Engineer sPvP | Tournament Pistol/Shield | Bunker The Burst Healer/Decapper Engie

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Summary

The burst healer engie is all about supporting your teammates as well as yourself with incredible healing and survivability.
The build can fall into quite a few roles in PvP and in PvE, it's the perfect set-up for raids.


I. Weapons and Skills

PvP Pistol
  • Weapon Strength: 876-1029
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
PvP
  • Weapon Strength: -
  • Regenerating Mist17¾
    Tool belt. Release a mist of healing liquid to regenerate nearby allies.
    x2Regeneration: 3 s (780 health)Range: 480Combo Field: WaterRegeneration: 6 sVigor: 2 s
    • Detonate Healing Turret
      Detonate your healing turret.
      Combo Finisher: Blast
  • Throw Wrench½ 14½
    Tool belt. Throw your wrench so that it returns to you, striking foes each way. Repair any turrets that the wrench hits.
    Damage: 244Combo Finisher: ProjectileRange: 900Vigor: 2 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Big Ol' Bomb½ 21¼
    Tool belt. Set a timed charge with a big blast that launches nearby foes.
    Damage: 548Blowout: 400Radius: 300Combo Finisher: BlastVigor: 2 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Rumble38¼
    Tool belt. Release a shockwave of inertial force to damage nearby foes.
    Stability: 1 sDamage: 146Combo Finisher: BlastRange: 240Breaks stunVigor: 2 s
    • Detonate Thumper Turret
      Detonate your thumper turret.
      Combo Finisher: Blast
  • Med Pack Drop
    Tool belt. Call down a supply drop of med packs into the target area.
    Vigor: 2 s
    • 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
      Vigor: 2 sSwiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Poison Dart Volley10
    Fire a volley of darts that poison foes.
    Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
    • 0
      Vigor: 2 sSwiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • 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
      Vigor: 2 sSwiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Magnetic Shield3 30
    Create a magnetic field that reflects projectiles and can be released to push back foes.
    Duration: 3
    • Magnetic Inversion
      Release the magnetic field to push back nearby foes.
      Damage: 76Knockback: 300Combo Finisher: Blast
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Static Shield40
    Electrify your shield, preparing to throw it at foes. If you are hit, the shield discharges, stunning your nearby attacker.
    Stun: 1 sBlock duration: 2
    • Throw Shield¾
      Throw your charged shield. Dazes foes it hits on the way out and back.
      Daze: 1 sDamage: 151Combo Finisher: ProjectileRange: 900
    • 0
      Vigor: 2 sSwiftness: 20 s
  • 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
  • Tool Kit
    Weapon kit. Equip a kit that gives you a variety of tools.
    Swiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Bomb Kit
    Device kit. Equip a kit that replaces your weapon with bomb skills.
    Swiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Thumper Turret ½ 50
    Turret. Build a high-health thumper turret that damages nearby foes.
    Damage: 633Attack range: 240Rate of fire: 3 sCrippled: 3s
    • Thump 30
      Overcharge your thumper turret to launch nearby foes.
      Damage: 762Blowout: 400Radius: 240
  • 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

Gameplay Preview of the Build:
http://youtu.be/0FYLCdTVgkI?t=159

 

PISTOL/SHIELD
This weapon combo is used mainly for the opportunity to use Shield. Shield is used in this build to land combo finishers with Magnetic Shield or for increase survivability with Static Shield. You can replace this weapon set with Rifle or Hammer when the Scrapper goes live.

 

RIFLE:
Rifle is great when you're not using Bomb kit. Yeap, some fights in PvP will require that you swap out Bomb Kit for Elixir C. These fights are against condi heavy classes like Necros and other engies. If you run Bomb Kit instead of Elixir C, Necros will destroy you and Condi Engies will just auto-attack you to death. Elixir C makes you you have good sustained, condi cleanse even when you're bursted with condis.

 

HAMMER
Hammer has many abilties that help you stay alive. Reflects on skill 2, Block on skill 4. The multi leap on skill 3 allows you to get a lot of healing out of your healing turret but it's mostly self preservation. The leaps are evades but there are points in each leap where your enemies can attack you and the leap sometimes can send you off point because of how it works. The skill 5 is good CC and the lightning field, when combined with the Scrapper traits, you can get a good amount of super-speed which gives you good sustain.

 

HEALING TURRET
This is your main way of healing your friends. This heal alone can heal your allies for 7.9k not including all the blast finishers you can perform whilst this skill's water-field is active.

