Engineer - Celelixir w/ Flamethrower

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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Designed for:

Overview

Combining the rifle, elixirs, and flamethrower for direct and condition dps, offensive/defensive support, and control (two knockbacks!). This build provides decent aoe condi cleanse, good aoe pressure, and high personal might stacks.

Skill Bar

RifleHealingUtilityElite

Specializations

Variants

  • Grandmaster Top,
    Juggernaut Juggernaut
    Trait VII.pngJuggernaut
    Gain a stack of might for 15s and a stack of stability for 3s every 3 seconds while using the Flamethrower
    , provides stability with flamethrower. You will also lose about 1/3rd of your overall damage. Remember you have active stability with
    Toss Elixir B Toss Elixir B
    ½Activation.png
    25Recharge.png
    Toss Elixir B
    Elixir. Toss Elixir B at a location, granting stability and one of the following boons to allies: fury, might, retaliation, or swiftness.
    Stability.png3Stability (4s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
    Fury.pngFury (10s): 20% Critical Chance
    Might.pngMight (30s): 30 Power, 30 Condition Damage
    Retaliation.pngRetaliation (10s): Reflect incoming damage back to its source.
    Swiftness.pngSwiftness (10s): 33% Movement Speed
    Radius.pngRadius: 180
    Range.pngRange: 900
    (and possibly twice if you proc
    Kinetic Charge Kinetic Charge
    Trait VII.pngKinetic Charge
    After evading a strike the next toolbelt skill you use is recharged instantly. This trait has a 20 second internal cooldown
    ). You can always activate your elite elixir for more stability. But this variant will make stomping classes even easier.




Equipment

Rifle.png
I.png
Superior Sigil of Battle
9Recharge.png
Superior Sigil of Battle.pngSuperior Sigil of Battle
Gain 2 stacks of might (20 seconds) when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Doom
9Recharge.png
Superior Sigil of Doom.pngSuperior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
I.png
Superior Rune of Hoelbrak
Superior Rune of Hoelbrak.pngSuperior Rune of Hoelbrak
(1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 25% chance when struck to gain might for 10 seconds. (Cooldown: 5s) (5): +100 Power (6): +20% Might Duration; -20% condition duration applied to you.
Celestial Amulet
Celestial Amulet.pngCelestial Amulet
+460 Power +460 Precision +460 Toughness +460 Vitality +460 Ferocity +460 Healing Power +460 Condition Damage

Variants

Amulet

  • Consider Soldier's Amulet if taking Juggernaut in Firearms. You lose considerable condition pressure and this amulet can synergize better with that set up. (If you do this, change Doom Sigil to Intelligence. Abuse it on Rifle 3/5 and FT 2.)

