Engineer sPvP | Tournament Pistol/Shield | Roamer FT/EG Might-Stacking Build

by Last Updated:
86% (10) Approval 14 Votes - 6284 Views

Summary

The FT/EG Might-Stacking Build is a condi build with the ability to stack 25 stacks of might, Maintain 13-17 and pump-out incredible single-target condi damage and great downed cleave. You can read through the guide or you can check out the Video guide here


I. Weapons and Skills

PvP Pistol
  • Weapon Strength: 876-1029
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
PvP
  • Weapon Strength: -
  • 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
  • Incendiary Ammo42½
    Tool belt. Burn foes with your next three attacks.
    Vigor: 2 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Healing Mist29¾
    Tool belt. Vent a healing mist, granting regeneration to yourself and allies.
    Regeneration: 10 s (1300 health)Radius: 240Break StunVigor: 2 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Toss Elixir C21¼
    Tool belt. Toss Elixir C, converting one condition to a random boon for allies.
    Duration: 5Radius: 180Range: 900Vigor: 2 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Med Pack Drop
    Tool belt. Call down a supply drop of med packs into the target 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
  • Magnetic Shield3 30
    Create a magnetic field that reflects projectiles and can be released to push back foes.
    Duration: 3
    • Magnetic Inversion
      Release the magnetic field to push back nearby foes.
      Damage: 76Knockback: 300Combo Finisher: Blast
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Static Shield40
    Electrify your shield, preparing to throw it at foes. If you are hit, the shield discharges, stunning your nearby attacker.
    Stun: 1 sBlock duration: 2
    • Throw Shield¾
      Throw your charged shield. Dazes foes it hits on the way out and back.
      Daze: 1 sDamage: 151Combo Finisher: ProjectileRange: 900
    • 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
  • Flamethrower
    Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
    Swiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Elixir Gun
    Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
    Swiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Elixir C½ 32
    Elixir. Drink Elixir C, converting all conditions into random boons.
    Duration: 6
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Supply Crate1 180
    Request a massive supply drop, complete with turrets and bandages.
    Damage: 244Stun: 2 sRadius: 240Combo Finisher: BlastRange: 1,200
    • Overcharge Supply Crate
      Overcharge supply crate's turrets.

Weapon and Skill Details

PISTOL/SHIELD
You can try running this build with Rifle but I don't believe you'll find a lot of success with it since you'll be lacking a block skill and a large variety of conditions.

 

FT/EG is essential to the build. Napalm on Flamethrower is used for Might-stacking, Elixir Gun's Super Elixir and Acid Bomb are also used for might Stacking. Incendiary Ammo and Fumigate are used to condi burst targets and work wonderfully in doing that.

 

HEALING TURRET can be switched for Medkit since you can pop the heal twice with Kinetic Charge but, HT offers a faster way to cleanse conditions than Medkit can.

 

ELIXIR C/ ELIXIR S
Elixir C should be used against condition heavy teams but Elixir S should be used against burst or direct damage teams. Elixir S gives you the ability to stealth and the ability to become invulnerable, allowing you to avoid burst and in this build it has a reduced recharge which means you can avoid damage more often. You can also combine Kinetic Charge with Toss Elixir S which allows you to get a 12s stealth, great for escapes and just being all round sneaky.

 

SUPPLY CRATE
This can be switched for Mortar Kit or Elixir X. Mortar Kit provides a lot of healing with Elixir Shell and a bit of survivability with Flash Shell. Elixir X provides CC with both the Toss Elixir and the Elite Transform which can give you the Rampage or Tornado both of which can be good in different situations.
The power of the Crate though, is in it's ability to double stun a target when you drop the crate. The initial stun lasts for 2s and the second stun (which comes from overcharging the crate as soon as it lands) is a 3s stun. At most you can get a 4s stun on a single target which is great in a 1v1 or focus fire in team fights.


Traits

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.

Alchemy

  • Hidden Flask
    Drink an elixir B when struck while below 75% health.
    • Invigorating Speed
      When you gain swiftness you also gain 6s of vigor. This trait has a 5 second internal cooldown.
    • Protection Injection
      Gain 3s of protection when you are disabled. This trait has a 5 second internal cooldown.
    • Health Insurance
      While using Med Kit your outgoing healing to others is increased by 15%.
  • Transmute
    Incoming conditions have a 100% chance of being converted into a boon. This trait has a 15 second internal cooldown.
    • Inversion Enzyme
      Elixir Gun abilities which remove conditions now convert them into boons instead.
    • Self-regulating Defenses
      When struck below 25% health you consume an Elixir S.
    • Backpack Regenerator
      While using a kit you passively recover health.
  • Alchemical Tinctures
    Elixirs remove a condition from affected allies. Boons you apply last 20% longer.
    • HGH
      Elixirs grant 2 stacks of might for 20s, have 20% reduced recharge, and have 20% increased duration.
    • Stimulant Supplier
      Drop a stim pack when you use a heal skill. This trait has a 10 second internal cooldown.
    • Iron Blooded
      Incoming damage is reduced by 2% for every boon on you.

