Engineer WvW | Large Group Rifle | Roamer 25% HP Juggernaut
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Table of Contents
Summary
A 25% HP melee build taking advantage of Automated Response for stronger Heals on shorter CD and with added effects. The offensive part rely on Juggernaut, strong CCs and criticals.
I. Weapons and Skills
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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: 480Regeneration: 6 s
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Traits
Firearms
- SharpershooterYour critical hits have a 33% chance to cause 4s of bleeding.
- Chemical RoundsYour pistol skills have 50% increased condition duration.
- Heavy Armor ExploitYour critical hits have a 50% chance to grant you 3s of swiftness and cause 3s of vulnerability.
- High CaliberYou have a 10% increased chance to critically strike nearby foes.
- Hematic FocusYou have a 10% increased chance to critically strike foes affected by bleeding.
- Pinpoint DistributionYou gain 10% of your precision attribute as condition damage.
- Skilled MarksmanYou attack 10% faster with rifle or harpoon gun and those skills recharge 20% faster.
- No ScopeYour critical hits on nearby foes have a 100% chance to grant you 4s of fury. This trait has a 10 second internal cooldown.
- Serrated SteelBleeding you apply lasts 33% longer.
- JuggernautGain a stack of might for 15s and a stack of stability for 3s every 3 seconds while using the Flamethrower.
- Modified AmmunitionDeal 2% additional damage per condition on your foe.
- Incendiary PowderYour critical hits inflict 4s of burning. Burning you apply lasts 33% longer. This trait has a 10 second internal cooldown.
Inventions
- Cleansing SynergyWhen you use a healing skill you emit a cleansing pulse to nearby allies, removing a damaging condition from them. This trait has a 10 second internal cooldown.
- Over ShieldShield skills recharge 20% faster and grant 4s of protection to nearby allies.
- Automated Medical ResponseAll heal skills recharge when struck while you are below the health threshold.
- Autodefense Bomb DispenserDrop a smoke bomb when you are disabled. This trait has a 30 second internal cooldown.
- Heal ResonatorWhen you use a healing skill you grant 6s of regeneration to nearby allies.
- Experimental TurretsTurrets apply boons to allies around them every 10 seconds.
- Soothing DetonationWhen you combo a blast finisher nearby allies are healed.
- Mecha LegsYour movement speed is increased by 25%. The duration of cripple, chill and immobilize on you is reduced by 33%.
- Energy AmplifierWhile under the effects of regeneration you gain up to 250 Healing power.
- Advanced TurretsTurrets receive 33% less damage. Turrets reflect missiles for 4s after created.
- Bunker DownWhen you critically hit create a mine and a med pack at your location. This trait has a 2 second internal cooldown.
- Medical Dispersion FieldYou heal nearby allies for 20% of whatever you heal yourself.
Alchemy
- Hidden FlaskDrink an elixir B when struck while below 75% health.
- Protection InjectionGain 3s of protection when you are disabled. This trait has a 5 second internal cooldown.
- Health InsuranceWhile using Med Kit your outgoing healing to others is increased by 15%.
- TransmuteIncoming conditions have a 100% chance of being converted into a boon. This trait has a 15 second internal cooldown.
- Inversion EnzymeElixir Gun abilities which remove conditions now convert them into boons instead.
- Self-regulating DefensesWhen struck below 25% health you consume an Elixir S.
- Backpack RegeneratorWhile using a kit you passively recover health.
- Alchemical TincturesElixirs remove a condition from affected allies. Boons you apply last 20% longer.
- HGHElixirs grant 2 stacks of might for 20s, have 20% reduced recharge, and have 20% increased duration.
- Stimulant SupplierDrop a stim pack when you use a heal skill. This trait has a 10 second internal cooldown.
- Iron BloodedIncoming damage is reduced by 2% for every boon on you.
Trait Details
Self Regulating Defenses is the base trait, it trigger all your other defense mechanisms and provides a safe escape after you land your Elixir X or in tough melee situations.
III. Stat Specifics & Effects
Primary Stats
- Health 21082 (+5160)
- Vitality 1516 (+516)
- Armor 3230 (+1120)
- Toughness 2120 (+1120)
- Attack 3370 (+1105)
- Power 2105 (+1105)
- Critical Hit 51% (+51%)
- Precision 1831 (+831)
Secondary Stats
- Bleeding Duration 33% (+33%)
- Boon Duration 20% (+20%)
- Chill Duration (self) -33% (+-33%)
- Condition Duration (self) -25% (+-25%)
- Cripple Duration (self) -33% (+-33%)
- Critical Damage 11% (+11%)
- DMG Taken from Guards and Lords -1% (+-1%)
- Damage 1265 (+0%)
- Defense 1110 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 179 (+179)
- Healing Power 110 (+110)
- Immobilize Duration (self) -33% (+-33%)
- Movement Speed 25% (+25%)
- Stun Duration (self) -25% (+-25%)
Boons
Conditions
Control
Fields & Finishers
Combo
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Loaf of Omnomberry Bread
Duration: 30min
Vitality: 100
Toughness: 70
Experience from Kills: 10%
Vitality: 100
Toughness: 70
Experience from Kills: 10%
- (30min)
- Vitality: 100
- Toughness: 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%
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
Beigarth's Visage
- Defense: 102
- Toughness: 63
- Power: 45
- Precision: 45
Superior Rune of Melandru
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Beigarth's Shoulderguard
- Defense: 102
- Toughness: 47
- Power: 34
- Precision: 34
Superior Rune of Melandru
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Beigarth's Guise
- Defense: 355
- Toughness: 141
- Power: 101
- Precision: 101
Superior Rune of Melandru
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Beigarth's Grips
- Defense: 165
- Toughness: 47
- Power: 34
- Precision: 34
Superior Rune of Melandru
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Beigarth's Leggings
- Defense: 229
- Toughness: 94
- Power: 67
- Precision: 67
Superior Rune of Melandru
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Knight's Emblazoned Boots
- Defense: 157
- Toughness: 45
- Power: 32
- Precision: 32
Superior Rune of Melandru
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Armor Stat Totals
- Defense 1110
- Toughness 612
- Vitality 35
- Condition Duration (self) -25%
- Stun Duration (self) -25%
- Power 313
- Precision 313
Rune Bonuses
Superior Rune of Melandru- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Accessories & Jewels
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
(Infused)
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
(Infused)
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
(Infused)
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Resilient WvW InfusionDefensive Infusion
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Accessory Totals
- Power:541
- Toughness:438
- Vitality:381
- Precision:159
- Healing Power:110
- DMG Taken from Guards and Lords:-1%
Weapon Set Sigils
Zojja's Musket
- Weapon Strength: 1035-1265
- Power: 251
- Precision: 179
- Ferocity: 179
- Weapon Strength: -