Engineer sPvP | Tournament Pistol/Shield | Bunker The Burst Healer/Decapper Engie
Table of Contents
Summary
The burst healer engie is all about supporting your teammates as well as yourself with incredible healing and survivability.
The build can fall into quite a few roles in PvP and in PvE, it's the perfect set-up for raids.
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
- Magnetic InversionRelease the magnetic field to push back nearby foes.Damage: 76Knockback: 300Combo Finisher: Blast
- 0Vigor: 2 sSwiftness: 20 s
- Throw Shield¾Throw your charged shield. Dazes foes it hits on the way out and back.Daze: 1 sDamage: 151Combo Finisher: ProjectileRange: 900
- 0Vigor: 2 sSwiftness: 20 s
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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
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- Thump 30Overcharge your thumper turret to launch nearby foes.Damage: 762Blowout: 400Radius: 240
- Overcharge Supply CrateOvercharge supply crate's turrets.
Weapon and Skill Details
Gameplay Preview of the Build:
http://youtu.be/0FYLCdTVgkI?t=159
PISTOL/SHIELD
This weapon combo is used mainly for the opportunity to use Shield. Shield is used in this build to land combo finishers with Magnetic Shield or for increase survivability with Static Shield. You can replace this weapon set with Rifle or Hammer when the Scrapper goes live.
RIFLE:
Rifle is great when you're not using Bomb kit. Yeap, some fights in PvP will require that you swap out Bomb Kit for Elixir C. These fights are against condi heavy classes like Necros and other engies. If you run Bomb Kit instead of Elixir C, Necros will destroy you and Condi Engies will just auto-attack you to death. Elixir C makes you you have good sustained, condi cleanse even when you're bursted with condis.
HAMMER
Hammer has many abilties that help you stay alive. Reflects on skill 2, Block on skill 4. The multi leap on skill 3 allows you to get a lot of healing out of your healing turret but it's mostly self preservation. The leaps are evades but there are points in each leap where your enemies can attack you and the leap sometimes can send you off point because of how it works. The skill 5 is good CC and the lightning field, when combined with the Scrapper traits, you can get a good amount of super-speed which gives you good sustain.
HEALING TURRET
This is your main way of healing your friends. This heal alone can heal your allies for 7.9k not including all the blast finishers you can perform whilst this skill's water-field is active.
TOOL KIT
This is one of your main defensive skills. Gear Shield is a life saver against burst. A combination of this and with Elixir C means that you're hard to take down for both condi classes and high damage classes. In PvE this can be replaced with Flamethrower for might-stacking and damage or Elixir gun for support.
BOMB KIT - Can be replaced with Elixir C for more condi tanking
When this is in your spec, it's best to use this to push the Far point. You can get up to 12s of stealth on your own with all your blasts. With the fire field, you can also get up to 18 stacks of might.
Combining the Bomb kit with the Streamlined Kits trait in Tools gives you access to Magnet bomb. This bomb allows you to pull targets within a 240 radius to the centre of the bomb. It acts as an extra Crowd Control (CC) that you can use whilst doing other actions. So combine this with Big Ol Bomb (BoB) to make sure you land BoB or combine it with all your other bombs to make sure you land them as well.
ELIXIR C
Like I said earlier, you can replace Bomb Kit with Elixir C to improve your ability to bunker against condis. When using Elixir C, it's best to use Rifle in your build because that gives you more decap potential with Overcharged Shot. If you don't take Rifle, you'll find yourself taking a long time to actually decap a point.
THUMPER TURRET
Thumper Turret is your main blast finisher. In this one skill you can have 2 Blast finishers(4 if you have an enemy close to you). That gives you incredible healing potential and incredible buff potential. Like I said earlier, you can get 18 stacks of might or 12s of stealth, by performing a good combo of blasts in the smoke field or fire field of the bomb kit. It also plays a major part in your burst healing. The Thumper Turret being blasted in a water field on it's own makes up about 5k healing (or 10.0k healing if there's an enemy near you allowing you to proc the overcharge ability on the skill).