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

FIREARMS:
Adept: Chemical Rounds is the only trait that works well with conditions and pistols here. But you can take Heavy Armour Exploit to give yourself some cover condis since it applies Vuln on crit. Vuln also boosts your condi damage now.

 

Master: Pinpoint Distribution still affects you since we have a base 4% crit chance. And the other traits don't really work for this build.

 

Grandmaster: Incendiary Powder is essential because burning duration is normally extremely bad without IP. If you decide to take Juggernaut instead, you will get more might stacks but you'll notice your damage is severely diminished, not just because of the lack of duration but because of the lack of a passive proc from IP. But if you can handle that, Juggernaut is definitely an option.

 

ALCHEMY:
Adept: Protection Injection is the best choice here as, in the tools line, Streamlined Kits which gives swiftness recharges every 20s which means you will only be procing Invigorating Speed every 20s and that isn't ideal. Health Insurance is also useless since this build doesn't use Medkit.

 

Master: Backpack Regenerator is the best trait here because Inversion Enzyme doesn't cleanse an extra condition, it just converts conditions that would normally be removed, into boons and that seems pointless to me. Self-Regulating Defences is a double Edged sword, it can save your life and it can be the thing that interrupts you when you're about to get the killing blow so I just don't bother with it.

 

Grandmaster: HGH is the GM of choice because, this is a Might-stacking build after all and it now works with 2 of the Elixir Gun skills (Acid Bomb and Super Elixir), allowing you to stack more might with the Elixir Gun than you did before. Stimulant Supplier and Iron Blooded don't feel like they would add as much to the build as HGH does.

 

TOOLS:
Adept: No need for Static Discharge or Power Wrench. This is neither a build that uses Tool kit or a power build. Reactive Lenses provides you with an additional stun break when you get CCed and prevents blinds from being applied to you for a short while (Great for fighting Thieves and Eles).

 

Master: Streamlined Kits. This is probably the most controversial choice here because no one seems to like this trait but I love it. Against melee specs and some unsuspecting foes, you can really use Gluetrail (Proc from Elixir Gun) to your advantage. Lock-on only works against certain classes and Takedown Round seems like it would only be good for power specs. So SK wins in my opinion.

 

Grandmaster: Kinetic Charge is another trait that people may not agree with initially but it's a pretty good trait when you get used to playing with it. The trait is a great initiator, reseting the cooldown of a skill used after a successful dodge. Combine this with Incendiary Ammo (the Flamethrower toolbelt skill) and you'll be able to hit your target with a burst of burn without needing to wait 40s to do another one. This allows you to stagger your condi pressure a lot better and makes you tougher to handle for condi transfer specs and cleansing classes. Adrenal Implant is great but you don't need it since you have Sigil of Energy and as you don't have any gadgets, Gadgeteer is useless to you.


III. Stat Specifics & Effects

Primary Stats

  • Health 24922 (+9000)
  • Vitality 1900 (+900)
  • Armor 2125 (+0)
  • Toughness 1000 (+0)
  • Attack 2869 (+900)
  • Power 1900 (+900)
  • Critical Hit 4% (+4%)
  • Precision 1000 (+0)

Secondary Stats

  • Bleeding Duration 33% (+33%)
  • Boon Duration 20% (+20%)
  • Burning Duration 78% (+78%)
  • Condition Damage 1475 (+1475)
  • Damage 969 (+0%)
  • Defense 1125 (+0)

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

IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +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
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)

Accessories & Jewels

Carrion Amulet
  • Power: 900
  • Vitality: 900
  • Condition Damage: 1200

Accessory Totals

  • Power:900
  • Vitality:900
  • Condition Damage:1200

Weapon Set Sigils

PvP Pistol
  • Weapon Strength: 876-1029
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
Sigil of Intelligence
Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set I

Sigil of Intelligence

Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

PvP
  • Weapon Strength: -

Water Weapon I

Upgrade Item Details

SIGIL OF INTELLIGENCE: As you don't have crit in this build, sigil of intel will allow you to proc you Incendiary Powder more reliably but Sigil of Geo can also be used.

