Engineer PvE | Dungeon Pistol/Pistol | Damage Power Sinister Engineer

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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

Verata's Revolver
  • Weapon Strength: 920-1080
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Verata's Revolver
  • Weapon Strength: 920-1080
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
  • 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: 900
    • 0
  • Incendiary Ammo50
    Tool belt. Burn foes with your next three attacks.
    • 0
  • Healing Mist35
    Tool belt. Vent a healing mist, granting regeneration to yourself and allies.
    Regeneration: 10 s (1300 health)Radius: 240Break Stun
    • 0
  • Grenade Barrage½ 25
    Tool belt. Throw several grenades at once.
    Damage: 122Explosion radius: 150Number of grenades: 6Range: 900
    • 0
  • Orbital Strike
    Tool belt. Call down energy from the sky to blast an area.
    • 0
  • Explosive Shot½
    Fire a shot that explodes on impact, bleeding nearby foes.
    Damage: 118Bleeding: 3 s (85 damage)Radius: 120Combo Finisher: Projectile (20% chance)Range: 900
    • 0
    • 0
  • Poison Dart Volley10
    Fire a volley of darts that poison foes.
    Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
    • 0
    • 0
  • Static Shot15
    Discharge a lightning shot that bounces between multiple foes, blinding and confusing them.
    Damage: 134Blind: 3 sx2Confusion: 3 s (130 damage on skill use)Number of bounces: 4Range: 900
    • 0
    • 0
  • Blowtorch½ 15
    Unleash flames from your pistol to burn foes. Deal more damage the closer you are.
    Damage at 200 distance (3x): 333Damage at 600 distance: 111x3Burning at 200 distance: 2 s (1968 damage)Burning at 600 distance: 2 s (656 damage)Range: 600
    • 0
    • 0
  • Glue Shot½ 30
    Coat the target area with a glue puddle that immobilizes foes on impact, then cripples foes that remain within.
    Immobilized: 1 sCrippled: 1 sGlue puddle duration: 6UnblockableRadius: 240Range: 700
    • 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 s
    • 0
  • Flamethrower
    Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
    • 0
  • Elixir Gun
    Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
    • 0
  • Grenade Kit
    Device kit. Equip a kit that replaces your weapon with grenade skills.
    • 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

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 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.

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.

Explosives

  • Evasive Powder Keg
    Create a bomb when you dodge.
    • Grenadier
      Increases your throw velocity of grenades by 100%. Increases the blast radius of grenades by 60.
    • Explosive Descent
      You take 50% decreased damage from falling. When you take fall damage release a barrage of grenades.
    • Glass Cannon
      Deal 5% increased damage while above 90% health
  • Steel-Packed Powder
    Your explosions cause 5s of vulnerability.
    • Aim-assisted Rocket
      You have a 33% chance when striking a foe to target them for a seeker rocket. This trait has a 10 second internal cooldown.
    • Shaped Charge
      You deal 5% increased damage to foes affected by vulnerability.
    • Short Fuse
      Your bombs explode faster and bomb skills recharge 20% faster.
  • Explosive Powder
    Explosions deal 10% more damage. Your turrets explode, dealing damage and knocking back nearby foes when destroyed.
    • Siege Rounds
      Orbital Strike comes down an additional time one second after the first strike. Mortar Kit ability effects last 40% longer.
    • Shrapnel
      Your explosions have a 15% chance to cause 12s of bleeding and 2s of cripple.
    • Thermobaric Detonation
      Evasive Powder Keg is now a blast finisher.

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

  • 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

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

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Tuning Crystal
Duration: 30min
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

Verata's Visage
  • Defense: 102
  • Condition Damage: 63
  • Power: 45
  • Precision: 45
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Verata's Shoulderguard
  • Defense: 102
  • Condition Damage: 47
  • Power: 34
  • Precision: 34
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Verata's Guise
  • Defense: 355
  • Condition Damage: 141
  • Power: 101
  • Precision: 101
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Verata's Grips
  • Defense: 165
  • Condition Damage: 47
  • Power: 34
  • Precision: 34
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Verata's Leggings
  • Defense: 229
  • Condition Damage: 94
  • Power: 67
  • Precision: 67
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Verata's Striders
  • Defense: 165
  • Condition Damage: 47
  • Power: 34
  • Precision: 34
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +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
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.

