, poison, bleeding, all of which the build applies. Incendiary power because it is another condition applied every 4s as you are critting constantly. Protection injecton useful throughout pvp as you are always trying to stunbreak, this give you some breathing room when it happens. I chose self regulating defense to remind me to heal, I often end up using my healing turret as more of an interrupt so the auto elixir s, which does not put my skill on cd, lets me disengage to heal and come back. Also very useful when kiting if you make a mistake. Dropping stimulus pack is icing on our crit based cake. You get one every 10 seconds which puts your crit% into the 80's. With some timing, and the boosts to condi dmg, you are 1v1 clearing minion masters with mortar kit when stim pack drops. Static discharge is the heart and spine of the build. It gives surprise shot and throw wrench their kick. Let's you dps under any circumstance except while dazed, every 6s. Streamlined kits for permanent swiftness and nice, weak, but useful spell effects when switching to kit. Ki etc chare has all kinds of op. Dodge an attack, surprise shot, unstant second surprise shot. If they both crit, looking at 4-8k. Sigil of energy makes up for not going adrenal inplant.
III. Stat Specifics & Effects
Primary Stats
- Health 21872 (+5950)
- Vitality 1595 (+595)
- Armor 2239 (+175)
- Toughness 1175 (+175)
- Attack 3255 (+1050)
- Power 2050 (+1050)
- Critical Hit 61% (+61%)
- Precision 2050 (+1050)
Secondary Stats
- Bleeding Duration 33% (+33%)
- Boon Duration 20% (+20%)
- Burning Duration 33% (+33%)
- Condition Damage 205 (+205)
- Condition Duration (self) -25% (+-25%)
- Critical Damage 37% (+37%)
- Damage 1205 (+0%)
- Defense 1064 (+0)
- Ferocity 560 (+560)
- Stun Duration (self) -25% (+-25%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
This is a crit based build using static discharge and rifle for primary dps. Good vitality for some survivability from marauder amulet, which also provides our primary boosts to power and precision; the ferocity doesn't hurt either. The precision is also directly boosting condition damage so it serves two dps purposes. We use melandru runes to bring it all together stats wise. Gives some much needed toughness to the build to compliment the high HP, and reduces Conditon and stun duration as we have very little condi cleanse and only 2 stunbreaks
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
Rune Stat Totals
- Toughness 175
- Vitality 35
- Condition Duration (self) -25%
- Stun Duration (self) -25%
Rune Bonuses
PvP Rune of Melandru- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
Accessories & Jewels
Accessory Totals
- Power:1050
- Precision:1050
- Vitality:560
- Ferocity:560
Weapon Set Sigils
- Weapon Strength: 986-1205
- Weapon Strength: -