Engineer PvE | Dungeon Pistol/Pistol | Damage Core Cond Eng
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Table of Contents
Summary
Core version of the cond eng build, for end-game content.
I. Weapons and Skills
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 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: 480
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 s
- 0Vigor: 2 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.
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.
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.
III. Stat Specifics & Effects
Primary Stats
- Health 16322 (+400)
- Vitality 1040 (+40)
- Armor 2118 (+0)
- Toughness 1000 (+0)
- Attack 3041 (+961)
- Power 1961 (+961)
- Critical Hit 51% (+51%)
- Precision 1984 (+984)
Secondary Stats
- Bleeding Duration 33% (+33%)
- Condition Damage 1616 (+1616)
- Condition Duration 25% (+25%)
- Damage 1080 (+0%)
- Defense 1118 (+0)
- Endurance Regeneration 50% (+50%)
Boons
Conditions
Control
Fields & Finishers
Combo
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Duration:
Utility Nourishment
Duration:
Armor & Runes
Verata's Visage
- Defense: 102
- Condition Damage: 63
- Power: 45
- Precision: 45
Superior Rune of the Nightmare
- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 100
- 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
Verata's Shoulderguard
- Defense: 102
- Condition Damage: 47
- Power: 34
- Precision: 34
Superior Rune of the Nightmare
- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 100
- 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
Verata's Guise
- Defense: 355
- Condition Damage: 141
- Power: 101
- Precision: 101
Superior Rune of the Nightmare
- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 100
- 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
Verata's Grips
- Defense: 165
- Condition Damage: 47
- Power: 34
- Precision: 34
Superior Rune of the Nightmare
- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 100
- 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
Verata's Leggings
- Defense: 229
- Condition Damage: 94
- Power: 67
- Precision: 67
Superior Rune of the Trapper
- Condition Damage: 25
- The duration of conditions you apply last 10% longer.
- Condition Damage: 50
- When you use a trap skill, you gain 3 seconds of super speed.
- Condition Damage: 100
- Gain 3 seconds of Stealth when using a trap skill.
Verata's Striders
- Defense: 165
- Condition Damage: 47
- Power: 34
- Precision: 34
Superior Rune of the Trapper
- Condition Damage: 25
- The duration of conditions you apply last 10% longer.
- Condition Damage: 50
- When you use a trap skill, you gain 3 seconds of super speed.
- Condition Damage: 100
- Gain 3 seconds of Stealth when using a trap skill.
Armor Stat Totals
- Defense 1118
- Condition Damage 539
- Condition Duration 15%
- Power 315
- Precision 315
Rune Bonuses
Superior Rune of the Nightmare- Condition Damage: 25
- Condition Duration: 5%
- Condition Damage: 50
- Condition Duration: 10%
- Condition Damage: 25
- The duration of conditions you apply last 10% longer.
Accessories & Jewels
(Infused)
(Infused)
(Infused)
Accessory Totals
- Power:466
- Precision:489
- Condition Damage:629
- Vitality:40
Weapon Set Sigils
Verata's Revolver
- Weapon Strength: 920-1080
- Condition Damage: 125
- Power: 90
- Precision: 90
Verata's Revolver
- Weapon Strength: 920-1080
- Condition Damage: 125
- Power: 90
- Precision: 90
Superior Sigil of Malice
+10% Condition Duration
Sigil of Superior Geomancy
You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Weapon Set I
Superior Sigil of Malice+10% Condition Duration
Sigil of Superior GeomancyYou bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Verata's Harpoon Gun
- Weapon Strength: 950-1050
- Condition Damage: 125
- Power: 90
- Precision: 90
Superior Sigil of Malice
+10% Condition Duration
Water Weapon I
Superior Sigil of Malice+10% Condition Duration
V. Basic Gameplay
Main Skill Rotation
Is not a ez rotation, what i wrote there is the basics of that you main focus is keep burning with Napalm, Fire Bomb and Blowtorch Always that those are out of cd, in between you should be spamming granades.