Accessories & Jewels

Distinguished Circle of LogicUtility Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Berserker's BackOffensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74

Accessory Totals

  • Power:692
  • Precision:466
  • Ferocity:466

Weapon Set Sigils

Verata's Revolver
  • Weapon Strength: 920-1080
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Verata's Revolver
  • Weapon Strength: 920-1080
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Weapon Set I

Sigil of Superior Strength

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

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

  • Weapon Strength: -

Water Weapon I

Upgrade Item Details

Sigil of Strength & Battle together might be a little overkill, but I prefer to build up 25 might ASAP and maintain them so I took these two sigils. You can run other sigils over sigil of battle, such as the sigil of malice (10% condition duration) or sigil of geomancy (3 stacks of 10s bleeds on nearby enemies when swapping weapons).

 

You can equip all sinister trinkets as well for a greater emphasis on condition damage (which is quite beastly with 25 might stacks) but ascended Berserker amulets are easier to obtain right now especially if you don't have living story season 2.


V. Basic Gameplay


Main Skill Rotation

Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
Napalm30
Burn foes with a wall of napalm at the target location.
Burning per pulse: 1 s (328 damage)Duration: 10Combo Field: FireRange: 600
Smoke Vent20
Vent smoke from your flamethrower, blinding nearby foes.
Blind: 5 sRadius: 180
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
Elixir Gun
Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
Acid Bomb¼ 12
Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
Damage: 277Duration: 6Radius: 180Combo Finisher: Blast
Incendiary Ammo50
Tool belt. Burn foes with your next three attacks.
Grenade Barrage½ 25
Tool belt. Throw several grenades at once.
Damage: 122Explosion radius: 150Number of grenades: 6Range: 900
Blowtorch½ 15
Unleash flames from your pistol to burn foes. Deal more damage the closer you are.
Damage at 200 distance (3x): 333Damage at 600 distance: 111x3Burning at 200 distance: 2 s (1968 damage)Burning at 600 distance: 2 s (656 damage)Range: 600
Grenade Kit
Device kit. Equip a kit that replaces your weapon with grenade skills.
Shrapnel Grenade½ 5
Throws a grenade that explodes in a hail of shrapnel, causing bleeding.
Damage: 179Bleeding: 12 s (510 damage)Explosion radius: 150Range: 1,200
Freeze Grenade½ 20
Throw a grenade that chills enemies with a frigid blast.
Damage: 163Chilled: 2 sExplosion radius: 240Range: 900
Poison Grenade½ 25
Throws a grenade that explodes in a poisonous cloud.
Poison: 5 s (420 damage)Poison cloud duration: 5Poison cloud radius: 150Combo Field: PoisonRange: 900

<note: flame vent represent orbital strike, because this skill calculator doesn't have that skill>
This rotation stacks 14 might discounting the might from the sigils, so start combat with this rotation. After that, it's a matter of spamming Flame Blast and Shrapnel Grenade (on 6s and 5s cooldowns respectively) until Acid Bomb and Blowtorch are off cooldown (12s & 15s). Then use Freeze Grenade, Poison Grenade & Grenade Barrage (20s, 25s and 25s cooldowns) whenever they become available. When Orbital Strike and Napalm are back up, re-initiate this rotation. Use Grenade and Poison Dart Volley as fillers.


Group Condition Cleanse

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: 900
Elixir Gun
Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
Super Elixir½ 16
Elixir. Launch an elixir orb, healing allies on impact and creating an area of continual healing.
Impact heal: 1400Pulse heal: 240Duration: 12Radius: 240Combo Field: LightRange: 900
Fumigate12
Spray a cone of elixir fumes, inflicting poison and vulnerability to foes and curing conditions on allies with every strike
Damage (5x): 130x5Poison: 1 s (420 damage)x5Vulnerability: 6 sRange: 450
Healing Mist35
Tool belt. Vent a healing mist, granting regeneration to yourself and allies.
Regeneration: 10 s (1300 health)Radius: 240Break Stun
Mortar ½ 120
Device kit. Build a stationary mortar that you or your allies can fire.
Duration: 120Range: 1,400
Elixir Shell½ 30
Launch a mortar round that heals allies in the target area.
Healing: 377Duration: 4Interval: 1 sRadius: 240Combo Field: WaterRange: 1,500

