Engineer PvE | Dungeon Pistol/Pistol | Damage Power Sinister Engineer
Table of Contents
Summary
A very fun build for pugging; it self stacks 25 might very easily while granting party members about 12 might (22 might if you blow all your elixirs as well for the 2 might each). As an engineer, you can do a bit of everything: stealth, blinds, group condition cleanse, group heals, vuln stacking and of course might generation. This makes this build (and engineers in general) very useful to any PUG group that isn't already optimized for those things.
Might and vuln are center to this build. Because might increases both Power and Condition Damage, you'll fully utilize both the 750 Power and 750 Condition Damage granted by 25 might. Since the June 23rd update, vulnerability also affects both direct damage and condition damage, again increasing the effects of your direct and condition attacks.
I. Weapons and Skills
Weapon and Skill Details
Pistol: Blowtorch ftw. Also Static shot is an amazing insta-cast 5 man 900 range blind.
Flamethrower: Napalm for long duration fire field and short cooldown #2 skill that both hits hard and is a blast finisher (great synergy with staff elementalists with their perma fire field (lava front) on a boss). Incendiary ammo is amazingly bursty couples with blowtorch and napalm, but has the highest cooldown of all our skills.
Elixir Gun: Acid Bomb. Hard hitting and also blast finisher. Allows you to wail on a boss while it ticks away under their feet. Again, you will love staff eles for their perma fire field. Gives condition removal with Fumigate and Super Elixir as well as a toolbelt stunbreak.
Grenade Kit: Almost mandatory. If you could only take one kit to dungeons, take this kit. Because #1, #2, #4, #5 & toolbelt skills are all damage oriented.
Because of an engineer's flexibility, you can swap certain kits with other utilities if you have other needs. For example, when you just need to skip an area. The great thing about running 3 kits is that they have no cooldowns, you can freely switch to other kits/utilities once out of combat.
Alt Utilities:
Bomb Kit: Take over grenade kit if you are fighting structures (looking at you, Ascalonion Catacombs) for its superior (non crit) autoattack and might stacking potential (a blast finisher and a fire field in one kit)
Rifle: Again, take over pistol/pistol if you need damage over conditions. #5 is used in places where you need a pseudo-blink, with the added advantage where you do not need to have ground between you and the end spot. A prominent example would be during the Thaumanova Anomaly fight when he vanishes all the platforms around you, and then below you.
Tool Kit: Gear shield is great for tanking damage you know you cannot avoid or if you are skipping. Magnet is invaluable for fighting the Legendary Clockheart for its 1200 range pull on the holographic mob to the boss. Pry bar also does good damage.
Elixir U: The only reflect/projectile absorb that the engineer can count on. Magnetic shield (shield #4) is also a guaranteed 3s reflect but it doesn't protect your party members
Elixir S: Used for its toolbelt stealth. Elixir S itself serves as an additional 3 second invuln on top of gear shield's block and is a great panic button during skips.
Rocket boots: extra mobility and a blast finisher, good for skips.
Thumper turret: Used for its toolbelt blast finisher (out of combat), then swapped out for another utility.
Traits
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.
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.
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.
Trait Details
Alchemy: This whole tree is your defensive tree. HGH in particular gives amazing synergy with many of your skills even though you don't run any elixirs in your utilities: It decreases your heal skill from 25s to 20s, your stunbreak from 35s to 28s, Acid Bomb from 15s to 12s and Super elixir (a group condition cleanse & weak heal) from 20s to 16s. In total you have 6 elixirs that benefit from HGH. This tree also grants you 20% boon duration, which is nice given the boons Elixir H and its toolbelt gives you, and increases your might duration from 45% to 65%.
Firearms: Everything condition related. Sharpshooter will be where you get your bleeds from other then Shrapnel Grenade, and Incendiary Powder will be where you get your burns from other than blowtorch.
Explosives: Your power tree and vuln-stacking tree. Change Aim Assisted Rocket to Short Fuse if you're running bomb kit instead. Siege rounds is better for its double blast finisher and longer duration mortar fields (read: water and blind fields), but take Shrapnel if you have to camp grenade kit often.
Tools: Streamlined Kits (perma swiftness) & Adrenal Implant (perma 'vigor', does not stack with vigor) sometimes taken over explosive/ firearms if survivability is paramount over damage dealing (e.g. Mai Trin Cannon Barrage phase or Clockheart.)
III. Stat Specifics & Effects
Primary Stats
- Health 15922 (+0)
- Vitality 1000 (+0)
- Armor 2118 (+0)
- Toughness 1000 (+0)
- Attack 3442 (+1362)
- Power 2362 (+1362)
- Critical Hit 50% (+50%)
- Precision 1961 (+961)
Secondary Stats
- Bleeding Duration 33% (+33%)
- Boon Duration 20% (+20%)
- Burning Duration 33% (+33%)
- Condition Damage 1055 (+1055)
- Condition Duration 40% (+40%)
- Critical Damage 31% (+31%)
- Damage 1080 (+0%)
- Defense 1118 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 466 (+466)
- Might Duration 45% (+45%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Note that condition damage is rather low (1055) for a build professing to use conditions against enemies. That's because you'll need the might stacks to make your condition damage worth anything. You'll be running 25 might almost constantly, so that buffs your condition damage up to 1805 (much better) and power to 3112. The power stat is leaned more heavily on because there are more power-oriented attacks (acid bomb, flame blast) in your rotation than there are condition damage attacks.
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
Gain Condition damage equal to 6% of your toughness
Gain Condition damage equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain Condition damage equal to 6% of your toughness
- Gain Condition damage equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 102
- Condition Damage: 63
- Power: 45
- Precision: 45
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 102
- Condition Damage: 47
- Power: 34
- Precision: 34
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 355
- Condition Damage: 141
- Power: 101
- Precision: 101
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 165
- Condition Damage: 47
- Power: 34
- Precision: 34
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 229
- Condition Damage: 94
- Power: 67
- Precision: 67
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 165
- Condition Damage: 47
- Power: 34
- Precision: 34
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Armor Stat Totals
- Defense 1118
- Power 490
- Might Duration 45%
- Condition Damage 439
- Precision 315
Rune Bonuses
Superior Rune of Strength- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Accessories & Jewels
Accessory Totals
- Power:692
- Precision:466
- Ferocity:466
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