Engineer PvE | Fun Pistol/Shield | Damage Flamenader

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Summary

I've always loved the flamethrower and the grenade kit but most builds are based off one or the other. However, due to Juggernaut becoming a master trait I feel we can now successfully do both. I wanted to make a build that is intended for everything PvE. I hate having to change my traits and skills around all the time and want to be able to just set them and forget them.


I. Weapons and Skills

Rampager's Pistol
  • Weapon Strength: 876-1029
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Soldier's Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Toss Elixir H½ 25
    Tool belt. Toss Elixir H to randomly grant protection, regeneration, or swiftness to allies.
    Protection: 5 sVigor: 10 sRegeneration: 10 s (1300 health)Radius: 240Range: 900
    • 0
  • Toss Elixir B½ 25
    Tool belt. Toss Elixir B to grant fury, might, retaliation, and swiftness to allies.
    x3Stability: 4 sFury: 10 sSwiftness: 10 sRetaliation: 10 sRadius: 180Range: 900
    • 0
  • Incendiary Ammo50
    Tool belt. Burn foes with your next three attacks.
    • 0
  • Grenade Barrage½ 25
    Tool belt. Throw several grenades at once.
    Damage: 122Explosion radius: 150Number of grenades: 6Range: 1,125
    • 0
  • 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
    • 0
  • Poison Dart Volley10
    Fire a volley of darts that poison foes.
    Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
    • 0
    • 0
  • 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
    • 0
  • 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
  • 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
  • Elixir H1 20
    Elixir. Drink Elixir H to heal yourself and randomly gain protection, regeneration, or swiftness.
    Healing: 5,560Regeneration: 10 s (1300 Health)Protection: 5 sSwiftness: 10 s
    • 0
  • Elixir B½ 32
    Elixir. Drink Elixir B to gain fury, might, retaliation, and swiftness.
    Might: 30 sFury: 10 sSwiftness: 10 sRetaliation: 10 s
    • 0
  • Flamethrower
    Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
    • 0
  • Grenade Kit
    Device kit. Equip a kit that replaces your weapon with grenade skills.
    • 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

You will almost always be in a kit so weapons are entirely up to you. I do strongly suggest Pistol/Shield for the multiple sigils and the shields blast finisher(the knockback and stun are also nice in WvW). We do also have a decent amount of condtion damage with this set up so do feel free to unleash some pistol fury.


II. Traits

Adept Master Grandmaster

Trait Details

Explosives: 30
We use grenades so going fully into the explosives trait line is a must. The extra power and condition duration is a must as well.

  • Incendiary Powder: Nice amount of DMG from burning as well as helping increase our DMG from flamethrower (10% increase DMG to burning foes)
  • Explosive Powder: For more base DMG
  • Grenadier: A must for any grenade build. The extra range is invaluable in WvW and dungeons and the extra grenade significantly increases DMG output.

 

Firearms: 20
Since Juggernaut is a master trait now we can grab it and still have enough points left over to use in other trait lines. We also need the Precision as this build relies on a decent amount of critical hits.

  • Precise Sights: Extremely good trait when coupled with Steel-Packed Powder and your grenades to stack massive amounts of vulnerability. Helps with pretty much every aspect of gameplay. Who doesn't want to stack more vulnerability?!?
  • Juggernaut: Main reason for going into Firearms. 200 toughness is a good bonus and will help but the big reason for this trait is the constant 6 stacks of might. At level 80 that's a 210 point increase in power and condition DMG! add that to the stacks you get from Sigil of Strength and it's just a ridiculous amount of bonus DMG.

 

Alchemy: 20
I originally put these points into the Tools line but after switching form Soldier's armor to Knight's I felt that my Health pool was a little to low for my liking and switched over to Alchemy.

  • Fast-Acting Elixirs: I personally prefer the Medkit but if we are going into the Alchemy line it works to just use Elixir H and get this trait. It also helps with your #7 skill slot which I switch to different elixirs often.
  • Deadly Mixture: A big plus of going into Alchemy is this trait right here. The flamethrower becomes your main weapon in this build and increasing your main source of DMG by 15% is to good to pass up.