On top of being awesome enough to do all that, the Thumper Turret can also serve as a way to decap points in PvP. Placing it down in a fight comes as a surprise to your target and can pretty much guarantee that you'll decap a point.
SUPPLY CRATE
You can take Supply Crate or any of the other Elites. They each have their benefits. I mainly play with Supply Crate because of the Med Pack drop on the toolbelt, the water-field, smoke-field and double stun from supply crate.
ELIXIR X:
This gives you the ability to turn other people into Moas whilst giving you the ability to turn yourself into a Rampaging Juggernaut or a Tornado. The Tornado gives you the ability to decap whilst the juggernaut gives you a safe way to stomp enemies or resurrect allies. This is one that I always consider using because of how effective it is in Team fights.
MORTAR KIT
Mortar kit provides you with survivability through a large waterfield, blind field and poison field which you can blast in to apply weakness to enemies around you. It's effective for that but it lacks the control capabilities of the other two elites which makes it a low priority choice in my build.
Traits
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.
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
INVENTIONS
ADEPT
Auto-Defence Bomb Dispenser:
This trait is great in combination with the protection you get from Protection Injection. When you get CC'ed but of these traits will proc and Auto-Defence Bomb Dispenser will blind the targets whilst the protection will reduce the damage that does hit you. You can replace this trait with Automated Medical Response when it finally gets fixed or Over-shield if you feel more comfortable with that.
MASTER
Soothing Detonation
This trait helps with your burst healing. With Thumper Turret you can get 3 blast finishers. Blast these in water fields and they can heal you for 1585 with Settlers, combine that with Soothing detonation which heals you for 555 and that's 2140 for every blast. You can replace this trait with Mecha Legs. Mecha Legs allows you to deal with the bane of every engie, the immob. Reducing the duration of immob can do a lot for our bunkering capabilities because it means your enemies can't pin you down for very long.
Experimental Turrets is also functional in this build. With the Scrapper trait line (Recovery Matrix) replacing the Tools trait line, you would be able to maintain infinite Protection on yourself with Experimental Turrets. At least until Anet realizes that and possibly nerfs it.
GRANDMASTER
Advanced Turrets
Advanced turrets works well in PvP because it allows you to counter foes who use projectiles like Warriors, Engies and Rangers. The projectile deflection gives you a better ability to bunker against them.
You can replace this trait with Bunker Down. When I use Bunker Down I trake Sigil of Intelligence in order to proc it reliably. Bunker down combined with healing turret gives you near infinite regen. This in conjunction with Backpack regenerator in Alchemy gives you good sustain.
Medical Dispersion Field
This trait is now great in all game modes as it basically increases your healing output by 20%. The radius of effectives is small but the 20% given to all nearby allies in addition to the healing you can already do in an AoE, allows this trait to be more poweful. From just using a blast finisher, which as I said earlier is 1585 health, you can increase that by 20% (317)which means your ally will be healed for 1902. The 20% increase also increases Soothing detonation which means that Soothing Detonation now heals for 666 in addition to Blast Finishers healing for 1902 = 2568 from blasting a field. And let's not forget we have tons of blast finishers in this spec. Very good in PvE but Advanced Turrets is better in PvP for those situations that deal with projectiles, as described earlier.
ALCHEMY
ADEPT
Protection Injection
This serves as an additional way to gain protection alongside the other ways mentioned above. Invigorating Speed will only work if you're gaining swiftness every 5 seconds. As you aren't gaining swiftness that often then it doesn't really work that well in this spec.
MASTER
Backpack Regenarator
Great for increasing your sustain. Alongside the amount of regeneration you can get from Bunker Down, this trait does a lot to increase your survivability. You can take Self-Regulating Defences but this ability can do you more damage than it helps because if it procs while you have conditions, you can't cleanse the conditions until you leave this mode, and sometimes you're just about to heal and it procs interrupting your heal and almost guaranteeing your death. So I don't use it because of that risk. When it procs it means you're invulnerable, almost guaranteeing that you'll give the point away for decap, which you don't want.
