Engineer PvE | Open World Pistol/Shield | Damage Elixir Juggernaut
Table of Contents
Summary
This build utilizes Elixirs with Condition Damage.
The Condition Damage can be Exilir Gun or Flame Thrower, that latter of which will be the Juggernaut variety.
I. Weapons and Skills
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- Magnetic InversionRelease the magnetic field to push back nearby foes.Damage: 76Knockback: 300Combo Finisher: Blast
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- Throw Shield¾Throw your charged shield. Dazes foes it hits on the way out and back.Daze: 1 sDamage: 151Combo Finisher: ProjectileRange: 900
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- Overcharge Supply CrateOvercharge supply crate's turrets.
Weapon and Skill Details
The order of your utilities does not matter. Put them in the order you prefer.
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.
III. Stat Specifics & Effects
Primary Stats
- Health 24912 (+8990)
- Vitality 1899 (+899)
- Armor 2963 (+899)
- Toughness 1899 (+899)
- Attack 1969 (+0)
- Power 1000 (+0)
- Critical Hit 7% (+7%)
- Precision 1070 (+70)
Secondary Stats
- Bleeding Duration 33% (+33%)
- Boon Duration 20% (+20%)
- Chill Duration (self) -33% (+-33%)
- Condition Damage 1965 (+1965)
- Confusion Duration 30% (+30%)
- Confusion Duration 30% (+30%)
- Cripple Duration (self) -33% (+-33%)
- Damage 969 (+0%)
- Defense 1064 (+0)
- Experience from Kills 20% (+20%)
- Immobilize Duration (self) -33% (+-33%)
- Movement Speed 25% (+25%)
Boons
Conditions
Control
Fields & Finishers
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
- Toughness: 43
- Vitality: 43
- Condition Damage: 25
- Confusion Duration: 10%
- Condition Damage: 50
- 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
- Condition Damage: 100
- +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
- Defense: 97
- Condition Damage: 45
- Toughness: 32
- Vitality: 32
- Condition Damage: 25
- Confusion Duration: 10%
- Condition Damage: 50
- 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
- Condition Damage: 100
- +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
- Defense: 338
- Condition Damage: 134
- Toughness: 96
- Vitality: 96
- Condition Damage: 25
- Confusion Duration: 10%
- Condition Damage: 50
- 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
- Condition Damage: 100
- +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
- Defense: 157
- Condition Damage: 45
- Toughness: 32
- Vitality: 32
- Condition Damage: 25
- Confusion Duration: 10%
- Condition Damage: 50
- 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
- Condition Damage: 100
- +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
- Defense: 218
- Condition Damage: 90
- Toughness: 64
- Vitality: 64
- Condition Damage: 25
- Confusion Duration: 10%
- Condition Damage: 50
- 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
- Condition Damage: 100
- +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
- Defense: 157
- Condition Damage: 45
- Toughness: 32
- Vitality: 32
- Condition Damage: 25
- Confusion Duration: 10%
- Condition Damage: 50
- 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
- Condition Damage: 100
- +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Armor Stat Totals
- Defense 1064
- Condition Damage 594
- Confusion Duration 30%
- Toughness 299
- Vitality 299
Rune Bonuses
Superior Rune of Perplexity- Condition Damage: 25
- Confusion Duration: 10%
- Condition Damage: 50
- 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
- Condition Damage: 100
- +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Accessories & Jewels
- Condition Damage: 25
- Toughness: 15
- Vitality: 15
- Condition Damage: 25
- Toughness: 15
- Vitality: 15
- Condition Damage: 25
- Toughness: 15
- Vitality: 15
- Condition Damage: 25
- Toughness: 15
- Vitality: 15
- Condition Damage: 25
- Toughness: 15
- Vitality: 15
- Condition Damage: 25
- Toughness: 15
- Vitality: 15
Accessory Totals
- Toughness:430
- Vitality:430
- Condition Damage:630
Weapon Set Sigils
- Weapon Strength: 876-1029
- Condition Damage: 120
- Toughness: 85
- Vitality: 85
- Weapon Strength: 806-909
- Condition Damage: 120
- Toughness: 85
- Vitality: 85
Weapon Set I
Sigil of Superior RestorationGain Health on Killing a Foe.
Superior Sigil of Bursting+6% Condition Damage
- Weapon Strength: 905-1000
- Condition Damage: 120
- Toughness: 85
- Vitality: 85
Water Weapon I
Sigil of Superior RestorationGain Health on Killing a Foe.
Upgrade Item Details
Sinister armour can be swapped in instead if you want even more damage, but less survivability. You could also use Balthazar Runes if you intend to use the Flame Thrower more than anything else.
V. Basic Gameplay
Your Elixir should be fired often as often as possible along with use of the Elixir Gun. Should you wish to utilize the Flame Thrower, or even the F skill from the FT with your Elixir Gun, then it will also provide you with the Perma Stability of the Juggernaut trait.