Engineer WvW | Large Group Rifle | Support ZERG ENGI
Table of Contents
Summary
This build is not made for guild raids, Real guilds will not let you play Engi during a raid. This is what I LIKE for my free time. This is for mid ranged combat. Let me know what you think. SUMMARY: STABS, CONDIE CONVERT
The boons from condi convert also reduce damage done to you via Iron Bood CHANGE ELIXIR C TO B
Norn gear can be played with this as well,all you need is to tag with flames, and the Norn gear gives the good healing.
I. Weapons and Skills
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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: 480Regeneration: 6 s
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- Overcharge Supply CrateOvercharge supply crate's turrets.
Weapon and Skill Details
Flamethrower: Stabs,Knock back(off bridges and cliffs) the knock back also pushes to the sides, good for splitting a group. bags,bags,bags
Elixir gun: CONDIE CONVERT, Acid bomb is good for a hard pull back. Healing mist breaks stuns
Supply Crate: I literaly use it to drop on the head of a Enemy zerg(2 sec stun). Hope they stab up in time.
Healing turret: Giving alot of water/regen
Elixir b: More stabs i guess! IRON BLOOD
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.
Inventions
- Cleansing SynergyWhen 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 ShieldShield skills recharge 20% faster and grant 4s of protection to nearby allies.
- Automated Medical ResponseAll heal skills recharge when struck while you are below the health threshold.
- Autodefense Bomb DispenserDrop a smoke bomb when you are disabled. This trait has a 30 second internal cooldown.
- Heal ResonatorWhen you use a healing skill you grant 6s of regeneration to nearby allies.
- Experimental TurretsTurrets apply boons to allies around them every 10 seconds.
- Soothing DetonationWhen you combo a blast finisher nearby allies are healed.
- Mecha LegsYour movement speed is increased by 25%. The duration of cripple, chill and immobilize on you is reduced by 33%.
- Energy AmplifierWhile under the effects of regeneration you gain up to 250 Healing power.
- Advanced TurretsTurrets receive 33% less damage. Turrets reflect missiles for 4s after created.
- Bunker DownWhen you critically hit create a mine and a med pack at your location. This trait has a 2 second internal cooldown.
- Medical Dispersion FieldYou heal nearby allies for 20% of whatever you heal yourself.
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.
Trait Details
Firearms: Juggernaut...This is not a condie buld. Pick anything you like as long as it's not condie.
Inventions: AUTO MED(#op qq). Mecha Legs, Bunker down. I dont have to explain, you already know. If you want to use Norn gear then use MDF
Alchemy: You can use Invigorating speed, but i took Protection,
INVERSION ENZYME Iron blood!
JUST LOOK AT IT
III. Stat Specifics & Effects
Primary Stats
- Health 29852 (+13930)
- Vitality 2393 (+1393)
- Armor 3139 (+1075)
- Toughness 2075 (+1075)
- Attack 3204 (+1000)
- Power 2000 (+1000)
- Critical Hit 4% (+4%)
- Precision 1000 (+0)
Secondary Stats
- Bleeding Duration 33% (+33%)
- Boon Duration 30% (+30%)
- Chill Duration (self) -33% (+-33%)
- Condition Duration (self) -65% (+-65%)
- Cripple Duration (self) -33% (+-33%)
- Damage 1204 (+0%)
- Defense 1064 (+0)
- Experience from Kills 20% (+20%)
- Immobilize Duration (self) -33% (+-33%)
- Movement Speed 25% (+25%)
- Stun Duration (self) -25% (+-25%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Health 29852 (+13930)
Armor 3139 (+1075)
Condition Duration (self) -65% (+-65%)
Cripple Duration (self) -33% (+-33%)
Immobilize Duration (self) -33% (+-33%)
Stun Duration (self) -25% (+-25%)
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration (self): -40%
Vitality: 70
Experience from Kills: 10%
- (30min)
- Condition Duration (self): -40%
- Vitality: 70
- Experience from Kills: 10%
Utility Nourishment
Boon Duration: 10%
Power: 100
Experience from Kills: 10%
- (30min)
- Boon Duration: 10%
- Power: 100
- Experience from Kills: 10%
Armor & Runes
- Defense: 97
- Vitality: 60
- Power: 43
- Toughness: 43
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 97
- Vitality: 45
- Power: 32
- Toughness: 32
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 338
- Vitality: 134
- Power: 96
- Toughness: 96
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 157
- Vitality: 45
- Power: 32
- Toughness: 32
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 218
- Vitality: 90
- Power: 64
- Toughness: 64
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 157
- Vitality: 45
- Power: 32
- Toughness: 32
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Armor Stat Totals
- Defense 1064
- Toughness 474
- Vitality 454
- Condition Duration (self) -25%
- Stun Duration (self) -25%
- Power 299
Rune Bonuses
Superior Rune of Melandru- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Accessories & Jewels
- Vitality: 25
- Power: 15
- Toughness: 15
- Vitality: 25
- Power: 15
- Toughness: 15
- Vitality: 25
- Power: 15
- Toughness: 15
- Vitality: 25
- Power: 15
- Toughness: 15
- Vitality: 25
- Power: 15
- Toughness: 15
- Vitality: 25
- Power: 15
- Toughness: 15
Accessory Totals
- Power:430
- Toughness:430
- Vitality:630
Weapon Set Sigils
- Weapon Strength: 985-1204
- Vitality: 239
- Power: 171
- Toughness: 171
- Weapon Strength: -
Weapon Set I
Superior Sigil of Generosity60% chance to transfer a condition to your foe on critical hit. (Cooldown: 10 Seconds)
- Weapon Strength: -
Water Weapon I
Upgrade Item Details
Put what ever Sigils you want... RLY, IM GOOD ANYWAYS.
V. Basic Gameplay
L2P This build, its not hard- when zergs collide spray fire,and Condie convert. Drop a fucking supply crate on them before the fight starts. Engies are still soft, So dont be in the VERY front. Get a little space behind the commander
Main Skill Rotation
READY UP:Drop a supply create on their heads. Air blast(anyone without stabs will be displaced)
Zergs collide: Smoke vent, Elixir b when you need to, IF YOU HAVE CONDIES YOUR TEAM DOES TOO. Pop your Utilities in the middle of their Zergs when you need to.
I really want to see Engie lovers (like me) try this