Engineer sPvP | Tournament Rifle | Team fighter Static Dismay v.2

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Summary

Redone with far tankier result. Small hit to mortar dps, but the trade off is you don't shred like wet tissue under focus fire. Dead engi does no dps, afterall.


I. Weapons and Skills

PvP Rifle
  • Weapon Strength: 986-1205
PvP
  • Weapon Strength: -
PvP Harpoon gun
  • Weapon Strength: 905-1000
  • 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
  • Throw Wrench½ 14½
    Tool belt. Throw your wrench so that it returns to you, striking foes each way. Repair any turrets that the wrench hits.
    Damage: 244Combo Finisher: ProjectileRange: 900Vigor: 2 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Surprise Shot
    Tool belt. Fire a bullet out of your belt.
    Damage: 202Combo Finisher: ProjectileRange: 1,000Vigor: 2 s
    • Detonate Rifle Turret
      Detonate your rifle turret.
      Combo Finisher: Blast
  • Toss Elixir S42½
    Tool belt. Toss Elixir S, either making allies grow and granting them stability, or granting them stealth.
    Stability: 4 sStealth: 4 sRadius: 180Range: 900Vigor: 2 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Orbital Strike
    Tool belt. Call down energy from the sky to blast an area.
    Vigor: 2 s
    • 0
  • Hip Shot¾
    Deliver a quick rifle shot from the hip that pierces targets.
    Damage: 251Range: 1,200
    • 0
      Vigor: 2 sSwiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Net Shot10
    Immobilize foes with a net shot.
    Immobilized: 2Range: 1,200
    • 0
      Vigor: 2 sSwiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Blunderbuss½ 10
    Fire a cloud of shrapnel that causes more damage the closer you are to foes.
    Damage at 100 distance: 618Damage at 400 distance: 386x4Bleeding at 100 distance: 680 damage (4s)Bleeding at 400 distance: 170 dmg (4s)Range: 700
    • 0
      Vigor: 2 sSwiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Overcharged Shot15
    Fire a blast so strong it launches your foe as you fall backward and cures immobilized, crippled, and chilled.
    Damage: 579Foe launch distance: 450Self knockback distance: 300Range: 600
    • 0
      Vigor: 2 sSwiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Jump Shot¼ 20
    Blast the ground, damaging nearby foes and leaping to your target.
    Leap damage: 348Landing damage: 696x3Vulnerability: 7 sRadius: 240Combo Finisher: LeapRange: 800
    • 0
      Vigor: 2 sSwiftness: 20 s
    • 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
  • Tool Kit
    Weapon kit. Equip a kit that gives you a variety of tools.
    Swiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Rifle Turret½ 20
    Turret. Build a rifle turret that shoots at foes.
    Damage: 477Maximum range: 1,000Rate of fire: 2 s
    • Automatic Fire30
      Overcharge your rifle turret to fire a burst of bleeding shots.
      Rate of fire increase: 50%Bleeding: 3 s (128 damage)Duration: 5
  • Elixir S60
    Elixir. Drink Elixir S to shrink yourself, recover from stun, and evade attacks.
    Duration: 3Breaks stun
    • 0
      Vigor: 2 sSwiftness: 20 s
  • Mortar ½ 120
    Device kit. Build a stationary mortar that you or your allies can fire.
    Duration: 120Range: 1,400Swiftness: 20 s
    • 0
      Vigor: 2 sSwiftness: 20 s

Weapon and Skill Details

Rifle for the burst assist and cc. Toolkit for gear shield and it's nice to have the melee if it gets hairy. Since this is a static discharge build, rifle turret for the toolbelt. Also awesome to drop on a node for additional 1v1 interrupt and it can draw minions. Elixir s for res/stomp, invulnerable mobile frames, stealth.. really doesn't need more explanation. Mortar kit for lead up to node, team support from really pretty good distance. It is also good for baiting enemies to a downed teammate and opening up.


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 because your rifle is the weapon you use for primary dps and cc. Heavy armor exploit is excellent in this crit build as it grants swiftness and stacks vulnerability which helps all skills. Pinpoint distribution gives conditions you do apply a boost. Precision based build so this is ,a legit, noticeable boost to burning, confusion, poison, bleeding, all of which the build applies. Incendiary power because it is another condition applied every 4s as you are critting constantly. Protection injecton useful throughout pvp as you are always trying to stunbreak, this give you some breathing room when it happens. I chose self regulating defense to remind me to heal, I often end up using my healing turret as more of an interrupt so the auto elixir s, which does not put my skill on cd, lets me disengage to heal and come back. Also very useful when kiting if you make a mistake. Dropping stimulus pack is icing on our crit based cake. You get one every 10 seconds which puts your crit% into the 80's. With some timing, and the boosts to condi dmg, you are 1v1 clearing minion masters with mortar kit when stim pack drops. Static discharge is the heart and spine of the build. It gives surprise shot and throw wrench their kick. Let's you dps under any circumstance except while dazed, every 6s. Streamlined kits for permanent swiftness and nice, weak, but useful spell effects when switching to kit. Ki etc chare has all kinds of op. Dodge an attack, surprise shot, unstant second surprise shot. If they both crit, looking at 4-8k. Sigil of energy makes up for not going adrenal inplant.


