Engineer PvE | Open World Rifle | Damage Silverwastes Pyromaniac
Table of Contents
Summary
Thanks to the changes from traits to specializations you can now take all the most fun flamethrower skills and we get two big survivability boosts. This build has in combat perma vigor, 25 self stacked might, high fury uptime and continuous self healing. In addition with mecha legs you get a nice out of combat speed boost. Bunker down has been improved a lot by the addition of medpacks. Allies quickly realize that following you around will keep them healed.
As far as gameplay goes you get to mostly sit on Flamethrower and use elixir B on cooldown. You will crit constantly with flame jet and trigger your on-crit specialization abilities. Switch to rifle to root and interrupt thrashers. Read the trait details for Mortal usage on Vinewrath.
I. Weapons and Skills
Weapon and Skill Details
Sit on Flame Jet for clearing bases. Use Flame Blast and Flame Blast Detonate on cooldown. If you don't need the projectile defense on Toss Elixir U you can use Personal Battering Ram for another short cooldown interrupt. Switch in Elixir X or supply Crate as needed. Usually supply crate for solo clearing bases and Mortar for Breach and Vinewrath. If you are getting beaten up switch Elixir U/personal battering ram for Elixir S or Rocket boots so you have an Oh Sh!t button.
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.
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.
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.
Trait Details
On Vinewrath is you switch to Mortar as your primary kit so you should switch Juggernaut to Modified Ammo and Inventions to Explosives (Glass Canon, Shaped Charge, Siege Rounds or Shrapnel)
III. Stat Specifics & Effects
Primary Stats
- Health 17002 (+1080)
- Vitality 1108 (+108)
- Armor 2172 (+108)
- Toughness 1108 (+108)
- Attack 3614 (+1409)
- Power 2409 (+1409)
- Critical Hit 46% (+46%)
- Precision 1892 (+892)
Secondary Stats
- Agony Resistance 25 (+25)
- Bleeding Duration 33% (+33%)
- Boon Duration 20% (+20%)
- Chill Duration (self) -33% (+-33%)
- Condition Damage 175 (+175)
- Cripple Duration (self) -33% (+-33%)
- Critical Damage 54% (+54%)
- Damage 1205 (+0%)
- Defense 1064 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 824 (+824)
- Immobilize Duration (self) -33% (+-33%)
- Might Duration 45% (+45%)
- Movement Speed 25% (+25%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
I've got Ghost Pepper poppers listed here but if I even use food I actually use Fried Golden Dumpling. You can 25 stack might without food but with the dumplings you can be really lazy with Elixir usage.
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
40% chance to cause might on critical during the day
40% chance to cause chill on critical during the night
Experience from Kills: 10%
- (30min)
- 40% chance to cause might on critical during the day
- 40% chance to cause chill on critical during the night
- Experience from Kills: 10%
Utility Nourishment
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain power equal to 6% of your toughness
- Gain power equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 97
- Power: 60
- Precision: 43
- Ferocity: 43
- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
- Defense: 97
- Power: 45
- Precision: 32
- Ferocity: 32
- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
- Defense: 338
- Power: 134
- Precision: 96
- Ferocity: 96
- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
- Defense: 157
- Power: 45
- Precision: 32
- Ferocity: 32
- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
- Defense: 218
- Power: 90
- Precision: 64
- Ferocity: 64
- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
- Defense: 157
- Power: 45
- Precision: 32
- Ferocity: 32
- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Armor Stat Totals
- Defense 1064
- Condition Damage 175
- Might Duration 45%
- Power 419
- Precision 299
- Ferocity 299
Rune Bonuses
Superior Rune of the Aristocracy- Condition Damage: 25
- Might Duration: 10%
- Condition Damage: 50
- Might Duration: 15%
- Condition Damage: 100
- +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
Accessories & Jewels
- Power: 5
- Agony Resistance: 5
- Power: 25
- Precision: 15
- Ferocity: 15
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
Accessory Totals
- Power:709
- Toughness:108
- Vitality:108
- Precision:354
- Ferocity:354
- Agony Resistance:25
Weapon Set Sigils
- Weapon Strength: 986-1205
- Precision: 239
- Power: 171
- Ferocity: 171
- Weapon Strength: -
Weapon Set I
Sigil of Superior Strength60% chance to apply might for 10s on critical. (Cooldown 1 second)
- Weapon Strength: -
Water Weapon I
Upgrade Item Details
If you have the money Runes of Strength are probably a little better but Rune of Aristocracy are two nights in Caudecus' Manor and free. I have an Assassin's rifle equipped just because that is actually what I run Berserker's would be fine.
V. Basic Gameplay
Run fast, clear bases get chests.
Main Skill Rotation
Kill everything, have Stability and 25 stacks of might.