 

TOOL KIT
This is one of your main defensive skills. Gear Shield is a life saver against burst. A combination of this and with Elixir C means that you're hard to take down for both condi classes and high damage classes. In PvE this can be replaced with Flamethrower for might-stacking and damage or Elixir gun for support.

 

BOMB KIT - Can be replaced with Elixir C for more condi tanking
When this is in your spec, it's best to use this to push the Far point. You can get up to 12s of stealth on your own with all your blasts. With the fire field, you can also get up to 18 stacks of might.
Combining the Bomb kit with the Streamlined Kits trait in Tools gives you access to Magnet bomb. This bomb allows you to pull targets within a 240 radius to the centre of the bomb. It acts as an extra Crowd Control (CC) that you can use whilst doing other actions. So combine this with Big Ol Bomb (BoB) to make sure you land BoB or combine it with all your other bombs to make sure you land them as well.

 

ELIXIR C
Like I said earlier, you can replace Bomb Kit with Elixir C to improve your ability to bunker against condis. When using Elixir C, it's best to use Rifle in your build because that gives you more decap potential with Overcharged Shot. If you don't take Rifle, you'll find yourself taking a long time to actually decap a point.

 

THUMPER TURRET
Thumper Turret is your main blast finisher. In this one skill you can have 2 Blast finishers(4 if you have an enemy close to you). That gives you incredible healing potential and incredible buff potential. Like I said earlier, you can get 18 stacks of might or 12s of stealth, by performing a good combo of blasts in the smoke field or fire field of the bomb kit. It also plays a major part in your burst healing. The Thumper Turret being blasted in a water field on it's own makes up about 5k healing (or 10.0k healing if there's an enemy near you allowing you to proc the overcharge ability on the skill).
On top of being awesome enough to do all that, the Thumper Turret can also serve as a way to decap points in PvP. Placing it down in a fight comes as a surprise to your target and can pretty much guarantee that you'll decap a point.

 

SUPPLY CRATE
You can take Supply Crate or any of the other Elites. They each have their benefits. I mainly play with Supply Crate because of the Med Pack drop on the toolbelt, the water-field, smoke-field and double stun from supply crate.

 

ELIXIR X:
This gives you the ability to turn other people into Moas whilst giving you the ability to turn yourself into a Rampaging Juggernaut or a Tornado. The Tornado gives you the ability to decap whilst the juggernaut gives you a safe way to stomp enemies or resurrect allies. This is one that I always consider using because of how effective it is in Team fights.

 

MORTAR KIT
Mortar kit provides you with survivability through a large waterfield, blind field and poison field which you can blast in to apply weakness to enemies around you. It's effective for that but it lacks the control capabilities of the other two elites which makes it a low priority choice in my build.


Traits

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.

Tools

  • Optimized Activation
    Using a toolbelt skill grants 2s of vigor.
    • Static Discharge
      Discharge a bolt of lightning when you activate a toolbelt skill.
    • Reactive Lenses
      When blinded or disabled you activate utility goggles.
    • Power Wrench
      Tool kit skills recharge 20% faster and deal 10% more damage. Turret repairing abilities are 100% more effective.
  • Mechanized Deployment
    Your toolbelt skills recharge 15% faster.
    • Steamlined Kits
      Equipping a kit creates and attack or spell and grants you 20s of swiftness. This trait has a 20 second internal cooldown.
    • Lock On
      Striking a foe in stealth analyzes them, revealing them and inflicting them with 10 stacks of vulnerability for 8 seconds. This trait has a 20 second internal cooldown.
    • Takedown Round
      Striking a foe above 50% health places a delayed explosive at their location. This trait has a 10 second internal cooldown.
  • Excessive Energy
    Deal 10% more damage while your endurance is above 90%.
    • Kinetic Charge
      After evading a strike the next toolbelt skill you use is recharged instantly. This trait has a 20 second internal cooldown.
    • Adrenal Implant
      Endurance regeneration is increased by 50%.
    • Gadgeteer
      Gain static charges when struck. At 5 charge levels your next gadget skill use is overcharged and recharges 50% faster.

Trait Details

INVENTIONS
ADEPT
Auto-Defence Bomb Dispenser:
This trait is great in combination with the protection you get from Protection Injection. When you get CC'ed but of these traits will proc and Auto-Defence Bomb Dispenser will blind the targets whilst the protection will reduce the damage that does hit you. You can replace this trait with Automated Medical Response when it finally gets fixed or Over-shield if you feel more comfortable with that.

