Engineer WvW | Small Group Pistol/Pistol | Roamer (Beta Testing) Bleed Engi
Table of Contents
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
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
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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
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 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 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.
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.
Tools
- Optimized ActivationUsing a toolbelt skill grants 2s of vigor.
- Static DischargeDischarge a bolt of lightning when you activate a toolbelt skill.
- Reactive LensesWhen blinded or disabled you activate utility goggles.
- Power WrenchTool kit skills recharge 20% faster and deal 10% more damage. Turret repairing abilities are 100% more effective.
- Mechanized DeploymentYour toolbelt skills recharge 15% faster.
- Steamlined KitsEquipping a kit creates and attack or spell and grants you 20s of swiftness. This trait has a 20 second internal cooldown.
- Lock OnStriking 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 RoundStriking a foe above 50% health places a delayed explosive at their location. This trait has a 10 second internal cooldown.
- Excessive EnergyDeal 10% more damage while your endurance is above 90%.
- Kinetic ChargeAfter evading a strike the next toolbelt skill you use is recharged instantly. This trait has a 20 second internal cooldown.
- Adrenal ImplantEndurance regeneration is increased by 50%.
- GadgeteerGain 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
Conditions
Control
Fields & Finishers
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
Condition Damage: 100
Precision: 70
Experience from Kills: 10%
- (30min)
- Condition Damage: 100
- Precision: 70
- Experience from Kills: 10%
Utility Nourishment
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
- Defense: 97
- Condition Damage: 60
- Precision: 43
- Toughness: 43
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Defense: 97
- Condition Damage: 45
- Precision: 32
- Toughness: 32
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Defense: 338
- Condition Damage: 134
- Precision: 96
- Toughness: 96
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Defense: 157
- Condition Damage: 45
- Precision: 32
- Toughness: 32
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Defense: 218
- Condition Damage: 90
- Precision: 64
- Toughness: 64
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
- Defense: 157
- Condition Damage: 45
- Precision: 32
- Toughness: 32
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +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- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +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
Accessory Totals
- Precision:466
- Toughness:466
- Condition Damage:692
Weapon Set Sigils
- Weapon Strength: 876-1029
- Condition Damage: 120
- Precision: 85
- Toughness: 85
- Weapon Strength: 876-1029
- Condition Damage: 120
- Precision: 85
- Toughness: 85