Engineer sPvP | Tournament Pistol/Shield | Bunker Nap's Turreteer 1v1
Table of Contents
Summary
This build utilizes turrets that do not scale off power, and condition pressure you can put through your pistol and elixir gun set, to win every 1v1. EVERY 1v1, no exceptions. Superior projectile reflect, passive healing, nice condi removal, great toughness and armor just put this build on top. The build is amazing also because of the passive damage through turrets, cc it provides, and unpredictability of the turrets. The build does not excel in team fights, so it should be on points doing 1v1s, 2v2s, 1v2s...
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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- Cleansing Burst15Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480
- Explosive Rockets20Overcharge your turret to fire explosive rockets.Damage: 1,270Knockdown: 2 sBurning: 3 s (984 damage)Rocket range: 1,200Rate of fire: 4 sRadius: 240Duration: 7
- Automatic Fire30Overcharge your rifle turret to fire a burst of bleeding shots.Rate of fire increase: 50%Bleeding: 3 s (128 damage)Duration: 5
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- Overcharge Supply CrateOvercharge supply crate's turrets.
Weapon and Skill Details
Weapon set: I chose pistol and shield because of the lack of block you have with your utilities, and the condi pressure pistol puts. Rifle is out of the question, since the only power source of damage in the build are turrets. Double pistol is an option, but the build does not lack burns in my opinion.
Rocket Turret: The constant power damage spikes rocket turret provides, with a slow but effective overcharge, makes it a solid choice for the build.
Rifle Turret: A must for the build. Constant damage, amazing overcharge, very nice utility belt skill even with the lack of power the build suffers from. With low cooldown, also usable for blow-up cc.
Elixir Gun: The only kit that provides such a variety of skills. Stun break, amazing bleed stacking + weakness auto attack, cripple, condi clear for teammates, poison (amazing for proccing Incendiary Powder), leap, area condi clear + heal per second. The kit just fits perfectly into the build.
II. Traits
Explosives
Firearms
Inventions
Alchemy
Trait Details
Accelerant-packet Turrets: Nice for on-point cc and general survivability boost. Also a bit of damage.
Incendiary Powder: Bread and butter for every condi build. With Balthazar runes and the condi duration you have, 6 second burning that hits for a lot.
Metal Plating: Self explanatory, turrets need to live.
Automated Medical Response: Aditional Condi clear/heal at 25%. Amazing minor trait right there.
Fortified Turrets: This trait is your huge survivability boost, and though it could be replaced with Rifled Turret Barrels, it is just not worth the swap.
Protection Injection: Due to the lack of protection, and no other traits to use here, this one is taken.
Transmute: Another great minor trait, one condi-to-boon conversion every 15 seconds.
Backpack Regenerator: Your passive survival. As log as you swap in and out of a kit every 10 seconds, it will work, and the heal is amazing.
III. Stat Specifics & Effects
Primary Stats
- Health 17922 (+2000)
- Vitality 1116 (+200)
- Armor 3241 (+1200)
- Toughness 2116 (+1200)
- Attack 2085 (+200)
- Power 1116 (+200)
- Critical Hit 43% (+43%)
- Precision 1816 (+900)
Secondary Stats
- Boon Duration 20% (+20%)
- Burning Duration 45% (+45%)
- Condition Damage 1375 (+1375)
- Condition Duration 20% (+20%)
- Damage 969 (+0%)
- Defense 1125 (+0)
- Healing Power 300 (+300)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Attack is what you do not need, since all you will do is condi damage, while your turrets do the power pressure. Enough toughness, vitality, healing, condition (burn) duration, condition damage and precision makes this build very effective.
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Condition Damage: 25
- Burning Duration: 10%
- Condition Damage: 50
- +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
- Condition Damage: 100
- +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
- Condition Damage: 25
- Burning Duration: 10%
- Condition Damage: 50
- +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
- Condition Damage: 100
- +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
- Condition Damage: 25
- Burning Duration: 10%
- Condition Damage: 50
- +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
- Condition Damage: 100
- +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
- Condition Damage: 25
- Burning Duration: 10%
- Condition Damage: 50
- +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
- Condition Damage: 100
- +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
- Condition Damage: 25
- Burning Duration: 10%
- Condition Damage: 50
- +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
- Condition Damage: 100
- +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
- Condition Damage: 25
- Burning Duration: 10%
- Condition Damage: 50
- +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
- Condition Damage: 100
- +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
Rune Stat Totals
- Condition Damage 175
- Burning Duration 45%
Rune Bonuses
PvP Rune of Balthazar- Condition Damage: 25
- Burning Duration: 10%
- Condition Damage: 50
- +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
- Condition Damage: 100
- +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
Accessories & Jewels
Accessory Totals
- Precision:900
- Toughness:900
- Condition Damage:1200
Weapon Set Sigils
- Weapon Strength: 876-1029
- Weapon Strength: 806-909
Weapon Defense: 61