Engineer PvE | Fun Rifle | Control Engine---err---ing?!

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Summary

first ideas for an engineer, haven't played one yet.


I. Weapons and Skills

Giver's Rifle
  • Weapon Strength: 986-1205
  • Condition Duration: 239%
  • Precision: 171
  • Vitality: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • Regenerating Mist17¾
    Tool belt. Release a mist of healing liquid to regenerate nearby allies.
    x2Regeneration: 3 s (780 health)Range: 480Combo Field: WaterVigor: 2 s
    • Detonate Healing Turret
      Detonate your healing turret.
      Combo Finisher: Blast
  • Grenade Barrage½ 21¼
    Tool belt. Throw several grenades at once.
    Damage: 122Explosion radius: 150Number of grenades: 6Range: 900Vigor: 2 s
    • 0
      Vigor: 2 s
  • Incendiary Ammo42½
    Tool belt. Burn foes with your next three attacks.
    Vigor: 2 s
    • 0
      Vigor: 2 s
  • Toss Elixir U½ 42½
    Tool belt. Toss Elixir U, creating a random spell at the target location.
    Range: 900Vigor: 2 s
    • 0
      Vigor: 2 s
  • Orbital Strike
    Tool belt. Call down energy from the sky to blast an area.
    Vigor: 2 s
    • 0
  • Hip Shot¾
    Deliver a quick rifle shot from the hip that pierces targets.
    Damage: 251Range: 1,200
    • 0
      Vigor: 2 s
    • 0
      Vigor: 2 s
  • Net Shot8
    Immobilize foes with a net shot.
    Immobilized: 2Range: 1,200
    • 0
      Vigor: 2 s
    • 0
      Vigor: 2 s
  • Blunderbuss½ 8
    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
      Vigor: 2 s
    • 0
      Vigor: 2 s
  • Overcharged Shot12
    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
      Vigor: 2 s
    • 0
      Vigor: 2 s
  • Jump Shot¼ 16
    Blast the ground, damaging nearby foes and leaping to your target.
    Leap damage: 348Landing damage: 696x3Vulnerability: 7 sRadius: 240Combo Finisher: LeapRange: 800
    • 0
      Vigor: 2 s
    • 0
      Vigor: 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: 480
    • Cleansing Burst15
      Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.
      Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480
  • Grenade Kit
    Device kit. Equip a kit that replaces your weapon with grenade skills.
    • 0
      Vigor: 2 s
  • Flamethrower
    Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
    • 0
      Vigor: 2 s
  • Elixir U50
    Elixir. Drink Elixir U, gaining quickness and a random utility skill from another profession.
    Quickness (6 s): Skills and actions are 50% faster.Haste (6 s): Regenerate endurance at 50% effectiveness.Frenzy (6 s): You take 25% more damage.Break stun
    • 0
      Vigor: 2 s
  • Mortar ½ 120
    Device kit. Build a stationary mortar that you or your allies can fire.
    Duration: 120Range: 1,400
    • 0
      Vigor: 2 s

Weapon and Skill Details

more than likely will never use the auto attack for sustained amounts of time, although the rest of the skills for rifle look useful. Main damage is coming from grenades and the flamethrower, possibly the mortar. with elixir u in there for a stun break.


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.

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

firearms is a tough one; the middle tier there is kind of a toss up between the three. Pinpoint is nice for flat out damage increase, marksman gives you a 20% reduction for rifle skills, but I think in hind site I would go with no scope for the fury.


III. Stat Specifics & Effects

Primary Stats

  • Health 17632 (+1710)
  • Vitality 1171 (+171)
  • Armor 2064 (+0)
  • Toughness 1000 (+0)
  • Attack 3038 (+833)
  • Power 1833 (+833)
  • Critical Hit 60% (+60%)
  • Precision 2020 (+1020)

Secondary Stats

  • Bleeding Duration 33% (+33%)
  • Burning Duration 33% (+33%)
  • Condition Damage 804 (+804)
  • Condition Duration 239% (+239%)
  • Condition Duration (self) -15% (+-15%)
  • Critical Damage 6% (+6%)
  • Damage 1205 (+0%)
  • Defense 1064 (+0)
  • Endurance Regeneration 50% (+50%)
  • Ferocity 90 (+90)
  • Healing Power 106 (+106)

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

decent attack and crit, little bit of survivability with the vitality and the self condition reduction. Big boost to condition damage and duration


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Duration:

Utility Nourishment

Duration:

