Engineer PvE | Open World Pistol/Pistol | Damage Condition engineer for TTwurm v.2

by Last Updated:
100% (5) Approval 5 Votes - 1861 Views

Summary

Condition engineer for TTwurm v.2
NOTE: build designed for solo husk killing not for dps stack!


I. Weapons and Skills

Grizzlemouth's Revolver
  • Weapon Strength: 920-1080
  • Condition Damage: 125
  • Precision: 90
  • Toughness: 90
Grizzlemouth's Revolver
  • Weapon Strength: 920-1080
  • Condition Damage: 125
  • Precision: 90
  • Toughness: 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
  • Big Ol' Bomb½ 25
    Tool belt. Set a timed charge with a big blast that launches nearby foes.
    Damage: 548Blowout: 400Radius: 300Combo Finisher: Blast
    • 0
  • 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
  • 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
  • Bomb Kit
    Device kit. Equip a kit that replaces your weapon with bomb skills.
    • 0
  • 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.
    • 0
  • Mortar ½ 120
    Device kit. Build a stationary mortar that you or your allies can fire.
    Duration: 120Range: 1,400
    • 0

Traits

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.

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.

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.

III. Stat Specifics & Effects

Primary Stats

  • Health 15922 (+0)
  • Vitality 1000 (+0)
  • Armor 3079 (+961)
  • Toughness 1961 (+961)
  • Attack 2080 (+0)
  • Power 1000 (+0)
  • Critical Hit 50% (+50%)
  • Precision 1961 (+961)

Secondary Stats

  • Bleeding Duration 33% (+33%)
  • Boon Duration 20% (+20%)
  • Burning Duration 53% (+53%)
  • Condition Damage 1922 (+1922)
  • Condition Duration 50% (+50%)
  • Damage 1080 (+0%)
  • Defense 1118 (+0)
  • Experience from Kills 20% (+20%)
  • 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

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

Toxic Focusing Crystal
Duration: 30min
Condition Damage: 100
Condition Duration: 10%
Experience from Kills: 10%
  • (30min)
  • Condition Damage: 100
  • Condition Duration: 10%
  • Experience from Kills: 10%

Armor & Runes

Ferratus's Visage
  • Defense: 102
  • Condition Damage: 63
  • Precision: 45
  • Toughness: 45
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Ferratus's Shoulderguard
  • Defense: 102
  • Condition Damage: 47
  • Precision: 34
  • Toughness: 34
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Ferratus's Guise
  • Defense: 355
  • Condition Damage: 141
  • Precision: 101
  • Toughness: 101
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Ferratus's Grips
  • Defense: 165
  • Condition Damage: 47
  • Precision: 34
  • Toughness: 34
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Ferratus's Leggings
  • Defense: 229
  • Condition Damage: 94
  • Precision: 67
  • Toughness: 67
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Ferratus's Striders
  • Defense: 165
  • Condition Damage: 47
  • Precision: 34
  • Toughness: 34
Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)

Armor Stat Totals

  • Defense 1118
  • Condition Damage 614
  • Might Duration 45%
  • Precision 315
  • Toughness 315

Rune Bonuses

Superior Rune of the Aristocracy
  1. Condition Damage: 25
  2. Might Duration: 10%
  3. Condition Damage: 50
  4. Might Duration: 15%
  5. Condition Damage: 100
  6. +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)

Accessories & Jewels

Speaker's DawncordUtility Slot
  • Condition Damage: 157
  • Precision: 108
  • Toughness: 108
Rabid BackOffensive Slot
  • Condition Damage: 63
  • Precision: 40
  • Toughness: 40
(Infused)
Khilbron's PhylacteryOffensive Slot
  • Condition Damage: 126
  • Precision: 85
  • Toughness: 85
(Infused)
Ouroboros LoopDefensive Slot
  • Condition Damage: 126
  • Precision: 85
  • Toughness: 85
(Infused)
Fierceshot's ArrowheadOffensive Slot
  • Condition Damage: 110
  • Precision: 74
  • Toughness: 74
Marriner's FlaskDefensive Slot
  • Condition Damage: 110
  • Precision: 74
  • Toughness: 74

Accessory Totals

  • Precision:466
  • Toughness:466
  • Condition Damage:692

Weapon Set Sigils

Grizzlemouth's Revolver
  • Weapon Strength: 920-1080
  • Condition Damage: 125
  • Precision: 90
  • Toughness: 90
Grizzlemouth's Revolver
  • Weapon Strength: 920-1080
  • Condition Damage: 125
  • Precision: 90
  • Toughness: 90
Sigil of Superior Smoldering
When you apply burning it lasts 20% longer.
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 Smoldering

When you apply burning it lasts 20% longer.

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


V. Basic Gameplay

Comments

Post a Comment