Engineer WvW | Small Group Pistol/Shield | Roamer Disorientation Engineer

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Summary

With the new runes, a lot of people saw a light: a new condition build for Engineer that let the enemy kill himself.
This build is perfect for solo roaming. You will probably destroy anyone on 1vs1 and you will do good on 1vs2. You just have to stack confusion and leave your enemy to kill himself.


I. Weapons and Skills

Giver's Pistol
  • Weapon Strength: 876-1029
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Rabid Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
  • Weapon Strength: -
  • Regenerating Mist19
    Tool belt. Release a mist of healing liquid to regenerate nearby allies.
    x2Regeneration: 3 s (780 health)Range: 480Combo Field: Water
    • Detonate Healing Turret
      Detonate your healing turret.
      Combo Finisher: Blast
  • Throw Wrench½ 15½
    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: 900
    • 0
      Swiftness: 5 s
  • Big Ol' Bomb½ 22¾
    Tool belt. Set a timed charge with a big blast that launches nearby foes.
    Damage: 548Blowout: 400Radius: 300Combo Finisher: Blast
    • 0
      Swiftness: 5 s
  • Toss Elixir S45½
    Tool belt. Toss Elixir S, either making allies grow and granting them stability, or granting them stealth.
    Stability: 4 sStealth: 4 sRadius: 180Range: 900
    • 0
      Swiftness: 5 s
  • Med Pack Drop
    Tool belt. Call down a supply drop of med packs into the target 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
      Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Poison Dart Volley8
    Fire a volley of darts that poison foes.
    Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
    • 0
      Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Static Shot12
    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
      Swiftness: 5 s
    • 0
      Swiftness: 5 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
      Swiftness: 5 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
      Swiftness: 5 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
  • Tool Kit
    Weapon kit. Equip a kit that gives you a variety of tools.
    Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Bomb Kit
    Device kit. Equip a kit that replaces your weapon with bomb skills.
    Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Elixir S60
    Elixir. Drink Elixir S to shrink yourself, recover from stun, and evade attacks.
    Duration: 3Breaks stun
    • 0
      Swiftness: 5 s
  • 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

Weapons
Pistol Static Shot is a great move, it stack x2 confusion and bounces on target. Use it, love it.
Magnetic shield and static shield are really good to interrupt your foe and so stack more confusion through your runes.

 

Skills
- Tool Kit: You'll love Prybar (x5 confusion). Also Gear Shield and Magnet are extremely useful.
- Bomb Kit: Concussion Bomb is your confusion stack skill. Also you should use Fire Bomb as much as you can. Smoke Bomb and Glue Bomb are good to flee or engage the enemy.
- Elixir S: The third slot is pretty much free, you can use what you want. I really like Elixir S for its 3 sec invulnerability and, above all, the fact that it's a Stun Breaker.
Other good skills could be Rocket Boots or Elixir Gun.
- Healing Turret: Nothing to say, with its water field it's in my opinion the best heal for engineer.
- Supply Crate: Need to explain that?

 


II. Traits

Adept Master Grandmaster

Trait Details

The Traits are pretty much free to edit, you can do wathever you want with them.

 

In my opinion, the must have are:
- VIII in Explosives for more confusion;
- VI in Firearms same as above;
- VI in Tools permaswiftness is a must in WvW.

 

Also I in Alchemy is really good.


III. Stat Specifics & Effects

Primary Stats

  • Health 19072 (+3150)
  • Vitality 1231 (+315)
  • Armor 2723 (+743)
  • Toughness 1659 (+743)
  • Attack 2115 (+230)
  • Power 1146 (+230)
  • Critical Hit 26% (+26%)
  • Precision 1460 (+544)

Secondary Stats

  • Boon Duration 20% (+20%)
  • Condition Damage 1420 (+1420)
  • Condition Duration 180% (+180%)
  • Confusion Duration 30% (+30%)
  • Confusion Duration 30% (+30%)
  • Critical Damage 6% (+6%)
  • Damage 969 (+0%)
  • Defense 1064 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 100 (+100)
  • Healing Power 514 (+514)
  • Tool Belt Recharge Rate 10% (+10%)

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

Condition damage and Condition Duration are the most important stats.
Also good Toughness and Healing Power let you survive enough while your enemy kills himself.


