Engineer PvE | Dungeon Rifle | Damage WvW Mortar Engineer
Table of Contents
Summary
This is the WvW build I use for zergs as engineer. Puts out good dps/support and is very useful. i swear.
I. Weapons and Skills
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
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- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
Weapon and Skill Details
You can switch out Elixir S for Elixir U if you're safe enough most of the time to not need elixir s.
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.
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.
Tools
- Optimized ActivationUsing a toolbelt skill grants 2s of vigor.
- Static DischargeDischarge a bolt of lightning when you activate a toolbelt skill.
- Reactive LensesWhen blinded or disabled you activate utility goggles.
- Power WrenchTool kit skills recharge 20% faster and deal 10% more damage. Turret repairing abilities are 100% more effective.
- Mechanized DeploymentYour toolbelt skills recharge 15% faster.
- Steamlined KitsEquipping a kit creates and attack or spell and grants you 20s of swiftness. This trait has a 20 second internal cooldown.
- Lock OnStriking 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 RoundStriking a foe above 50% health places a delayed explosive at their location. This trait has a 10 second internal cooldown.
- Excessive EnergyDeal 10% more damage while your endurance is above 90%.
- Kinetic ChargeAfter evading a strike the next toolbelt skill you use is recharged instantly. This trait has a 20 second internal cooldown.
- Adrenal ImplantEndurance regeneration is increased by 50%.
- GadgeteerGain static charges when struck. At 5 charge levels your next gadget skill use is overcharged and recharges 50% faster.
Trait Details
Traits that can be switched out:
Tools: Tier 3: Adrenal Implant. Use only if you don't have steady vigor from teammates or your own elixirs. When you get control of using a toolbelt skill twice due to your evades, this trait becomes much more useful. 2 stunbreaks or 2 mortar blasts, or 2 elixir s tosses for 10s invis if you need to get safe.
HGH is a big part of this build as all of these skills now grant you and (sometimes) nearby allies might and cleanse conditions: Egun 4/5, elixir h /f skill, elixir s / f skill, mortar 5
III. Stat Specifics & Effects
Primary Stats
- Health 15922 (+0)
- Vitality 1000 (+0)
- Armor 2064 (+0)
- Toughness 1000 (+0)
- Attack 3668 (+1463)
- Power 2403 (+1403)
- Critical Hit 50% (+50%)
- Precision 1960 (+960)
Secondary Stats
- Boon Duration 20% (+20%)
- Critical Damage 60% (+60%)
- Damage 1265 (+5%)
- Defense 1064 (+0)
- Ferocity 900 (+900)
- Might Duration 45% (+45%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Utility Nourishment
Armor & Runes
- Defense: 97
- Power: 60
- Precision: 43
- Ferocity: 43
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 97
- Power: 45
- Precision: 32
- Ferocity: 32
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 338
- Power: 134
- Precision: 96
- Ferocity: 96
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 157
- Power: 45
- Precision: 32
- Ferocity: 32
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 218
- Power: 90
- Precision: 64
- Ferocity: 64
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 157
- Power: 45
- Precision: 32
- Ferocity: 32
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Armor Stat Totals
- Defense 1064
- Power 594
- Might Duration 45%
- Precision 299
- Ferocity 299
Rune Bonuses
Superior Rune of Strength- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Accessories & Jewels
- Precision: 25
- Power: 15
- Ferocity: 15
- Precision: 25
- Power: 15
- Ferocity: 15
- Precision: 25
- Power: 15
- Ferocity: 15
- Precision: 25
- Power: 15
- Ferocity: 15
- Precision: 25
- Power: 15
- Ferocity: 15
- Precision: 25
- Power: 15
- Ferocity: 15
Accessory Totals
- Power:570
- Precision:490
- Ferocity:430
Weapon Set Sigils
- Weapon Strength: 986-1205
- Power: 239
- Precision: 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: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
Water Weapon I
V. Basic Gameplay
Gameplay revolves around using mortar most of the time.
Mortar: use 3/2/ on groups to slow/poison/vuln stack when the commander wants to bomb an area. Mortar 5 is a great waterfield on stacks. Mortar 4 use defensively to blind when they charge into your group to protect your allies. Be very careful of reflect walls.
EGun: 4 will give you might and leave a nasty acid field. Use in choke points and make sure to stow it mid flight to cancel and go back to mortar and lay down your chill field. 5 is a good self heal, don't put on commander as it is not a water field.
Toolkit: 4 for blocks, 5 for pulls. nuff said
Elixir S: This is your oh shit button and is your best defensive skill with it's toss ability to cloak you for a few seconds.
Elixir U (optional swap): You will use this for added bomb potential with its 8.5 sec of quickness and either fury or 5 stacks of might. Lay your Mortar 3 chill field, pop this and go nuts.
Heal: Elixir H: Use your toolbelt skill to keep some might on you at all times and gives a good defensive boon.