Engineer PvE | Dungeon Rifle | Damage Hidden Warrior: (Tool Kit Engineer)

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Summary

So basicly this is a fun build to show that Engineers are a great melee class in itself. It utilizes the use off Pulls, Knockbacks, Blocks, Stuns, and your engineer active abilities. Its the balance between a Sword/Shield and Greatsword warrior from its great Dps and fantastic CCs and Blocks.


I. Weapons and Skills

Berserker's Rifle
  • Weapon Strength: 986-1205
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Bandage Self1 13
    Tool belt. Bandage your wounds and heal yourself.
    Healing: 4,920
    • 0
  • Mine Field13
    Tool belt. Plant five mines around yourself.
    Damage per mine: 170Explosion radius: 120Combo Finisher: BlastRange: 360
    • Detonate Mine Field
      Detonate your mine, damaging nearby foes.
      Damage: 170Explosion radius: 180Combo Finisher: Blast
  • Analyze19¼
    Tool belt. Analyze a foe, applying vulnerability.
    x10Vulnerability: 8 sRange: 1,200
    • 0
  • Throw Wrench½ 13
    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: 900Crippled: 5 s
    • 0
  • Med Pack Drop
    Tool belt. Call down a supply drop of med packs into the target area.
    • 0
  • Hip Shot¾
    Deliver a quick rifle shot from the hip that pierces targets.
    Damage: 251Range: 1,200
    • 0
    • 0
  • Net Shot10
    Immobilize foes with a net shot.
    Immobilized: 2Range: 1,200
    • 0
    • 0
  • Blunderbuss½ 10
    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
    • 0
  • Overcharged Shot15
    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
    • 0
  • Jump Shot¼ 20
    Blast the ground, damaging nearby foes and leaping to your target.
    Leap damage: 348Landing damage: 696x3Vulnerability: 7 sRadius: 240Combo Finisher: LeapRange: 800
    • 0
    • 0
  • Med Kit
    Device kit. Equip a kit that replaces your weapon with healing skills.
    • 0
  • Throw Mine½ 18
    Gadget. Throw out a remote-controlled land mine that damages, knocks back, and removes a boon from nearby foes.
    Damage: 304Explosion radius: 180Proximity radius: 60Knockback: 300Range: 900
    • Detonate
      Detonate your mine to damage foes and remove a boon from them.
      Damage: 304Explosion radius: 180Knockback: 300Combo Finisher: Blast
  • Utility Goggles40
    Gadget. Break out of stun, gaining fury and immunity to blindness.
    Fury: 10 sBlind immunity duration: 10Breaks stun
    • 0
  • Tool Kit
    Weapon kit. Equip a kit that gives you a variety of tools.
    • 0
  • 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

The focus of the build is melee so your main use would be of the Toolkit. Its nail box and mines are a great setup before you use the magnet skill to pull in for great intro for a minor burst and a gap closer. Its Crowbar skill is good to use right before a volley to rack up massive confusion damage and following it up with the gear to block all damage. It has good PvP/WvW capabilities using the minor dps of the rifle for kiting and gap closing.


II. Traits

Adept Master Grandmaster

Trait Details

What I mostly went here was Stats and Skill Cooldowns. I found a valid survival exchange dropping some skills in Tools and Explosives for Alchemy and swap some skills for Boons and Vitality.


III. Stat Specifics & Effects

Primary Stats

  • Health 16842 (+920)
  • Vitality 1008 (+92)
  • Armor 2354 (+374)
  • Toughness 1290 (+374)
  • Attack 3764 (+1643)
  • Power 2559 (+1643)
  • Critical Hit 26% (+26%)
  • Precision 1461 (+545)

Secondary Stats

  • Agony Resistance 45 (+45)
  • Condition Duration 20% (+20%)
  • Critical Damage 62% (+62%)
  • Damage 1205 (+0%)
  • Defense 1064 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 933 (+933)
  • Healing Power 200 (+200)
  • Tool Belt Recharge Rate 30% (+30%)

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

Ohh look at those stats. Almost looks like a Warrior!