GRANDMASTER
Stimulant Supplier
This is an extra heal on top of your normal heal. It just adds to your overall sustain and survivability. The conditions it cleanses usually act as cover conditions so this trait allows you to deal with conditions a lot better. HGH wouldn't work in this build because you don't have many elixirs unless you're running Elixir C in place of Bomb Kit when going up against Necros. And even then I wouldn't suggest this trait for this spec.
Iron Blooded can work with this spec, you have infinite swiftness, regen on a regular interval, protection from Protection injection, Fury from both Stimulat Supplier and Reactive Lenses, Vigor when you use toolbelt skills and might + retaliation from Elixir B when it procs at 75% health (alchemy minor trait). That's 7 boons on a regular interval which adds up to 14% damage reduction + 33% from protection = 47% damage reduction. That being said, some of these boons don't come on as often so, at most you'll have about 6-8% damage reduction.
TOOLS
ADEPT
Reactive Lenses
This trait can act as an additional stun break or a good way to deal with thieves, Eles and blind spam mesmers. When it procs as a stun break it procs alongside Auto-Defence Bomb Dispenser, giving you a safe area to stand in whilst you pummel your foe for attempting to attack you. It also gives you fury which adds to your potential damage and gives you a better chance to proc bunker down.
Power Wrench
This reduces the cooldown of your Tool kit skills. This can be useful in cases where you are dealing with a lot of burst classes and you want to have that Gear shield off cooldown fast.
MASTER
Streamlined Kits
This is the best trait in this line because first off, the other two traits won't help your bunkering capabilities at all. For instance if you used lock-on, you might actually aid your target in holding a point rather than forcing them to stealth so they can give it away. SK also gives you swiftness and the ability to proc a skill when you swap to a kit, which is great with bomb kit because of the magnetic bomb that pulls targets. Additional CC that can interrupt foes mid-burst.
GRANDMASTER
Kinetic Charge This trait allows you to drop two big ol bombs or drop, two lots of bandages on the ground for allies to pick up after a successful dodge. The double Big Ol Bomb is quite useful for making your enemies feel like they can't do anything on point and the double bandages are good for sustain.
You can replace Kinetic Charge with Adrenal Implant which would give you faster endurance regen. Improving your survivability overall in a team fight.
You can replace Inventions with Scrapper when the expansion launches taking, Recovery Matrix, Rapid Regeneration and Adaptive Armour or Perfectly Weighted depending on what you're up against.
III. Stat Specifics & Effects
Primary Stats
- Health 15922 (+0)
- Vitality 1000 (+0)
- Armor 3325 (+1200)
- Toughness 2200 (+1200)
- Attack 1969 (+0)
- Power 1000 (+0)
- Critical Hit 4% (+4%)
- Precision 1000 (+0)
Secondary Stats
- Boon Duration 20% (+20%)
- Condition Damage 900 (+900)
- Damage 969 (+0%)
- Defense 1125 (+0)
- Healing Power 1075 (+1075)
Boons
Conditions
Control
Fields & Finishers
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Healing Power: 25
- 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds)
- Healing Power: 50
- When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.
- Healing Power: 100
- When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
- Healing Power: 25
- 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds)
- Healing Power: 50
- When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.
- Healing Power: 100
- When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
- Healing Power: 25
- 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds)
- Healing Power: 50
- When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.
- Healing Power: 100
- When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
- Healing Power: 25
- 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds)
- Healing Power: 50
- When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.
- Healing Power: 100
- When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
- Healing Power: 25
- 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds)
- Healing Power: 50
- When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.
- Healing Power: 100
- When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
- Healing Power: 25
- 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds)
- Healing Power: 50
- When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.
- Healing Power: 100
- When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Rune Stat Totals
- Healing Power 175
Rune Bonuses
PvP Rune of the Flock- Healing Power: 25
- 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds)
- Healing Power: 50
- When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.
- Healing Power: 100
- When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Accessories & Jewels
Accessory Totals
- Toughness:1200
- Condition Damage:900
- Healing Power:900
Weapon Set Sigils
- Weapon Strength: 876-1029
- Weapon Strength: 806-909
Weapon Defense: 61