 

MASTER
Soothing Detonation
This trait helps with your burst healing. With Thumper Turret you can get 3 blast finishers. Blast these in water fields and they can heal you for 1585 with Settlers, combine that with Soothing detonation which heals you for 555 and that's 2140 for every blast. You can replace this trait with Mecha Legs. Mecha Legs allows you to deal with the bane of every engie, the immob. Reducing the duration of immob can do a lot for our bunkering capabilities because it means your enemies can't pin you down for very long.
Experimental Turrets is also functional in this build. With the Scrapper trait line (Recovery Matrix) replacing the Tools trait line, you would be able to maintain infinite Protection on yourself with Experimental Turrets. At least until Anet realizes that and possibly nerfs it.

 

GRANDMASTER
Advanced Turrets
Advanced turrets works well in PvP because it allows you to counter foes who use projectiles like Warriors, Engies and Rangers. The projectile deflection gives you a better ability to bunker against them.
You can replace this trait with Bunker Down. When I use Bunker Down I trake Sigil of Intelligence in order to proc it reliably. Bunker down combined with healing turret gives you near infinite regen. This in conjunction with Backpack regenerator in Alchemy gives you good sustain.

 

Medical Dispersion Field
This trait is now great in all game modes as it basically increases your healing output by 20%. The radius of effectives is small but the 20% given to all nearby allies in addition to the healing you can already do in an AoE, allows this trait to be more poweful. From just using a blast finisher, which as I said earlier is 1585 health, you can increase that by 20% (317)which means your ally will be healed for 1902. The 20% increase also increases Soothing detonation which means that Soothing Detonation now heals for 666 in addition to Blast Finishers healing for 1902 = 2568 from blasting a field. And let's not forget we have tons of blast finishers in this spec. Very good in PvE but Advanced Turrets is better in PvP for those situations that deal with projectiles, as described earlier.

 

ALCHEMY
ADEPT
Protection Injection
This serves as an additional way to gain protection alongside the other ways mentioned above. Invigorating Speed will only work if you're gaining swiftness every 5 seconds. As you aren't gaining swiftness that often then it doesn't really work that well in this spec.

 

MASTER
Backpack Regenarator
Great for increasing your sustain. Alongside the amount of regeneration you can get from Bunker Down, this trait does a lot to increase your survivability. You can take Self-Regulating Defences but this ability can do you more damage than it helps because if it procs while you have conditions, you can't cleanse the conditions until you leave this mode, and sometimes you're just about to heal and it procs interrupting your heal and almost guaranteeing your death. So I don't use it because of that risk. When it procs it means you're invulnerable, almost guaranteeing that you'll give the point away for decap, which you don't want.

 

GRANDMASTER
Stimulant Supplier
This is an extra heal on top of your normal heal. It just adds to your overall sustain and survivability. The conditions it cleanses usually act as cover conditions so this trait allows you to deal with conditions a lot better. HGH wouldn't work in this build because you don't have many elixirs unless you're running Elixir C in place of Bomb Kit when going up against Necros. And even then I wouldn't suggest this trait for this spec.
Iron Blooded can work with this spec, you have infinite swiftness, regen on a regular interval, protection from Protection injection, Fury from both Stimulat Supplier and Reactive Lenses, Vigor when you use toolbelt skills and might + retaliation from Elixir B when it procs at 75% health (alchemy minor trait). That's 7 boons on a regular interval which adds up to 14% damage reduction + 33% from protection = 47% damage reduction. That being said, some of these boons don't come on as often so, at most you'll have about 6-8% damage reduction.

 

TOOLS
ADEPT
Reactive Lenses
This trait can act as an additional stun break or a good way to deal with thieves, Eles and blind spam mesmers. When it procs as a stun break it procs alongside Auto-Defence Bomb Dispenser, giving you a safe area to stand in whilst you pummel your foe for attempting to attack you. It also gives you fury which adds to your potential damage and gives you a better chance to proc bunker down.

 

Power Wrench
This reduces the cooldown of your Tool kit skills. This can be useful in cases where you are dealing with a lot of burst classes and you want to have that Gear shield off cooldown fast.

 

MASTER
Streamlined Kits
This is the best trait in this line because first off, the other two traits won't help your bunkering capabilities at all. For instance if you used lock-on, you might actually aid your target in holding a point rather than forcing them to stealth so they can give it away. SK also gives you swiftness and the ability to proc a skill when you swap to a kit, which is great with bomb kit because of the magnetic bomb that pulls targets. Additional CC that can interrupt foes mid-burst.

 

GRANDMASTER
Kinetic Charge This trait allows you to drop two big ol bombs or drop, two lots of bandages on the ground for allies to pick up after a successful dodge. The double Big Ol Bomb is quite useful for making your enemies feel like they can't do anything on point and the double bandages are good for sustain.