Usage

  • Incendiary Ammo Incendiary Ammo
    50Recharge.png
    Incendiary Ammo
    Burn foes with your next three attack.
    Burn.png2Burning (3s): 786 Damage
    Duration.pngIncendiary Ammo Duration: 45 seconds
    is best applied with flamethrower's auto attack. Try to make sure the enemy has most of their cleanses on cooldown (including evades).
  • You can activate flame thrower kit and
    Smoke Vent Smoke Vent
    20Recharge.png
    Smoke Vent
    Vent smoke from your flamethrower blinding nearby foes.
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 180
    while finishing a player without interrupting the finisher. It can also be used while stunned.
  • Use
    Toss Elixir B Toss Elixir B
    ½Activation.png
    25Recharge.png
    Toss Elixir B
    Elixir. Toss Elixir B at a location, granting stability and one of the following boons to allies: fury, might, retaliation, or swiftness.
    Stability.png3Stability (4s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
    Fury.pngFury (10s): 20% Critical Chance
    Might.pngMight (30s): 30 Power, 30 Condition Damage
    Retaliation.pngRetaliation (10s): Reflect incoming damage back to its source.
    Swiftness.pngSwiftness (10s): 33% Movement Speed
    Radius.pngRadius: 180
    Range.pngRange: 900
    before
    Overcharged Shot Overcharged Shot
    15Recharge.png
    Overcharged Shot
    Fire a blast so strong it launches your foe as you fall backward and cures immobilized, crippled, and chilled.
    Damage.pngDamage: 244
    Launch.pngFoe Launch Distance: 450
    Knockback.pngSelf Knockback Distance: 300
    Range.pngRange: 600
    to knockback your target without being self-knocked back. You can follow up with flamethrower's
    Air Blast Air Blast
    ½Activation.png
    15Recharge.png
    Air Blast
    Push back foes and projectiles with a hot air blast.
    Knockback.pngKnockback: 400
    Book.pngNumber of Targets: 5
    Duration.pngExtends Burning Duration: 2 seconds
    Range.pngRange: 300
    for a second knockback.
  • Your elixirs thrown will cure a condition off yourself and allies. Be sure to provide stability for them if they are stomping or against cc heavy classes like hammer/rampage warrior.
  • Toss Elixir X Toss Elixir X
    ½Activation.png
    120Recharge.png
    Toss Elixir X
    Elixir. Toss your Elixir X, transforming enemies at the location into moas.
    Morphed.pngMorphed (3s): Transformed into a moa bird.
    Book.pngNumber of Targets: 3
    Range.pngRange: 900
    removes elite transformations like Rampage, Lich Form, Plague, but also even Death Shroud (If a necro is very close to being down and pops full death shroud, you can moa them). Moa transformation does not interrupt the current action (finishing/ressing) but does prevent players from starting those actions. If you moa a bunker guard they will be unable to pop their dome on res.
  • Don't forget the additional heal you can get with
    Regenerating Mist Regenerating Mist
    ¼Activation.png
    21Recharge.png
    Regenerating Mist
    Release a mist of healing liquid to regenerate nearby allies.
    Regeneration.png2Regen (3s): 780 Heal
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 480
    Combo.pngCombo Field: Water
    and
    Flame Blast Flame Blast
    ½Activation.png
    6Recharge.png
    Flame Blast
    Fire a napalm ball that rolls through foes and explodes.
    Damage.pngDamage: 247
    Book.pngNumber of Targets: 5
    Range.pngRange: 600
    Detonate Flame Blast Detonate Flame Blast
    Detonate Flame Blast
    Detonate your napalm ball.
    Damage.pngBlast Damage: 576
    Book.pngNumber of Targets: 5
    Radius.pngBlast Radius: 240
    Combo.pngCombo Finisher: Blast
    . Timing and practice are needed to get it right (it is a water field for one second only). But this will provide a secondary heal when your main skill is on cooldown.
  • Kinetic Charge works best if used based on the situation - For example: Extra damage -
    Incendiary Ammo Incendiary Ammo
    50Recharge.png
    Incendiary Ammo
    Burn foes with your next three attack.
    Burn.png2Burning (3s): 786 Damage
    Duration.pngIncendiary Ammo Duration: 45 seconds
    , res/spike/escape -
    Toss Elixir S Toss Elixir S
    ½Activation.png
    50Recharge.png
    Toss Elixir S
    Elixir. Toss Elixir S, granting stealth to allies in target area.
    Stealth.pngStealth (5s): Invisible to foes.
    Radius.pngRadius: 180
    Range.pngRange: 900
    or group fight impact
    Toss Elixir X Toss Elixir X
    ½Activation.png
    120Recharge.png
    Toss Elixir X
    Elixir. Toss your Elixir X, transforming enemies at the location into moas.
    Morphed.pngMorphed (3s): Transformed into a moa bird.
    Book.pngNumber of Targets: 3
    Range.pngRange: 900
  • A well-timed
    Air Blast Air Blast
    ½Activation.png
    15Recharge.png
    Air Blast
    Push back foes and projectiles with a hot air blast.
    Knockback.pngKnockback: 400
    Book.pngNumber of Targets: 5
    Duration.pngExtends Burning Duration: 2 seconds
    Range.pngRange: 300
    can reflect important projectiles such as
    Rapid Fire Rapid Fire
    Activation.png
    10Recharge.png
    Rapid Fire
    Fire multiple arrows at your foe.
    Damage.png10Damage: 1400
    Vulnerability.png10Vulnerability (10s): 10% Incoming Damage
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 1,500
    or
    Grenade Barrage Grenade Barrage
    ½Activation.png
    30Recharge.png
    Grenade Barrage
    Throw several grenades at once.
    Damage.pngDamage: 122
    Book.pngNumber of Grenades: 6
    Radius.pngExplosion Radius: 150
    Range.pngRange: 1,200

Counters

Has a harder time against direct damage burst such as thieves, mesmers, power rangers. Thieves can steal your stability, but it's still worth trying to use it while they are in stealth just in case (plus you get other boons). Mantra mesmer can strip your stability with shatters as well making them exceptionally hard to track. Revealing them is also harder considering the clones that can be hit first. Power Rangers are strong from range as you have few counters from that distance.

Top Streamers

Build rating - 3 stars
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4 Ratings
0 stars
Goruu gave this build 0 stars October 2015

I see no point of this build when Soldier rifle is better.

0 stars
CGSN gave this build 0 stars September 2015

Really on the edge of what I'd rate as "good", but falls short in few places.

+ I'm a big fan of Elixir B with rifle, since the 4 sets up combos nicely. Rifle scales great with power.

+ Getting Incendiary Ammo on Kinetic Charge sets up huge burst.

- Even with 10+ might stacks though, the damage is not high on either end and relies a bit too much on your opponent to not cleanse off the burning. Without a grenade or mortar kit, the number of covering conditions you can place for the burning is paltry. The main thing this build does that is even slightly "unfair" (which is something I look for in good builds) would be the burning output, but the stats aren't set up to maximize that. In essence, my main criticism is that this build trades off the main win condition of the Rabid Burning set (massive damage burns to finish fights quickly) for the CC of rifle.

In short, when I played this, I felt just as squishy as the Rabid P/P version of this build (a bit more so, even). The extra health and healing power didn't make up for the large loss of damage (even with the might stacks). This will hold even more true once the balance patch hits tomorrow, giving Pistol 1 a 50% bleed increase and upping the reliability of Magnet.

This build may be worth revisiting once Scrapper comes out to take full benefit of Hammer's autoattack. Moving from ~10-15 might stacks to 25 may bring the damage to "unfair".

5 stars
Toeofdoom gave this build 5 stars September 2015

Heavy burst burning and extra utility make this a useful variant that some enemies have trouble dealing with. Unfortunately the long cooldown of incendiary ammo means you're relying on power damage the rest of the time - it also has less defense due to the amulet and lack of toolkit. As a result soldier rifle seems to do better in extended fights.

1 More Rating
5 stars
Chase gave this build 5 stars September 2015

The utility of flamethrower and elixirs makes this build fill a lot of different roles. It lacks a bit in mobility but thanks to rifle and perma swiftness it is above average. The knockbacks on rifle/flamethrower and the abuse of high burning stacks makes this build viable for poking in the early game. Rifle auto is a good start thanks to incendiary powder. Keeps a lot of the themes from the meta soldier rifle build but puts a cele/condi twist on it.

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