III. Stat Specifics & Effects

Primary Stats

  • Health 21872 (+5950)
  • Vitality 1595 (+595)
  • Armor 2239 (+175)
  • Toughness 1175 (+175)
  • Attack 3255 (+1050)
  • Power 2050 (+1050)
  • Critical Hit 61% (+61%)
  • Precision 2050 (+1050)

Secondary Stats

  • Bleeding Duration 33% (+33%)
  • Boon Duration 20% (+20%)
  • Burning Duration 33% (+33%)
  • Condition Damage 205 (+205)
  • Condition Duration (self) -25% (+-25%)
  • Critical Damage 37% (+37%)
  • Damage 1205 (+0%)
  • Defense 1064 (+0)
  • Ferocity 560 (+560)
  • Stun Duration (self) -25% (+-25%)

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

Stat and Effect Details

This is a crit based build using static discharge and rifle for primary dps. Good vitality for some survivability from marauder amulet, which also provides our primary boosts to power and precision; the ferocity doesn't hurt either. The precision is also directly boosting condition damage so it serves two dps purposes. We use melandru runes to bring it all together stats wise. Gives some much needed toughness to the build to compliment the high HP, and reduces Conditon and stun duration as we have very little condi cleanse and only 2 stunbreaks


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration

Rune Stat Totals

  • Toughness 175
  • Vitality 35
  • Condition Duration (self) -25%
  • Stun Duration (self) -25%

Rune Bonuses

PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration

Accessories & Jewels

Marauder's Amulet
  • Power: 1050
  • Precision: 1050
  • Vitality: 560
  • Ferocity: 560

Accessory Totals

  • Power:1050
  • Precision:1050
  • Vitality:560
  • Ferocity:560

Weapon Set Sigils

PvP Rifle
  • Weapon Strength: 986-1205
PvP
  • Weapon Strength: -
Sigil of Superior Accuracy
+7% crit chance.
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 Superior Accuracy

+7% crit chance.

PvP Harpoon gun
  • Weapon Strength: 905-1000

Water Weapon I

Upgrade Item Details

Went Sigil of accuracy for the Co start static crit over intelligence swap based because sometimes the ideal rotation for intelligence Sigil was not possible at swap, I prefer the constant boost, plus with a stim pack every 10 seconds my crit is often 80%+ so the intelligence seems harder to use. Energy Sigil is because we need those dodges and our endurance regeneration is forfeit for added toolbelt usage/dps


V. Basic Gameplay

Leading on a node with mortar leaves you with options; can stay distance-support with mortar. Poison, chill, regen. If teammates on node, then spam 1. You can do this from way up high or way out and it often takes enemies at least a minute to find you, if someone even comes after you. Once they do, pop stealth and move. You can either find another distance vantage, engage from stealth, those who come to attack you, or move down to the node with rifle, toolkit, and toolbelt skills to clean up the after-mortar-mess. Another option I like, especially if 2 or more come after you is let them wear me down to proc auto elixir s, immediately pop the second to keep them chasing, and use stealth again to completely e cape for heal. Last ditch skill for kiting is gear shield, and don't forget to keep supreme shot on cooldown every 6 seconds. It shoots while you are prone, stunned, backwards, forwards, basically anytime except when dazed or transformed it can be fired. When you can follow up with wrench throw, those two skills are capable of putting out 4-8k dmg every 6-14 seconds.


Main Skill Rotation

Mortar ½ 120
Device kit. Build a stationary mortar that you or your allies can fire.
Duration: 120Range: 1,400Swiftness: 20 s
Poison Gas Shell½ 12
Launch a mortar round that spreads poisonous gas in an area.
Damage: 524Poison: 2.5 s (89 damage)Vulnerability: 5 sDuration: 4Interval: 1 sRadius: 240Combo Field: PosionRange: 1,500
Endothermic Shell½ 20
Launch a mortar round that chills foes in the target area.
Damage: 252Vulnerability: 5 sChilled: 1 sDuration: 4Interval: 1 sRadius: 240Combo Field: IceRange: 1,500
Mortar Shot½
Launch an explosive round from your mortar, damaging foes in the target area.
Damage: 505Vulnerability: 5 sCombo Field: Physical ProjectileRange: 1,500
Surprise Shot
Tool belt. Fire a bullet out of your belt.
Damage: 202Combo Finisher: ProjectileRange: 1,000Vigor: 2 s
Throw Wrench½ 14½
Tool belt. Throw your wrench so that it returns to you, striking foes each way. Repair any turrets that the wrench hits.
Damage: 244Combo Finisher: ProjectileRange: 900Vigor: 2 s
Overcharged Shot15
Fire a blast so strong it launches your foe as you fall backward and cures immobilized, crippled, and chilled.
Damage: 579Foe launch distance: 450Self knockback distance: 300Range: 600
Net Shot10
Immobilize foes with a net shot.
Immobilized: 2Range: 1,200
Hip Shot¾
Deliver a quick rifle shot from the hip that pierces targets.
Damage: 251Range: 1,200
Throw Wrench½ 14½
Tool belt. Throw your wrench so that it returns to you, striking foes each way. Repair any turrets that the wrench hits.
Damage: 244Combo Finisher: ProjectileRange: 900Vigor: 2 s
Jump Shot¼ 20
Blast the ground, damaging nearby foes and leaping to your target.
Leap damage: 348Landing damage: 696x3Vulnerability: 7 sRadius: 240Combo Finisher: LeapRange: 800

This is roughly what you are looking to do,lead with some aoe condi, spam dps aoe if you can, start using that static discharge if in range, switch to rifle cc and keep up with burst. Most of your condi stacks will statically apply, switch to mortar kit every few seconds to keep poison and regen up, or for kiting or node hold you can drop chill or flash mortars on yourself.


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