 

You can replace Kinetic Charge with Adrenal Implant which would give you faster endurance regen. Improving your survivability overall in a team fight.

 

You can replace Inventions with Scrapper when the expansion launches taking, Recovery Matrix, Rapid Regeneration and Adaptive Armour or Perfectly Weighted depending on what you're up against.


III. Stat Specifics & Effects

Primary Stats

  • Health 15922 (+0)
  • Vitality 1000 (+0)
  • Armor 3325 (+1200)
  • Toughness 2200 (+1200)
  • Attack 1969 (+0)
  • Power 1000 (+0)
  • Critical Hit 4% (+4%)
  • Precision 1000 (+0)

Secondary Stats

  • Boon Duration 20% (+20%)
  • Condition Damage 900 (+900)
  • Damage 969 (+0%)
  • Defense 1125 (+0)
  • Healing Power 1075 (+1075)

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. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Flock
  1. Healing Power: 25
  2. 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.
  5. Healing Power: 100
  6. When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
PvP Rune of the Flock
  1. Healing Power: 25
  2. 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.
  5. Healing Power: 100
  6. When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
PvP Rune of the Flock
  1. Healing Power: 25
  2. 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.
  5. Healing Power: 100
  6. When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
PvP Rune of the Flock
  1. Healing Power: 25
  2. 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.
  5. Healing Power: 100
  6. When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
PvP Rune of the Flock
  1. Healing Power: 25
  2. 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.
  5. Healing Power: 100
  6. When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
PvP Rune of the Flock
  1. Healing Power: 25
  2. 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.
  5. Healing Power: 100
  6. When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)

Rune Stat Totals

  • Healing Power 175

Rune Bonuses

PvP Rune of the Flock
  1. Healing Power: 25
  2. 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.
  5. Healing Power: 100
  6. When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)

Accessories & Jewels

Settler's Amulet
  • Toughness: 1200
  • Condition Damage: 900
  • Healing Power: 900

Accessory Totals

  • Toughness:1200
  • Condition Damage:900
  • Healing Power:900

Weapon Set Sigils

PvP Pistol
  • Weapon Strength: 876-1029
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
Superior Sigil of Purity
60% chance to remove a condition on hit. (This effect cannot trigger more than once every 10s)
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 Purity

60% chance to remove a condition on hit. (This effect cannot trigger more than once every 10s)

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)

PvP
  • Weapon Strength: -

Water Weapon I

Upgrade Item Details

SIGILS:
Sigil of Purity:
This allows you to deal with condi classes more effectively. If you're not facing any condi classes, you can go with Sigil of Renewal (also useful in PvE/WvW). This heals you for more than Sigil of Water so don't bother going with that.

 

Sigil of Energy: This is a necessity in PvP because of the nerf to vigor's regeneraton. In PvE, you can use whatever sigil you want.

 

RUNES
Runes of the Flock
The runes of the flock are really good due to their benefits. The 6th benefit gives an extra 1.2k heal to all allies within a 600 radius, the 2nd and 4th benefit have a chance to summon a bird when you are attacked that then blinds your target. This can happen every 10s and it's extremely useful in 1v1s but not so great in 3v1s.

 

When going up against condi classes, you can use the Rune of Water. It has the same 6th benefit as Rune of the Flock but on the 4th benefit it has a chance to remove a condition when you are hit. Running this alongside Sigil of Purity really makes your enemy thing you've got 3 Transmutes on quick rotation.

 

AMULETS:
CLERIC's
Cleric's is great for when using the Rifle version of this spec. Because Cleric's has power damage, making Rifle put quite a bit of pressure on targets that think you're just a normal bunker. Running this with Sigil of Intelligence will see that our damage isn't negligible.

 

SETTLER's
Great for when using Pistol/Shield as your weapon set. The condi damage is good enough such that you can put a good amount of pressure on your target with the right combination of skills and makes use of all the damage your bomb can put out.


V. Basic Gameplay

 

AGAINST CONDITION CLASSES: Against condi classes I like to run Runes of Water and Sigil of Purity to reduce condi pressure. I also use Elixir C to replace Bomb Kit, and take Rifle in that case to remedy the fact that you don't have Bomb kit which is by and large one of your ways of ensuring decap and CCing the enemy.

 

AGAINST PROJECTILE USERS: Use the Advanced Turrets trait and cycle through the projectile deflection from each of your turrets. This will allow to nullify most of their damage.


