Engineer WvW | Small Group Pistol/Pistol | Roamer (Beta Testing) Bleed Engi

by Last Updated:
50% (0) Approval 2 Votes - 2433 Views

Summary

This build is focused on dealing high condition damage, mainly through stacking lots of vulnerability and bleeding. As bleeding is easily applied, cleansing the condition is much more difficult, and using condition-to-boon skills will be much less effective, as only a limited amount of conditions are being used.


I. Weapons and Skills

Rabid Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Rabid Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Regenerating Mist17¾
    Tool belt. Release a mist of healing liquid to regenerate nearby allies.
    x2Regeneration: 3 s (780 health)Range: 480Combo Field: WaterVigor: 2 s
    • Detonate Healing Turret
      Detonate your healing turret.
      Combo Finisher: Blast
  • Toss Elixir S42½
    Tool belt. Toss Elixir S, either making allies grow and granting them stability, or granting them stealth.
    Stability: 4 sStealth: 4 sRadius: 180Range: 900Vigor: 2 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Throw Wrench½ 14½
    Tool belt. Throw your wrench so that it returns to you, striking foes each way. Repair any turrets that the wrench hits.
    Damage: 244Combo Finisher: ProjectileRange: 900Vigor: 2 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Grenade Barrage½ 21¼
    Tool belt. Throw several grenades at once.
    Damage: 122Explosion radius: 150Number of grenades: 6Range: 900Vigor: 2 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Orbital Strike
    Tool belt. Call down energy from the sky to blast an area.
    Vigor: 2 s
    • 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
      Vigor: 2 sSwiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Poison Dart Volley10
    Fire a volley of darts that poison foes.
    Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
    • 0
      Vigor: 2 sSwiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • 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
      Vigor: 2 sSwiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Blowtorch½ 15
    Unleash flames from your pistol to burn foes. Deal more damage the closer you are.
    Damage at 200 distance (3x): 333Damage at 600 distance: 111x3Burning at 200 distance: 2 s (1968 damage)Burning at 600 distance: 2 s (656 damage)Range: 600
    • 0
      Vigor: 2 sSwiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Glue Shot½ 30
    Coat the target area with a glue puddle that immobilizes foes on impact, then cripples foes that remain within.
    Immobilized: 1 sCrippled: 1 sGlue puddle duration: 6UnblockableRadius: 240Range: 700
    • 0
      Vigor: 2 sSwiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Healing Turret ½ 20
    Turret. Deploys a turret that heals you briefly, then regenerates you and your allies.
    Healing: 2,520Regeneration: 3 s (Cast every 3 seconds)Radius: 480
    • Cleansing Burst15
      Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.
      Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480
  • Elixir S60
    Elixir. Drink Elixir S to shrink yourself, recover from stun, and evade attacks.
    Duration: 3Breaks stun
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Tool Kit
    Weapon kit. Equip a kit that gives you a variety of tools.
    Swiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Grenade Kit
    Device kit. Equip a kit that replaces your weapon with grenade skills.
    Swiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Mortar ½ 120
    Device kit. Build a stationary mortar that you or your allies can fire.
    Duration: 120Range: 1,400Swiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s

Weapon and Skill Details

~Weapon Skills~
1. Double pistols synergize with the Chemical Rounds trait.
2. Make sure you use Blowtorch whenever it is up, since it applies 3 stacks of burning which will deal heavy damage with the high condition damage.
3. Learning to strategically use your Glue Shot goes a long way, as it can lock down the opponent just long enough to execute a huge damage burst.
4. When in water, don't use Homing Torpedo as your main attack, as it is too slow. Equip Elixir Gun and use Tranquilizer Dart for your main autoattack instead.

 

~Healing Skill~
1. Healing Turret has a large healing potential relative to its cooldown.
2. Timing is essential in order to get the most out of your Healing Turret.
3. Mashing 6 to place and overcharge your Turret causes your health to go up twice in a short duration (about 1500 miliseconds). Only use Detonate Healing Turret once you see your health go up twice (assuming you are at a fairly low health).
4. If you only need a small heal, don't detonate your turrets. Rather, mash 6 to get the two heals, and pick the turret back up. Picking up any type of turret will reduce the cooldown of that specific turret by about 33%.

 

~Utility Skills~

 

-Elixir S
1. Use Elixir S to perform stomps (finishers) or to avoid being bursted down and you are out of dodge rolls (e.g you see a theif about to use Pistol Whip on you).
2. If you are unable to dodge due being stunned or immobilized, you can use this as an auxiliary dodge.
3. Be warned, since this skill has a 60 second cooldown, so you will likely only have one oppurtunity to use this (so don't waste it).
4. Toss Elixir S can be used to stealth and withdraw, or as a way to open up a battle with an element of surprise.
5. NEVER use Toss Elixir S and Magnet together when you open a battle, as most people are aware of engineers opening a battle with Magnet, and so they will most likely dodge your pull.