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

Master Tuning Crystal
Duration: 30min
Gain Condition damage equal to 6% of your toughness
Gain Condition damage equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain Condition damage equal to 6% of your toughness
  • Gain Condition damage equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Apothecary's Emblazoned Helm
  • Defense: 97
  • Healing Power: 60
  • Toughness: 43
  • Condition Damage: 43
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Apothecary's Emblazoned Shoulders
  • Defense: 97
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Apothecary's Emblazoned Coat
  • Defense: 338
  • Healing Power: 134
  • Toughness: 96
  • Condition Damage: 96
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Divinity Councils Gloves
  • Defense: 157
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Divinity Councils Leggings
  • Defense: 218
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Divinity Councils Boots
  • Defense: 157
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)

Armor Stat Totals

  • Defense 1064
  • Condition Damage 346
  • Confusion Duration 30%
  • Healing Power 239
  • Toughness 171

Rune Bonuses

Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)

Accessories & Jewels

Rabid Amulet
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Rabid Back
  • Condition Damage: 30
  • Precision: 21
  • Toughness: 21
(Infused)
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Rabid Ring
  • Condition Damage: 90
  • Precision: 64
  • Toughness: 64
(Infused)
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Rabid Ring
  • Condition Damage: 90
  • Precision: 64
  • Toughness: 64
(Infused)
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Breath of Kralkatorrik
  • Condition Damage: 56
  • Precision: 40
  • Toughness: 40
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Apothecary's Earring
  • Healing Power: 75
  • Toughness: 53
  • Condition Damage: 53
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15

Accessory Totals

  • Precision:274
  • Toughness:387
  • Condition Damage:549
  • Healing Power:175
  • Power:30
  • Vitality:30

Weapon Set Sigils

Giver's Pistol
  • Weapon Strength: 876-1029
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Rabid Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Weapon Set I

Sigil of Superior Earth

60% chance to do a 5s bleed on critical.

Sigil of Minor Corruption

You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

  • Weapon Strength: -

Water Weapon I

Upgrade Item Details

Armor and trinket are free to change. You can go full Rabid for more condition damage and less survivability. Apothecary give you healing power but less condition.

 

One Giver weapon is really useful and sigil of minor corruption give you a great boost on Condition.


V. Basic Gameplay

This build is easy: just stack as much condition as you can and then just let your enemy kill himself. If he doesn't attack you or tries to flee, just kill him through your condition (and love Magnet).


Main Skill Rotation

Tool Kit
Weapon kit. Equip a kit that gives you a variety of tools.
Swiftness: 5 s
Magnet25
Pull your target to you.
Range: 1,200
Pry Bar½ 15
Confuse your foe by smacking them with a pry bar.
Damage: 651x5Confusion: 5 s (195 damage on skill use)Range: 130
Bomb Kit
Device kit. Equip a kit that replaces your weapon with bomb skills.
Swiftness: 5 s
Concussion Bomb½ 14½
Set a timed charge that causes confusion to nearby foes.
Damage: 163x5Confusion: 5 s (325 damage on skill use)Radius: 180
Fire Bomb½ 8
Set a timed charge that burns nearby foes.
Damage: 65Burning: 2 s (656 damage)Duration: 3Radius: 120Combo Field: Fire
Static Shot12
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
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

That's the basic confusion stack rotation. Magnet for pull, then Prybar, Concussion Bomb and Static Shot for confusion. Static Shield is useful to block your enemy attack so the (6) of your runes will stack more confusion.


Flee Rotation (run away from enemies)

Supply Crate1 180
Request a massive supply drop, complete with turrets and bandages.
Damage: 244Stun: 2 sRadius: 240Combo Finisher: BlastRange: 1,200
Bomb Kit
Device kit. Equip a kit that replaces your weapon with bomb skills.
Swiftness: 5 s
Glue Bomb½ 20
Set a timed charge that creates a puddle of glue, immobilizing and crippling nearby foes.
Immobilized: 1 sCrippled: 1 sRadius: 240Puddle of glue duration: 3
Tool Kit
Weapon kit. Equip a kit that gives you a variety of tools.
Swiftness: 5 s
Box of Nails1 10
Scatter nails that bleed and cripple foes.
Bleeding: 2 s (85 damage)Crippled: 2 sRadius: 240Duration: 4
Big Ol' Bomb½ 22¾
Tool belt. Set a timed charge with a big blast that launches nearby foes.
Damage: 548Blowout: 400Radius: 300Combo Finisher: Blast
Elixir S60
Elixir. Drink Elixir S to shrink yourself, recover from stun, and evade attacks.
Duration: 3Breaks stun
Gear Shield20
Block attacks.
Duration: 2
Bomb Kit
Device kit. Equip a kit that replaces your weapon with bomb skills.
Swiftness: 5 s
Smoke Bomb½ 20
Set a timed charge that creates a cloud of smoke, blinding nearby foes.
Blind: 5 sDuration: 4Radius: 240Combo Field: Smoke
Magnetic Shield3 30
Create a magnetic field that reflects projectiles and can be released to push back foes.
Duration: 3

This rotation can be modified as you want, but basically those are the most useful skills.
Supply Crate for stun, Glue Bomb with immobilize, Big Ol' Bomb for blow, and Smoke Bomb with Magnetic Shield for Stealth (smoke combo field)


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