Main Skill Rotation


Burst Healing Rotation

Big Ol' Bomb½ 21¼
Tool belt. Set a timed charge with a big blast that launches nearby foes.
Damage: 548Blowout: 400Radius: 300Combo Finisher: BlastVigor: 2 s
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
Thumper Turret ½ 50
Turret. Build a high-health thumper turret that damages nearby foes.
Damage: 633Attack range: 240Rate of fire: 3 sCrippled: 3s
Thump 30
Overcharge your thumper turret to launch nearby foes.
Damage: 762Blowout: 400Radius: 240
Magnetic Shield3 30
Create a magnetic field that reflects projectiles and can be released to push back foes.
Duration: 3
Rumble38¼
Tool belt. Release a shockwave of inertial force to damage nearby foes.
Stability: 1 sDamage: 146Combo Finisher: BlastRange: 240Breaks stunVigor: 2 s
Detonate Thumper Turret
Detonate your thumper turret.
Combo Finisher: Blast
Regenerating Mist17¾
Tool belt. Release a mist of healing liquid to regenerate nearby allies.
x2Regeneration: 3 s (780 health)Range: 480Combo Field: WaterRegeneration: 6 sVigor: 2 s
Detonate Healing Turret
Detonate your healing turret.
Combo Finisher: Blast

Place Big Ol' Bomb, Use Healing Turret, instantly overcharge it as soon as you drop it, Drop Thumper and Overcharge it as well (if there's a target nearby, Thumper will blast the water field), Blast the water field with Magnetic Shield, Blow up the Thumper and Healing turrets in the water field for more heals.


Might Stacking Rotation

Big Ol' Bomb½ 21¼
Tool belt. Set a timed charge with a big blast that launches nearby foes.
Damage: 548Blowout: 400Radius: 300Combo Finisher: BlastVigor: 2 s
Bomb Kit
Device kit. Equip a kit that replaces your weapon with bomb skills.
Swiftness: 20 s
Fire Bomb½ 10
Set a timed charge that burns nearby foes.
Damage: 65Burning: 2 s (656 damage)Duration: 3Radius: 120Combo Field: Fire
Thumper Turret ½ 50
Turret. Build a high-health thumper turret that damages nearby foes.
Damage: 633Attack range: 240Rate of fire: 3 sCrippled: 3s
Thump 30
Overcharge your thumper turret to launch nearby foes.
Damage: 762Blowout: 400Radius: 240
Rumble38¼
Tool belt. Release a shockwave of inertial force to damage nearby foes.
Stability: 1 sDamage: 146Combo Finisher: BlastRange: 240Breaks stunVigor: 2 s
Magnetic Shield3 30
Create a magnetic field that reflects projectiles and can be released to push back foes.
Duration: 3

Place BoB, drop Fire Bomb, Drop thumper turret, overcharge it, blow it up and then use Magnetic Shield. This should give you 12-15 stacks of might depending on if there's an enemy close to you or not.


Stealth Stacking Rotation

Big Ol' Bomb½ 21¼
Tool belt. Set a timed charge with a big blast that launches nearby foes.
Damage: 548Blowout: 400Radius: 300Combo Finisher: BlastVigor: 2 s
Bomb Kit
Device kit. Equip a kit that replaces your weapon with bomb skills.
Swiftness: 20 s
Smoke Bomb½ 25
Set a timed charge that creates a cloud of smoke, blinding nearby foes.
Blind: 5 sDuration: 4Radius: 240Combo Field: Smoke
Thumper Turret ½ 50
Turret. Build a high-health thumper turret that damages nearby foes.
Damage: 633Attack range: 240Rate of fire: 3 sCrippled: 3s
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
Rumble38¼
Tool belt. Release a shockwave of inertial force to damage nearby foes.
Stability: 1 sDamage: 146Combo Finisher: BlastRange: 240Breaks stunVigor: 2 s
Regenerating Mist17¾
Tool belt. Release a mist of healing liquid to regenerate nearby allies.
x2Regeneration: 3 s (780 health)Range: 480Combo Field: WaterRegeneration: 6 sVigor: 2 s
Detonate Thumper Turret
Detonate your thumper turret.
Combo Finisher: Blast
Detonate Thumper Turret
Detonate your thumper turret.
Combo Finisher: Blast
Magnetic Shield3 30
Create a magnetic field that reflects projectiles and can be released to push back foes.
Duration: 3

Drop BoB, place Smoke Bomb, place Thumper, Place healing turret, Blow both up and swap to P/S to use Magnetic Shield to blast the smoke field.


VI. VIDEO GUIDE


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