Engineer sPvP | Tournament Rifle | Backpoint defender Soldier rifle
Table of Contents
Summary
This is the build used by Bigzan in the TSL monthly final. I had trouble finding this, so I thought I'd post it here.
I. Weapons and Skills
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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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Weapon and Skill Details
Pretty straight forward.
Rampage from Elixir X is simply amazing
Personally I sometimes choose elixir gun over slick shoes.
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.
Trait Details
I'm not too big a fan of grenadier in it's current state. The higher velocity comes with a lower trajectory, making it hard to throw up/over something. Also the radius in which the grenades land gets increased, making it harder to hit all the grenades on a single target.
Having said all that, for PvP it's probably still the most useful choice there.
Another noteworthy thing is Bunker Down. With the soldiers amulet you don't have much crit chance. Together with Stimulant Supplier and a sigil of intelligence, you will still crit though, making bunker down an interesting choice both offensively with the mine as well as defensive with the med pack.
III. Stat Specifics & Effects
Primary Stats
- Health 24922 (+9000)
- Vitality 1900 (+900)
- Armor 2964 (+900)
- Toughness 1900 (+900)
- Attack 3580 (+1375)
- Power 2375 (+1375)
- Critical Hit 4% (+4%)
- Precision 1000 (+0)
Secondary Stats
- Boon Duration 20% (+20%)
- Chill Duration (self) -33% (+-33%)
- Cripple Duration (self) -33% (+-33%)
- Damage 1205 (+0%)
- Defense 1064 (+0)
- Immobilize Duration (self) -33% (+-33%)
- Movement Speed 25% (+25%)
Boons
Conditions
Control
Fields & Finishers
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Power: 25
- 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Power: 50
- After using a healing skill, your next attack steals health.
- Power: 100
- When struck below 20% health, you become mist. (Cooldown: 60 seconds)
- Power: 25
- 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Power: 50
- After using a healing skill, your next attack steals health.
- Power: 100
- When struck below 20% health, you become mist. (Cooldown: 60 seconds)
- Power: 25
- 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Power: 50
- After using a healing skill, your next attack steals health.
- Power: 100
- When struck below 20% health, you become mist. (Cooldown: 60 seconds)
- Power: 25
- 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Power: 50
- After using a healing skill, your next attack steals health.
- Power: 100
- When struck below 20% health, you become mist. (Cooldown: 60 seconds)
- Power: 25
- 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Power: 50
- After using a healing skill, your next attack steals health.
- Power: 100
- When struck below 20% health, you become mist. (Cooldown: 60 seconds)
- Power: 25
- 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Power: 50
- After using a healing skill, your next attack steals health.
- Power: 100
- When struck below 20% health, you become mist. (Cooldown: 60 seconds)
Rune Stat Totals
- Power 175
Rune Bonuses
PvP Rune of Vampirism- Power: 25
- 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
- Power: 50
- After using a healing skill, your next attack steals health.
- Power: 100
- When struck below 20% health, you become mist. (Cooldown: 60 seconds)
Accessories & Jewels
Accessory Totals
- Power:1200
- Toughness:900
- Vitality:900
Weapon Set Sigils
- Weapon Strength: 986-1205
- Weapon Strength: -