Engineer WvW | Large Group Pistol/Shield | Assaulter WVW Zerg HGH Mortar/Nade Engi (Version 2, post mortar nerf).
Table of Contents
Summary
Balance of sustain and damage with zerg support through healing and condi-cleanse/conversion. Designed to be used mid-long range. Still viable following stupid mortar nerf.
Stack might with HGH + sigil/rune strength (use Elixir B + toolbelt, Elixir gun 4/5 + toolbelt, Mortar 5) - you can maintain 25 stacks.
Cleanse + Convert Conditions through traits + elixirs/elixir gun/healing turret.
Heal directly through healing turret, elixir gun + traits.
Heal through waterfields - mortar 5 + healing turret - 2 blasts from mortar toolbelt, 1 from shield 5, 1 from EG 4, 1 from healing turret detonation.
3 stacks stability through elixir B toolbelt + stunbreak EG toolbelt.
Passive boosts from mecha legs, protection injection etc
FAQ:
Why not elixir H? - not required for might stacks, you can maintain 25 without it and medkit/healing turret are vastly superior.
Why not Flamer for stability? - you get 1 stack every 3 secs, which is not perma-stability in WVW like a lot of people are saying, in that it will be useless if you get caught by an aoe bomb with more than one cc. Plus you have to invest in firearms which is otherwise not that useful unless you are playing a condi build. This build at least gives you 3 stacks from toss elixir B in addition to a stunbreak from healing mist, which might allow you to survive a bomb. As before the patch, you will still be relying on guardians for the majority of your stab.
What about WVW roaming? - run a standard rabid condi build for this, enjoying facerolling.
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: 480Regeneration: 6 s
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Traits
Explosives
- Evasive Powder KegCreate a bomb when you dodge.
- GrenadierIncreases your throw velocity of grenades by 100%. Increases the blast radius of grenades by 60.
- Explosive DescentYou take 50% decreased damage from falling. When you take fall damage release a barrage of grenades.
- Glass CannonDeal 5% increased damage while above 90% health
- Steel-Packed PowderYour explosions cause 5s of vulnerability.
- Aim-assisted RocketYou have a 33% chance when striking a foe to target them for a seeker rocket. This trait has a 10 second internal cooldown.
- Shaped ChargeYou deal 5% increased damage to foes affected by vulnerability.
- Short FuseYour bombs explode faster and bomb skills recharge 20% faster.
- Explosive PowderExplosions deal 10% more damage. Your turrets explode, dealing damage and knocking back nearby foes when destroyed.
- Siege RoundsOrbital Strike comes down an additional time one second after the first strike. Mortar Kit ability effects last 40% longer.
- ShrapnelYour explosions have a 15% chance to cause 12s of bleeding and 2s of cripple.
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.
III. Stat Specifics & Effects
Primary Stats
- Health 19612 (+3690)
- Vitality 1369 (+369)
- Armor 2543 (+479)
- Toughness 1479 (+479)
- Attack 3403 (+1386)
- Power 2386 (+1386)
- Critical Hit 35% (+35%)
- Precision 1646 (+646)
Secondary Stats
- Boon Duration 30% (+30%)
- Chill Duration (self) -33% (+-33%)
- Condition Damage 250 (+250)
- Condition Duration (self) -40% (+-40%)
- Cripple Duration (self) -33% (+-33%)
- Critical Damage 31% (+31%)
- Damage 1017 (+0%)
- Defense 1064 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 466 (+466)
- Immobilize Duration (self) -33% (+-33%)
- Might Duration 45% (+45%)
- Movement Speed 25% (+25%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration (self): -40%
Vitality: 70
Experience from Kills: 10%
- (30min)
- Condition Duration (self): -40%
- Vitality: 70
- Experience from Kills: 10%
Utility Nourishment
Boon Duration: 10%
Power: 100
Experience from Kills: 10%
- (30min)
- Boon Duration: 10%
- Power: 100
- Experience from Kills: 10%
Armor & Runes
- Defense: 97
- Power: 60
- Toughness: 43
- Vitality: 43
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 97
- Power: 45
- Toughness: 32
- Vitality: 32
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 338
- Power: 134
- Toughness: 96
- Vitality: 96
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 157
- Power: 45
- Toughness: 32
- Vitality: 32
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 218
- Power: 90
- Toughness: 64
- Vitality: 64
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 157
- Power: 45
- Toughness: 32
- Vitality: 32
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Armor Stat Totals
- Defense 1064
- Power 594
- Might Duration 45%
- Toughness 299
- Vitality 299
Rune Bonuses
Superior Rune of Strength- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Accessories & Jewels
Accessory Totals
- Power:692
- Precision:466
- Ferocity:466
Weapon Set Sigils
- Weapon Strength: 920-1080
- Condition Damage: 125
- Precision: 90
- Toughness: 90
- Weapon Strength: 846-954
- Condition Damage: 125
- Precision: 90
- Toughness: 90
Weapon Defense: 64