 

-Tool Kit
1. Tool Kit carries the most tactical value out of all of your skills.
2. Pry Bar gives your opponent 5 stacks of confusion, which is great at attempting "zero out" your opponents healing capabilities (that is, attempting to inflict more damage in confusion and poison then your opponent heals with their healing skill).
3. This skill is best paired with Static Shot and some form of inflicting poison, which is usually Poison Grenade, although you can poison foes with a gunk field created by Streamlined Kits (note that Streamlined Kits does not always produce the gunk field).

 

-Grenade Kit
1. Grenade kit is your main source of damage, which is vulnerability and bleed.
2. Shrapnel Grenade should be thrown whenever they are up, as they apply 1 stack of bleeding per hit
3. Use Flash Grenade to blind your opponents before they are about to execute a bursty damage chain.
4. Poison Grenade is useful for opponents with low health, as they will most likely try to heal, and poison will reduce their healing by 33%.
5. Preferably, you should immobilize your opponent before using Grenade Barrage to lower the chances of your opponent dodging.

 

-Mortar Kit
1. Mortar kit functions as old grenades (as the range is 1,500) and can be used to hit your opponent from far away to get them into combat.
2. However, the mortars fire very slowly, so they have limited use.
3. Elixir Shell is useful for performing small heals over time.


Traits

Explosives

  • Evasive Powder Keg
    Create a bomb when you dodge.
    • Grenadier
      Increases your throw velocity of grenades by 100%. Increases the blast radius of grenades by 60.
    • Explosive Descent
      You take 50% decreased damage from falling. When you take fall damage release a barrage of grenades.
    • Glass Cannon
      Deal 5% increased damage while above 90% health
  • Steel-Packed Powder
    Your explosions cause 5s of vulnerability.
    • Aim-assisted Rocket
      You have a 33% chance when striking a foe to target them for a seeker rocket. This trait has a 10 second internal cooldown.
    • Shaped Charge
      You deal 5% increased damage to foes affected by vulnerability.
    • Short Fuse
      Your bombs explode faster and bomb skills recharge 20% faster.
  • Explosive Powder
    Explosions deal 10% more damage. Your turrets explode, dealing damage and knocking back nearby foes when destroyed.
    • Siege Rounds
      Orbital Strike comes down an additional time one second after the first strike. Mortar Kit ability effects last 40% longer.
    • Shrapnel
      Your explosions have a 15% chance to cause 12s of bleeding and 2s of cripple.
    • Thermobaric Detonation
      Evasive Powder Keg is now a blast finisher.

Firearms

  • Sharpershooter
    Your critical hits have a 33% chance to cause 4s of bleeding.
    • Chemical Rounds
      Your pistol skills have 50% increased condition duration.
    • Heavy Armor Exploit
      Your critical hits have a 50% chance to grant you 3s of swiftness and cause 3s of vulnerability.
    • High Caliber
      You have a 10% increased chance to critically strike nearby foes.
  • Hematic Focus
    You have a 10% increased chance to critically strike foes affected by bleeding.
    • Pinpoint Distribution
      You gain 10% of your precision attribute as condition damage.
    • Skilled Marksman
      You attack 10% faster with rifle or harpoon gun and those skills recharge 20% faster.
    • No Scope
      Your critical hits on nearby foes have a 100% chance to grant you 4s of fury. This trait has a 10 second internal cooldown.
  • Serrated Steel
    Bleeding you apply lasts 33% longer.
    • Juggernaut
      Gain a stack of might for 15s and a stack of stability for 3s every 3 seconds while using the Flamethrower.
    • Modified Ammunition
      Deal 2% additional damage per condition on your foe.
    • Incendiary Powder
      Your critical hits inflict 4s of burning. Burning you apply lasts 33% longer. This trait has a 10 second internal cooldown.

Tools

  • Optimized Activation
    Using a toolbelt skill grants 2s of vigor.
    • Static Discharge
      Discharge a bolt of lightning when you activate a toolbelt skill.
    • Reactive Lenses
      When blinded or disabled you activate utility goggles.
    • Power Wrench
      Tool kit skills recharge 20% faster and deal 10% more damage. Turret repairing abilities are 100% more effective.
  • Mechanized Deployment
    Your toolbelt skills recharge 15% faster.
    • Steamlined Kits
      Equipping a kit creates and attack or spell and grants you 20s of swiftness. This trait has a 20 second internal cooldown.
    • Lock On
      Striking a foe in stealth analyzes them, revealing them and inflicting them with 10 stacks of vulnerability for 8 seconds. This trait has a 20 second internal cooldown.
    • Takedown Round
      Striking a foe above 50% health places a delayed explosive at their location. This trait has a 10 second internal cooldown.
  • Excessive Energy
    Deal 10% more damage while your endurance is above 90%.
    • Kinetic Charge
      After evading a strike the next toolbelt skill you use is recharged instantly. This trait has a 20 second internal cooldown.
    • Adrenal Implant
      Endurance regeneration is increased by 50%.
    • Gadgeteer
      Gain static charges when struck. At 5 charge levels your next gadget skill use is overcharged and recharges 50% faster.