This build has 6 skills for condition removal (HGH ftw) and 5 of them cleanse your group and another 5 of them cleanses yourself.
Toss elixir H, Super elixir, Fumigate, Healing Mist and Elixir Shell cleanses your group's conditions. Healing Mist is particularly amazing now as it is an insta cast condition removal that serves as a stunbreak which also grants regeneration which also grants long duration might. Whew. Elixir Shell is also good as you can drop it on your party to cleanse one condition, then blast it for extra area healing. And it also grants might.


Group Heal

Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
Smoke Vent20
Vent smoke from your flamethrower, blinding nearby foes.
Blind: 5 sRadius: 180
Mortar ½ 120
Device kit. Build a stationary mortar that you or your allies can fire.
Duration: 120Range: 1,400
Elixir Shell½ 30
Launch a mortar round that heals allies in the target area.
Healing: 377Duration: 4Interval: 1 sRadius: 240Combo Field: WaterRange: 1,500
Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
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
Elixir Gun
Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
Acid Bomb¼ 12
Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
Damage: 277Duration: 6Radius: 180Combo Finisher: Blast

This blasts your 6s water field for 4 blasts; your teammates can blast more. 4 blasts in a water field is equivalent to 5280 healing; that's almost as much as your elixir H heal (5560 healing) and it's a group heal. However Orbital strike is usually on cooldown due to its 40s CD, so more likely you will only have flame blast and acid bomb on hand to blast. Still a good heal for panic situations.


Blinds

Static Shot15
Discharge a lightning shot that bounces between multiple foes, blinding and confusing them.
Damage: 134Blind: 3 sx2Confusion: 3 s (130 damage on skill use)Number of bounces: 4Range: 900
Grenade Kit
Device kit. Equip a kit that replaces your weapon with grenade skills.
Flash Grenade½ 10
Throw a grenade that explodes in a blinding flash.
Blind: 5 sExplosion radius: 150Range: 900
Mortar ½ 120
Device kit. Build a stationary mortar that you or your allies can fire.
Duration: 120Range: 1,400
Flash Shell½ 25
Launch a phosphorous mortar round that burns brightly at impact point.
Damage: 524Blind: 5 sVulnerability: 5 sInterval: 4 sRadius: 240Combo Field: LightRange: 1,500
Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
Smoke Vent20
Vent smoke from your flamethrower, blinding nearby foes.
Blind: 5 sRadius: 180

Pistol, grenade kit, mortar and flamethrower all provide blinds. Of these, smoke grenade has the shortest CD (10s) followed by static shot (15s), then Smoke Vent (20s) then Flash Shell (25s). Note that Flash Shell, when traited into Siege Rounds, provides 6 seconds of 1s interval blinds. That's extremely good. Use blinds in your rotation as needed, or just use them constantly for extra party protection.


Stealth

For stealth you'll need to change your utilities and heal and maybe your offhand pistol for a shield. This skill calculator can't show those skills since I don't have them equipped. There are many ways to blast your smoke bomb for stealth. Personally I use Healing turret > Big Ol' Bomb > Smoke Bomb > Orbital Strike > Swap Flamethrower > Flame Blast> Detonate Healing Turret> Rumble (Thumper Turret toolbelt) > Toss Elixir S. It grants a decent amount of stealth(15s group stealth) and doesn't use any utility skills allowing you to swap back to your normal kits while running in stealth out of combat. Get a better guide for stealth rotations from http://dulfy.net/201...de-and-element/ (and many more other tips, such as how to use Flame Blast and cancelling Acid Bomb's leap)


Reflects

If you are fighting reflect heavy bosses like Wahlen in CM and your party totally lacks projectile defense, consider swapping FT to Elixir U and Elixir Gun to Bomb kit. Use toss elixir U for either a smoke screen or wall of reflect (both a cool 14.4 seconds duration thanks to HGH) and Big Ol Bomb > Fire bomb > Orbital Strike for a decent amount of might as well as damage. Take note this gimps your damage so only run it if you really have to


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