III. Stat Specifics & Effects

Primary Stats

  • Health 20282 (+4360)
  • Vitality 1352 (+436)
  • Armor 2308 (+328)
  • Toughness 1244 (+328)
  • Attack 2963 (+1078)
  • Power 1946 (+1030)
  • Critical Hit 48% (+48%)
  • Precision 1915 (+999)

Secondary Stats

  • Boon Duration 20% (+20%)
  • Condition Damage 840 (+840)
  • Condition Duration 30% (+30%)
  • Damage 1017 (+5%)
  • Defense 1064 (+0)
  • Experience from Kills 20% (+20%)
  • Magic find 20% (+20%)

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. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Omnomberry Pie
Duration: 30min
66% chance to steal life on critical.
Precision: 70
Experience from Kills: 10%
  • (30min)
  • 66% chance to steal life on critical.
  • Precision: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Maintenance Oil
Duration: 30min
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain precision equal to 6% of your toughness
  • Gain precision equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Furnace Reward Helm
  • Defense: 97
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Furnace Reward Pauldrons
  • Defense: 97
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Furnace Reward Breastplate
  • Defense: 338
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Furnace Reward Gauntlets
  • Defense: 157
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Furnace Reward Legguards
  • Defense: 218
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Furnace Reward Greaves
  • Defense: 157
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Armor Stat Totals

  • Defense 1064
  • Condition Damage 175
  • Toughness 100

Rune Bonuses

Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Accessories & Jewels

Barradin Family CrestUtility Slot
  • Power: 157
  • Toughness: 108
  • Vitality: 108
Magical InfusionUtility Infusion
  • Magic find: 20%
Soldier's Back
  • Power: 30
  • Toughness: 21
  • Vitality: 21
(Infused)
Crest of the Soldier
  • Power: 20
  • Toughness: 14
  • Vitality: 14
Palawa Joko's Finger CuffOffensive Slot
  • Precision: 126
  • Power: 85
  • Condition Damage: 85
(Infused)
Precise InfusionOffensive Infusion
  • Precision: 4
Barbed SignetDefensive Slot
  • Precision: 126
  • Power: 85
  • Condition Damage: 85
(Infused)
Vital InfusionDefensive Infusion
  • Vitality: 4
Anton's SecretOffensive Slot
  • Precision: 110
  • Power: 74
  • Condition Damage: 74
Precise InfusionOffensive Infusion
  • Precision: 4
Fledgling CharmDefensive Slot
  • Precision: 110
  • Power: 74
  • Condition Damage: 74
Vital InfusionDefensive Infusion
  • Vitality: 4

Accessory Totals

  • Power:525
  • Toughness:143
  • Vitality:151
  • Precision:480
  • Condition Damage:318
  • Magic find:20%

Weapon Set Sigils

Rampager's Pistol
  • Weapon Strength: 876-1029
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Soldier's Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Sigil of Superior Force
+5% damage.
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)

Weapon Set I

Sigil of Superior Force

+5% damage.

Sigil of Superior Strength

60% chance to apply might for 10s on critical. (Cooldown 1 second)

Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Force
+5% damage.

Water Weapon I

Sigil of Superior Force

+5% damage.

Upgrade Item Details

Armor and Runes:
Knight's armor gives us enough defense to let us get in flamethrower range and do what we need to do and at the same time give a good amount of DMG and critical chance. I chose Runes of the Undead to boost our condition DMG a bit which synchronizes well with the Knight's gear. I feel Engineers need to be well rounded to fit in and delving into both types of DMG helps us fully take advantage of the class. They're also dirt cheap!

 

Trinkets:

  • Soldier's Amulet and Back: I've ran this with any build I've tried and I simply enjoy the small boost in defense and a good amount of power.
  • Rampager's Rings and Accessories: This is where a lot of our DMG stats come from.

 

Sigils:

  • Sigil of Force: Completely optional but I enjoy the raw increase in DMG.
  • Sigil of Strength: This sigil eluded me for quit some time. I don't know how I never notices it's existence and I feel stupid for taking so long to utilize it. With 50% critical chance we do crits quite often and while atacking a group the might can add up very quickly. Sigil plus Juggernaut plus Elixir B = PHENOMENAL COSMIC POWER!


V. Basic Gameplay

Pretty simple idea: stay in flamethrower kit and blow stuff up! switch to grenade kit when range is needed and use Elixir B as often as possible. Elixir B should be switched out to another elixir when necessary.


Main Skill Rotation


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