Armor & Runes

Rampager's Emblazoned Helm
  • Defense: 97
  • Precision: 60
  • Power: 43
  • Condition Damage: 43
Superior Rune of the Sunless
  1. Condition Damage: 25
  2. Condition Duration (self): -5%
  3. Condition Damage: 50
  4. Condition Duration (self): -10%
  5. Condition Damage: 100
  6. When you use an elite skill, you inflict 1 second of fear and 5 seconds of poison to nearby foes. (Cooldown: 45 seconds)
Rampager's Emblazoned Shoulders
  • Defense: 97
  • Precision: 45
  • Power: 32
  • Condition Damage: 32
Superior Rune of the Sunless
  1. Condition Damage: 25
  2. Condition Duration (self): -5%
  3. Condition Damage: 50
  4. Condition Duration (self): -10%
  5. Condition Damage: 100
  6. When you use an elite skill, you inflict 1 second of fear and 5 seconds of poison to nearby foes. (Cooldown: 45 seconds)
Rampager's Emblazoned Coat
  • Defense: 338
  • Precision: 134
  • Power: 96
  • Condition Damage: 96
Superior Rune of the Sunless
  1. Condition Damage: 25
  2. Condition Duration (self): -5%
  3. Condition Damage: 50
  4. Condition Duration (self): -10%
  5. Condition Damage: 100
  6. When you use an elite skill, you inflict 1 second of fear and 5 seconds of poison to nearby foes. (Cooldown: 45 seconds)
Rampager's Emblazoned Gloves
  • Defense: 157
  • Precision: 45
  • Power: 32
  • Condition Damage: 32
Superior Rune of the Sunless
  1. Condition Damage: 25
  2. Condition Duration (self): -5%
  3. Condition Damage: 50
  4. Condition Duration (self): -10%
  5. Condition Damage: 100
  6. When you use an elite skill, you inflict 1 second of fear and 5 seconds of poison to nearby foes. (Cooldown: 45 seconds)
Rampager's Emblazoned Pants
  • Defense: 218
  • Precision: 90
  • Power: 64
  • Condition Damage: 64
Superior Rune of the Sunless
  1. Condition Damage: 25
  2. Condition Duration (self): -5%
  3. Condition Damage: 50
  4. Condition Duration (self): -10%
  5. Condition Damage: 100
  6. When you use an elite skill, you inflict 1 second of fear and 5 seconds of poison to nearby foes. (Cooldown: 45 seconds)
Rampager's Emblazoned Boots
  • Defense: 157
  • Precision: 45
  • Power: 32
  • Condition Damage: 32
Superior Rune of the Sunless
  1. Condition Damage: 25
  2. Condition Duration (self): -5%
  3. Condition Damage: 50
  4. Condition Duration (self): -10%
  5. Condition Damage: 100
  6. When you use an elite skill, you inflict 1 second of fear and 5 seconds of poison to nearby foes. (Cooldown: 45 seconds)

Armor Stat Totals

  • Defense 1064
  • Condition Damage 474
  • Condition Duration (self) -15%
  • Precision 419
  • Power 299

Rune Bonuses

Superior Rune of the Sunless
  1. Condition Damage: 25
  2. Condition Duration (self): -5%
  3. Condition Damage: 50
  4. Condition Duration (self): -10%
  5. Condition Damage: 100
  6. When you use an elite skill, you inflict 1 second of fear and 5 seconds of poison to nearby foes. (Cooldown: 45 seconds)

Accessories & Jewels

Sinister Amulet
  • Condition Damage: 120
  • Power: 85
  • Precision: 85
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Sinister Back
  • Condition Damage: 30
  • Power: 21
  • Precision: 21
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Sinister Ring
  • Condition Damage: 90
  • Power: 64
  • Precision: 64
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Sinister Ring
  • Condition Damage: 90
  • Power: 64
  • Precision: 64
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Zealot's Earring
  • Power: 75
  • Precision: 53
  • Healing Power: 53
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Zealot's Earring
  • Power: 75
  • Precision: 53
  • Healing Power: 53
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15

Accessory Totals

  • Power:534
  • Precision:430
  • Condition Damage:330
  • Healing Power:106
  • Ferocity:90

Weapon Set Sigils

Giver's Rifle
  • Weapon Strength: 986-1205
  • Condition Duration: 239%
  • Precision: 171
  • Vitality: 171
  • Weapon Strength: -
Sigil of Stamina
Your endurance is refilled each time you kill a foe.
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set I

Sigil of Stamina

Your endurance is refilled each time you kill a foe.

  • Weapon Strength: -

Water Weapon I

Upgrade Item Details

maybe a different rune then the accuracy, but the stamina is important because some damage output is derived from being at above 90%


V. Basic Gameplay

Midrange DPS and support for PVE, I don't know how well the build would do in PvP, maybe WvW but not sPVP. Through as many conditions on the target as possible, and keep your turret up. Rifle makes a decent opener but switching between flamethrower and grenades is a must for damage


Main Skill Rotation


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