Engineer PvE | Dungeon Pistol/Pistol | Damage Pistol/Pistol condi kit engi
Table of Contents
Summary
A heavy condition Pistol/Pistol build with good survival capabilities. Very useful in SW events.
I. Weapons and Skills
Weapon and Skill Details
Skills 1-4 on pistol deal very heavy condis and fast.
Tth elixirs are to be used for condi cleance, C though must be kept in case there is a huge number of condis
The kits are for both melee and ranged combat with greenades inflicting more bleeds and bombs a more aoe effect. Mortar kit too can be used but it ain't as much usefull as the other kits in skills except Orbital Strike.
Traits
Explosives
- Evasive Powder KegCreate a bomb when you dodge.
- GrenadierIncreases your throw velocity of grenades by 100%. Increases the blast radius of grenades by 60.
- Explosive DescentYou take 50% decreased damage from falling. When you take fall damage release a barrage of grenades.
- Glass CannonDeal 5% increased damage while above 90% health
- Steel-Packed PowderYour explosions cause 5s of vulnerability.
- Aim-assisted RocketYou have a 33% chance when striking a foe to target them for a seeker rocket. This trait has a 10 second internal cooldown.
- Shaped ChargeYou deal 5% increased damage to foes affected by vulnerability.
- Short FuseYour bombs explode faster and bomb skills recharge 20% faster.
- Explosive PowderExplosions deal 10% more damage. Your turrets explode, dealing damage and knocking back nearby foes when destroyed.
- Siege RoundsOrbital Strike comes down an additional time one second after the first strike. Mortar Kit ability effects last 40% longer.
- ShrapnelYour explosions have a 15% chance to cause 12s of bleeding and 2s of cripple.
Alchemy
- Hidden FlaskDrink an elixir B when struck while below 75% health.
- Protection InjectionGain 3s of protection when you are disabled. This trait has a 5 second internal cooldown.
- Health InsuranceWhile using Med Kit your outgoing healing to others is increased by 15%.
- TransmuteIncoming conditions have a 100% chance of being converted into a boon. This trait has a 15 second internal cooldown.
- Inversion EnzymeElixir Gun abilities which remove conditions now convert them into boons instead.
- Self-regulating DefensesWhen struck below 25% health you consume an Elixir S.
- Backpack RegeneratorWhile using a kit you passively recover health.
- Alchemical TincturesElixirs remove a condition from affected allies. Boons you apply last 20% longer.
- HGHElixirs grant 2 stacks of might for 20s, have 20% reduced recharge, and have 20% increased duration.
- Stimulant SupplierDrop a stim pack when you use a heal skill. This trait has a 10 second internal cooldown.
- Iron BloodedIncoming damage is reduced by 2% for every boon on you.
Firearms
- SharpershooterYour critical hits have a 33% chance to cause 4s of bleeding.
- Chemical RoundsYour pistol skills have 50% increased condition duration.
- Heavy Armor ExploitYour critical hits have a 50% chance to grant you 3s of swiftness and cause 3s of vulnerability.
- High CaliberYou have a 10% increased chance to critically strike nearby foes.
- Hematic FocusYou have a 10% increased chance to critically strike foes affected by bleeding.
- Pinpoint DistributionYou gain 10% of your precision attribute as condition damage.
- Skilled MarksmanYou attack 10% faster with rifle or harpoon gun and those skills recharge 20% faster.
- No ScopeYour critical hits on nearby foes have a 100% chance to grant you 4s of fury. This trait has a 10 second internal cooldown.
- Serrated SteelBleeding you apply lasts 33% longer.
- JuggernautGain a stack of might for 15s and a stack of stability for 3s every 3 seconds while using the Flamethrower.
- Modified AmmunitionDeal 2% additional damage per condition on your foe.
- Incendiary PowderYour critical hits inflict 4s of burning. Burning you apply lasts 33% longer. This trait has a 10 second internal cooldown.
Trait Details
Explosives:
This line focuses on making the greenades and the bombs more effective
Alchemy:
This line mainly provides the condi cleanses and Self-Regulating Defence trait can be very usefull to either escape combat and be alarmed our health droped too low.
Protection INjection can also replace Invigorating Speed.
Firearms:
THis line addse xtra condi damage on the pistol conditions as well as usingthe precition from the gear set it gives more condi dmg.
Last trait is Modified Ammunition for the extra damage which can scale rly high but also Incendiary Power can replace it too due to the high precition
III. Stat Specifics & Effects
Primary Stats
- Health 15922 (+0)
- Vitality 1000 (+0)
- Armor 2915 (+851)
- Toughness 1851 (+851)
- Attack 2029 (+0)
- Power 1000 (+0)
- Critical Hit 43% (+43%)
- Precision 1815 (+815)
Secondary Stats
- Bleeding Duration 83% (+83%)
- Boon Duration 20% (+20%)
- Condition Damage 1540 (+1540)
- Damage 1029 (+0%)
- Defense 1064 (+0)
- Healing Power 64 (+64)
- Poison Duration 35% (+35%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Utility Nourishment
Armor & Runes
- Defense: 97
- Condition Damage: 60
- Precision: 43
- Toughness: 43
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- Poison Duration: 15%
- Condition Damage: 100
- +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
- Defense: 97
- Condition Damage: 45
- Precision: 32
- Toughness: 32
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- Poison Duration: 15%
- Condition Damage: 100
- +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
- Defense: 338
- Condition Damage: 134
- Precision: 96
- Toughness: 96
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- Poison Duration: 15%
- Condition Damage: 100
- +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
- Defense: 157
- Condition Damage: 45
- Precision: 32
- Toughness: 32
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- Poison Duration: 15%
- Condition Damage: 100
- +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
- Defense: 218
- Condition Damage: 90
- Precision: 64
- Toughness: 64
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- Poison Duration: 15%
- Condition Damage: 100
- +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
- Defense: 157
- Condition Damage: 45
- Precision: 32
- Toughness: 32
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- Poison Duration: 15%
- Condition Damage: 100
- +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
Armor Stat Totals
- Defense 1064
- Condition Damage 594
- Bleeding Duration 30%
- Poison Duration 15%
- Precision 299
- Toughness 299
Rune Bonuses
Superior Rune of the Afflicted- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- Poison Duration: 15%
- Condition Damage: 100
- +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
Accessories & Jewels
Accessory Totals
- Precision:346
- Toughness:382
- Condition Damage:524
- Healing Power:64
Weapon Set Sigils
- Weapon Strength: 876-1029
- Condition Damage: 120
- Precision: 85
- Toughness: 85
- Weapon Strength: 876-1029
- Condition Damage: 120
- Precision: 85
- Toughness: 85