Engineer PvE | Fun Pistol/Shield | Damage Flamenader
Table of Contents
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
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- Magnetic InversionRelease the magnetic field to push back nearby foes.Damage: 76Knockback: 300Combo Finisher: Blast
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- Throw Shield¾Throw your charged shield. Dazes foes it hits on the way out and back.Daze: 1 sDamage: 151Combo Finisher: ProjectileRange: 900
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- Overcharge Supply CrateOvercharge 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
Explosives
Firearms
Inventions
Alchemy
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
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
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
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
- Defense: 97
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Defense: 97
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Defense: 338
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Defense: 157
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Defense: 218
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Defense: 157
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 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- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
Accessories & Jewels
- Magic find: 20%
- Power: 20
- Toughness: 14
- Vitality: 14
- Precision: 4
- Vitality: 4
- Precision: 4
- Vitality: 4
Accessory Totals
- Power:525
- Toughness:143
- Vitality:151
- Precision:480
- Condition Damage:318
- Magic find:20%
Weapon Set Sigils
- Weapon Strength: 876-1029
- Precision: 120
- Power: 85
- Condition Damage: 85
- Weapon Strength: 806-909
- Power: 120
- Toughness: 85
- Vitality: 85
Weapon Defense: 61
Weapon Set I
Sigil of Superior Force+5% damage.
Sigil of Superior Strength60% chance to apply might for 10s on critical. (Cooldown 1 second)
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
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.