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Sweet and Spicy Butternut Squash Soup
Duration: 1hr
Power: 100
Ferocity: 70
Experience from Kills: 10%
  • (1hr)
  • Power: 100
  • Ferocity: 70
  • Experience from Kills: 10%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain power equal to 6% of your toughness
  • Gain power equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Inquest Helm
  • Defense: 97
Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Inquest Pauldrons
  • Defense: 97
Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Inquest Breastplate
  • Defense: 338
Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Inquest Gauntlets
  • Defense: 157
Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Inquest Legguards
  • Defense: 218
Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Inquest Greaves
  • Defense: 157
Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)

Armor Stat Totals

  • Defense 1064
  • Power 175
  • Toughness 100

Rune Bonuses

Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)

Accessories & Jewels

Call of the WildDefensive Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Book of Secrets (Infused)Defensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
  • Agony Resistance: 5
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Bagh Nakh (Infused)Offensive Slot
  • Power: 126
  • Precision: 67
  • Vitality: 18
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Mighty InfusionOffensive Infusion
  • Power: 5
  • Agony Resistance: 5
Crystalline Band (Infused)Defensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Mighty InfusionOffensive Infusion
  • Power: 5
  • Agony Resistance: 5
Durmand's PenDefensive Slot
  • Power: 110
  • Toughness: 74
  • Vitality: 74
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:722
  • Precision:374
  • Ferocity:392
  • Agony Resistance:45
  • Vitality:92
  • Toughness:74

Weapon Set Sigils

Berserker's Rifle
  • Weapon Strength: 986-1205
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set I

Sigil of Superior Bloodlust

You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Water Weapon I

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Upgrade Item Details

I'm not too familiar with the Ascended armor so my infusions might not be perfect for the role but this is something to strive for. If you notice on the Water Weapon, I used the Sigil of Superior Fire because I find the best underwater skill is the Grenade Kit in exchange of the Tool Kit because fish are nasty and I used to throw fire crackers in the lake and blow up fish as a kid, so it was sentimental. Blowing up Fish.


V. Basic Gameplay

HIT IT WITH YOUR WRENCH!


Main Skill Rotation

Tool Kit
Weapon kit. Equip a kit that gives you a variety of tools.
Mine Field13
Tool belt. Plant five mines around yourself.
Damage per mine: 170Explosion radius: 120Combo Finisher: BlastRange: 360
Magnet20
Pull your target to you.
Range: 1,200
Box of Nails1 8
Scatter nails that bleed and cripple foes.
Bleeding: 2 s (85 damage)Crippled: 2 sRadius: 240Duration: 4
Pry Bar½ 12
Confuse your foe by smacking them with a pry bar.
Damage: 651x5Confusion: 5 s (195 damage on skill use)Range: 130
Smack½
Smack your foe. Repair turrets.
Damage: 260x2Vulnerability: 6 sRange: 130Crippled: 5 s
Whack½
Whack your foe.
Damage: 260x2Vulnerability: 6 sRange: 130
Thwack1
Thwack your foe.
Damage: 569Range: 130
Detonate Mine Field
Detonate your mine, damaging nearby foes.
Damage: 170Explosion radius: 180Combo Finisher: Blast
Utility Goggles40
Gadget. Break out of stun, gaining fury and immunity to blindness.
Fury: 10 sBlind immunity duration: 10Breaks stun
Analyze19¼
Tool belt. Analyze a foe, applying vulnerability.
x10Vulnerability: 8 sRange: 1,200
Pry Bar½ 12
Confuse your foe by smacking them with a pry bar.
Damage: 651x5Confusion: 5 s (195 damage on skill use)Range: 130
Smack½
Smack your foe. Repair turrets.
Damage: 260x2Vulnerability: 6 sRange: 130Crippled: 5 s
Whack½
Whack your foe.
Damage: 260x2Vulnerability: 6 sRange: 130
Thwack1
Thwack your foe.
Damage: 569Range: 130

I do everything on the spot. I cant think of any 'rotation', it was an intro setup with some skill buffs, enemy debuffs for a minor burst.


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