 

SIGIL OF GEOMANCY After further play, I feel that this sigil is better than sigil of intelligence. Right now, this build is very dependent on burning. Geomancy stops that from being the case. Even with 4% chance to crit to proc Incendiary powder, the builds still works. This is because when you get to 75% health you proc your passive Elixir B which gives you fury, you also gain 10% increased crit chance to bleeding foes which also helps with your crit. Reactive lenses (trait in tools) also gives you fury which means you don't really need the above sigil of intelligence.

 

SIGIL OF ENERGY: I found that since we don't have our natural vigor uptime, we're definitely in need of this sigil now. This will make up for the lack of Invigorating speed.


V. Basic Gameplay

Going up against any class, the first thing you want to do is wait for them to attack you so you can dodge, this will give you the Kinetic Battery proc which would allow you to pop Incendiary Ammo without it going on cooldown. You can then save that Incendiary for after your target has cleansed the first burning stack.

 

In order to cover your conditions appropriately after applying burning using Poison Volley, make sure to use Static shot with will apply Blind and Confusion and also switch to Elixir gun and spam the auto-attack which would then apply Bleeding and Weakness, these condis should cover your burning completely and whatever direct cleanse your target has should hit the initial for conditions.

 

AGAINST NECROS:
When fighting Necros that use Signets the best thing to do is to initial use Stick shot and Elixir Gun auto-attack, this will apply 4 conditions to them, 5 if you crit so that you can proc their passive condi transfer called Plague Sending. When this procs, pressure the necro with a few more conditions so he is forced to use Plague Signet(do not use Incendiary Ammo until the Necro uses Plague) and once Plague Signet has been used, you can pop your Elixir C to convert all the conditions, if it's that bad or you could use Toss Elixir C to remove some of the conditions. If the Necro also runs Signet of Spite and manages to land it on you, don't worry about it, the damage is small, it's what comes after that hurts. Make sure you have your stun break for the fear chain that comes after a spite, stun break after the second fear, dodge and then cleanse with whatever you need.

 

To get more about the Basic gameplay you can watch the video below;


Main Skill Rotation

Incendiary Ammo42½
Tool belt. Burn foes with your next three attacks.
Vigor: 2 s
Poison Dart Volley10
Fire a volley of darts that poison foes.
Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
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
Elixir Gun
Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
Swiftness: 20 s
Tranquilizer Dart¾
Fire a dart that bleeds and weakens foes.
Damage: 130Weakness: 1 sBleeding: 4 s (170 damage)Combo Finisher: Projectile (20% chance)Range: 900

Make sure to dodge the first attack to initiate Kinetic Battery. When you use FT’s Incendiary Ammo, combo it with Poison volley then immediately switch to EG and spam the auto attack. Classes that have skills to cleanse 2 conditions will just keep cleansing the Bleed and Weakness they won’t be able to touch the burning because you just keep covering it. And since you also apply vuln on crit if you take heavy armour exploit, that will add to the amount of cover condis you can have.
^On the other hand, if you have a high stack of bleeding and burning, switch to EG and use fumigate, the person cleansing will mostly cleanse the poison and vuln and hopefully you don’t crit and proc the bleeds from sharpshooter. Vuln now increases condition damage, don’t forget that.

 

If they cleanse the whole thing, just use do the rotation again since Incendiary Ammo is still available because of Kinetic Battery.


Might-Stack Rotation

Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
Swiftness: 20 s
Napalm30
Burn foes with a wall of napalm at the target location.
Burning per pulse: 1 s (328 damage)Duration: 10Combo Field: FireRange: 600
Magnetic Shield3 30
Create a magnetic field that reflects projectiles and can be released to push back foes.
Duration: 3
Elixir Gun
Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
Swiftness: 20 s
Acid Bomb¼ 12
Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
Damage: 277Duration: 6Radius: 180Combo Finisher: Blast
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
Elixir Gun
Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
Swiftness: 20 s
Super Elixir½ 16
Elixir. Launch an elixir orb, healing allies on impact and creating an area of continual healing.
Impact heal: 1400Pulse heal: 240Duration: 12Radius: 240Combo Field: LightRange: 900

Cast Napalm, Switch to Shield, use Magnetic Shield, Acid Bomb, cancel acid bomb leap by swapping, detonate Healing turret and Cast Super Elixir at your location.


VI. Full Gameplay Video

This is me Playing a full match with the build


Comments

Post a Comment
@ 02:57 PM, Sat September 05 2015 Reply
In sPvP, how do i what elixir to use??
Ceimash @ 09:22 AM, Sun September 06 2015 Reply
The elixir choice depends on what the other team is running. If there's mesmer and thief on the other team, I use Elixir S but if there's 2 necros, I use Elixir C.