Engineer WvW | Large Group Rifle | Support ZERG ENGI

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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

Sentinel's Rifle
  • Weapon Strength: 985-1204
  • Vitality: 239
  • Power: 171
  • Toughness: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • Regenerating Mist21
    Tool belt. Release a mist of healing liquid to regenerate nearby allies.
    x2Regeneration: 3 s (780 health)Range: 480Combo Field: WaterRegeneration: 6 s
    • Detonate Healing Turret
      Detonate your healing turret.
      Combo Finisher: Blast
  • Healing Mist35
    Tool belt. Vent a healing mist, granting regeneration to yourself and allies.
    Regeneration: 10 s (1300 health)Radius: 240Break Stun
    • 0
  • Incendiary Ammo50
    Tool belt. Burn foes with your next three attacks.
    • 0
  • Toss Elixir C25
    Tool belt. Toss Elixir C, converting one condition to a random boon for allies.
    Duration: 5Radius: 180Range: 900
    • 0
  • Med Pack Drop
    Tool belt. Call down a supply drop of med packs into the target area.
    • 0
  • Hip Shot¾
    Deliver a quick rifle shot from the hip that pierces targets.
    Damage: 251Range: 1,200
    • 0
    • 0
  • Net Shot10
    Immobilize foes with a net shot.
    Immobilized: 2Range: 1,200
    • 0
    • 0
  • Blunderbuss½ 10
    Fire a cloud of shrapnel that causes more damage the closer you are to foes.
    Damage at 100 distance: 618Damage at 400 distance: 386x4Bleeding at 100 distance: 680 damage (4s)Bleeding at 400 distance: 170 dmg (4s)Range: 700
    • 0
    • 0
  • Overcharged Shot15
    Fire a blast so strong it launches your foe as you fall backward and cures immobilized, crippled, and chilled.
    Damage: 579Foe launch distance: 450Self knockback distance: 300Range: 600
    • 0
    • 0
  • Jump Shot¼ 20
    Blast the ground, damaging nearby foes and leaping to your target.
    Leap damage: 348Landing damage: 696x3Vulnerability: 7 sRadius: 240Combo Finisher: LeapRange: 800
    • 0
    • 0
  • Healing Turret ½ 20
    Turret. Deploys a turret that heals you briefly, then regenerates you and your allies.
    Healing: 2,520Regeneration: 3 s (Cast every 3 seconds)Radius: 480Regeneration: 6 s
    • Cleansing Burst15
      Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.
      Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480Regeneration: 6 s
  • Elixir Gun
    Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
    • 0
  • Flamethrower
    Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
    Stability: 3 sMight: 15 s
    • 0
  • Elixir C½ 40
    Elixir. Drink Elixir C, converting all conditions into random boons.
    Duration: 5
    • 0
  • Supply Crate1 180
    Request a massive supply drop, complete with turrets and bandages.
    Damage: 244Stun: 2 sRadius: 240Combo Finisher: BlastRange: 1,200
    • Overcharge Supply Crate
      Overcharge 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

  • 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.

Inventions

  • Cleansing Synergy
    When 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 Shield
      Shield skills recharge 20% faster and grant 4s of protection to nearby allies.
    • Automated Medical Response
      All heal skills recharge when struck while you are below the health threshold.
    • Autodefense Bomb Dispenser
      Drop a smoke bomb when you are disabled. This trait has a 30 second internal cooldown.
  • Heal Resonator
    When you use a healing skill you grant 6s of regeneration to nearby allies.
    • Experimental Turrets
      Turrets apply boons to allies around them every 10 seconds.
    • Soothing Detonation
      When you combo a blast finisher nearby allies are healed.
    • Mecha Legs
      Your movement speed is increased by 25%. The duration of cripple, chill and immobilize on you is reduced by 33%.
  • Energy Amplifier
    While under the effects of regeneration you gain up to 250 Healing power.
    • Advanced Turrets
      Turrets receive 33% less damage. Turrets reflect missiles for 4s after created.
    • Bunker Down
      When you critically hit create a mine and a med pack at your location. This trait has a 2 second internal cooldown.
    • Medical Dispersion Field
      You heal nearby allies for 20% of whatever you heal yourself.

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.

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

  • 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

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

Bowl of Lemongrass Poultry Soup
Duration: 30min
Condition Duration (self): -40%
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration (self): -40%
  • Vitality: 70
  • Experience from Kills: 10%

Utility Nourishment

Bountiful Sharpening Stone
Duration: 30min
Boon Duration: 10%
Power: 100
Experience from Kills: 10%
  • (30min)
  • Boon Duration: 10%
  • Power: 100
  • Experience from Kills: 10%

Armor & Runes

Sentinel's Emblazoned Helm
  • Defense: 97
  • Vitality: 60
  • Power: 43
  • Toughness: 43
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Sentinel's Emblazoned Shoulders
  • Defense: 97
  • Vitality: 45
  • Power: 32
  • Toughness: 32
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Sentinel's Emblazoned Coat
  • Defense: 338
  • Vitality: 134
  • Power: 96
  • Toughness: 96
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Sentinel's Emblazoned Gloves
  • Defense: 157
  • Vitality: 45
  • Power: 32
  • Toughness: 32
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Sentinel's Emblazoned Pants
  • Defense: 218
  • Vitality: 90
  • Power: 64
  • Toughness: 64
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Sentinel's Emblazoned Boots
  • Defense: 157
  • Vitality: 45
  • Power: 32
  • Toughness: 32
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -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
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration

Accessories & Jewels

Sentinel's Amulet
  • Vitality: 120
  • Power: 85
  • Toughness: 85
Sentinel's Jewel
  • Vitality: 25
  • Power: 15
  • Toughness: 15
Sentinel's Back
  • Vitality: 30
  • Power: 21
  • Toughness: 21
(Infused)
Sentinel's Jewel
  • Vitality: 25
  • Power: 15
  • Toughness: 15
Sentinel's Ring
  • Vitality: 90
  • Power: 64
  • Toughness: 64
(Infused)
Sentinel's Jewel
  • Vitality: 25
  • Power: 15
  • Toughness: 15
Sentinel's Ring
  • Vitality: 90
  • Power: 64
  • Toughness: 64
(Infused)
Sentinel's Jewel
  • Vitality: 25
  • Power: 15
  • Toughness: 15
Sentinel's Earring
  • Vitality: 75
  • Power: 53
  • Toughness: 53
Sentinel's Jewel
  • Vitality: 25
  • Power: 15
  • Toughness: 15
Sentinel's Earring
  • Vitality: 75
  • Power: 53
  • Toughness: 53
Sentinel's Jewel
  • Vitality: 25
  • Power: 15
  • Toughness: 15

Accessory Totals

  • Power:430
  • Toughness:430
  • Vitality:630

Weapon Set Sigils

Sentinel's Rifle
  • Weapon Strength: 985-1204
  • Vitality: 239
  • Power: 171
  • Toughness: 171
  • Weapon Strength: -
Superior Sigil of Generosity
60% chance to transfer a condition to your foe on critical hit. (Cooldown: 10 Seconds)
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set I

Superior Sigil of Generosity

60% 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

Supply Crate1 180
Request a massive supply drop, complete with turrets and bandages.
Damage: 244Stun: 2 sRadius: 240Combo Finisher: BlastRange: 1,200
Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
Stability: 3 sMight: 15 s
Air Blast15
Push back foes and projectiles with a hot air blast.
Burning vs burning: 2 s (656)Knockback distance: 400Range: 300
Smoke Vent20
Vent smoke from your flamethrower, blinding nearby foes.
Blind: 5 sRadius: 180

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


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