Trait Details

1. Traits from the Explosives specialization are selected to maximize bleeding and vulnerability.
2. Traits from the Firearms specialization are selected to maximize condition damage.
3. Traits from the Tools specialization are selected to give you a free stun break, permanent swiftness (as long as you continue to switch kits every 20 seconds), and more dodge rolls.


III. Stat Specifics & Effects

Primary Stats

  • Health 15922 (+0)
  • Vitality 1000 (+0)
  • Armor 2999 (+935)
  • Toughness 1935 (+935)
  • Attack 2029 (+0)
  • Power 1000 (+0)
  • Critical Hit 52% (+52%)
  • Precision 2005 (+1005)

Secondary Stats

  • Bleeding Duration 98% (+98%)
  • Burning Duration 33% (+33%)
  • Condition Damage 1976 (+1976)
  • Damage 1029 (+0%)
  • Defense 1064 (+0)
  • Endurance Regeneration 50% (+50%)
  • Experience from Kills 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

Stat and Effect Details

1. For food, use condition damage + precision stats. If needed, you can switch to Super Veggie Pizza which gives you slightly less condition damage, but 36% extra condition duration.
2. For utilities, always stick with the Potent Master Tuning Crystal as it usually is a better value (in terms of gold cost per minute). Master Tuning Crystals provide the same stats, but only last for 30 minutes. Do a quick calculation to determine which is better value per minute.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Truffle Risotto
Duration: 30min
Condition Damage: 100
Precision: 70
Experience from Kills: 10%
  • (30min)
  • Condition Damage: 100
  • Precision: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Tuning Crystal
Duration: 30min
Gain Condition damage equal to 6% of your toughness
Gain Condition damage equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain Condition damage equal to 6% of your toughness
  • Gain Condition damage equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Rabid Emblazoned Helm
  • Defense: 97
  • Condition Damage: 60
  • Precision: 43
  • Toughness: 43
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Rabid Emblazoned Shoulders
  • Defense: 97
  • Condition Damage: 45
  • Precision: 32
  • Toughness: 32
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Rabid Emblazoned Coat
  • Defense: 338
  • Condition Damage: 134
  • Precision: 96
  • Toughness: 96
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Rabid Emblazoned Gloves
  • Defense: 157
  • Condition Damage: 45
  • Precision: 32
  • Toughness: 32
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Rabid Emblazoned Pants
  • Defense: 218
  • Condition Damage: 90
  • Precision: 64
  • Toughness: 64
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Rabid Emblazoned Boots
  • Defense: 157
  • Condition Damage: 45
  • Precision: 32
  • Toughness: 32
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)

Armor Stat Totals

  • Defense 1064
  • Condition Damage 594
  • Bleeding Duration 45%
  • Precision 299
  • Toughness 299

Rune Bonuses

Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)

Accessories & Jewels

Hymn to the ProphetsOffensive Slot
  • Condition Damage: 157
  • Precision: 108
  • Toughness: 108
Rabid BackOffensive Slot
  • Condition Damage: 63
  • Precision: 40
  • Toughness: 40
(Infused)
Khilbron's PhylacteryOffensive Slot
  • Condition Damage: 126
  • Precision: 85
  • Toughness: 85
(Infused)
Ouroboros LoopDefensive Slot
  • Condition Damage: 126
  • Precision: 85
  • Toughness: 85
(Infused)
Fierceshot's ArrowheadOffensive Slot
  • Condition Damage: 110
  • Precision: 74
  • Toughness: 74
Marriner's FlaskDefensive Slot
  • Condition Damage: 110
  • Precision: 74
  • Toughness: 74

Accessory Totals

  • Precision:466
  • Toughness:466
  • Condition Damage:692

Weapon Set Sigils

Rabid Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Rabid Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
Sigil of Superior Agony
Bleeds you apply last 20% longer.

Weapon Set I

Sigil of Minor Corruption

You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Sigil of Superior Agony

Bleeds you apply last 20% longer.

Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Water Weapon I

Sigil of Minor Corruption

You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Upgrade Item Details

1. Use Superior Rune of the Krait, as it increases bleeding damage and duration. Keep in mind that simply equipping Mortar Kit will activate the sixth effect, so you can effectively activate every 30 seconds (note: there is currently a bug in which it only activates every 45 seconds).
2. Use Sigil of Minor Corruption to build up condition damage as you kill enemies and opponents. Bear in mind, if you don't equip the sigil on your water weapon too, all of your corruption stacks will disappear. These stacks are also lost when you are downed, so keep this in mind while taking camps.
3. Use Sigil of Superior Agony to increase your bleeding duration even more.
4. All trinkets should have the Rabid (‼Condition damage, !Precision, !Toughness) stat to provide high condition damage, decent amounts of critical hits, and decent toughness.


V. Basic Gameplay

Comments

Post a Comment