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Overview
This WvW roaming build is a strong and effective build for engineers to use in WvW. It has great burst healing, condis, stable utility, and decent toughness
To maximize this build, it is recommended that this be adjusted into your own personal variant.
Skill Bar
First Weapon set
Pistol/Shield
Utility
Elite
½
Fragmentation Shot
1¾
10
Poison Dart Volley
15
Static Shot
3
30
Magnetic Shield
Create a magnetic field that reflects projectiles and can be released to push back foes.
Duration: 3 seconds
1½
40
Static Shield
Electrify your shield, preparing to throw it at foes. If you are hit, the shield discharges, stunning your nearby attackers.
Stun (1s): Unable to use skills or move.
Block Duration: 1.5 seconds
½
20
Healing Turret
Weapon Kit. Equip a kit that gives you a variety of tools.
1
180
Supply Crate
Kits
½
Smack
¾
10
Box of Nails
½
15
Pry Bar
3
20
Gear Shield
Block attacks.
Duration: 3 seconds
1¼
25
Magnet
Pull your target to you.
Range: 1,200
Unblockable
½
Bomb
½
10
Fire Bomb
½
18
Concussion Bomb
½
25
Smoke Bomb
½
25
Glue Bomb
½
Grenade
½
5
Shrapnel Grenade
½
10
Flash Grenade
½
20
Freeze Grenade
½
25
Poison Grenade
Skill Variants
The first
slot is for your primary kit:
Grenade Kit Device Kit. Equip a kit that replaces your weapon with grenade skills.
or
Bomb Kit Device Kit. Equip a kit that replaces your weapon with bomb skills.
:
The Second
slot is for extra utility. Viable options are:
Elixir S 60
Elixir S
- this provides a powerful 3 second invulnerability in addition to
Toss Elixir S ½
50
Toss Elixir S
, which grants you
Stealth. Very useful for stomping/ressing.
Slick Shoes 45
Slick Shoes
- stunbreaker on toolbelt and a CC.
Rocket Boots ¾
20
Rocket Boots
- for mobility and a blast finisher.
Specializations
Can't find such trait "Engineer"! Please refer to our trait index
Can't find such trait "Engineer"! Please refer to our trait index
Can't find such trait "Engineer"! Please refer to our trait index
Can't find such trait "Engineer"! Please refer to our trait index
Can't find such trait "Engineer"! Please refer to our trait index
Can't find such trait "Engineer"! Please refer to our trait index
Can't find such trait "Engineer"! Please refer to our trait index
Can't find such trait "Engineer"! Please refer to our trait index
Can't find such trait "Engineer"! Please refer to our trait index
Can't find such trait "Engineer"! Please refer to our trait index
Weapons
First Weapon Set
- Pistol
- Stats: Rabid/Dire
Superior Sigil of Torment 5 Superior Sigil of Torment 50% Chance on critical: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5s)
- Shield
- Stats: Rabid/Dire
Superior Sigil of Bursting Superior Sigil of Bursting Adds 6% to current condition damage.
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Sigil Variants
Stat Sigils to replace
Superior Sigil of Bursting
Superior Sigil of Bursting Adds 6% to current condition damage.
:
Superior Sigil of Battle 9
Superior Sigil of Battle Gain 2 stacks of might (20 seconds) when you swap to this weapon while in combat. (Cooldown: 9s)
easy to maintain 6 stacks of
Might.
Superior Sigil of Corruption
Superior Sigil of Corruption Gain a charge of +10 condition damage each time you kill a foe, five if you kill an enemy player.
- at max stacks, this sigil provides 250 condition damage
- However, it is relatively easy to lose your stacks in WvW, via going underwater or being downed.
Offensive Sigils to replace
Superior Sigil of Torment 5
Superior Sigil of Torment 50% Chance on critical: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5s)
:
Superior Sigil of Geomancy 9
Superior Sigil of Geomancy Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Hydromancy 9
Superior Sigil of Hydromancy Damage nearby foes and chill them for 2 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
- this sigil has a good synergy with the combo-chain of
Magnet 1¼
25
Magnet
Pull your target to you.
Range: 1,200
Unblockable
-->
Big Ol' Bomb ½
25
Big Ol' Bomb
-->
Bomb Kit Device Kit. Equip a kit that replaces your weapon with bomb skills.
.
Defensive Sigils to replace either one:
Superior Sigil of Cleansing 9
Superior Sigil of Cleansing Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
- the current champion of defensive options for full-rabid engineers.
- Compared to
Superior Sigil of Generosity 9
Superior Sigil of Generosity 60% chance to transfer a condition to your foe on a critical hit. (Cooldown: 9s)
, the biggest advantage this sigil has is that you can somewhat choose when to remove that one condition.
Superior Sigil of Generosity 9
Superior Sigil of Generosity 60% chance to transfer a condition to your foe on a critical hit. (Cooldown: 9s)
- while not the best pure-defensive sigil, this sigil makes up by providing offensive potential in being able to transfer strong conditions like
Burn or even Fear.
- The drawback is that this is random, thus you might transfer useless conditions such as 1 stack of 0.
Equipment
Armor
- Stats: Rabid
Superior Rune of Perplexity Superior Rune of Perplexity (1): +25 Condition Damage (2): +10% Confusion Duration (3): +50 Condition Damage (4): 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25s) (5): +100 Condition Damage (6): +20% Confusion duration; when you use a heal skill, inflict 3 stacks of confusion in an area for 6 seconds. (Radius: 240, Cooldown: 15s)
- Stats: Rabid
Superior Rune of Perplexity Superior Rune of Perplexity (1): +25 Condition Damage (2): +10% Confusion Duration (3): +50 Condition Damage (4): 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25s) (5): +100 Condition Damage (6): +20% Confusion duration; when you use a heal skill, inflict 3 stacks of confusion in an area for 6 seconds. (Radius: 240, Cooldown: 15s)
- Stats: Rabid
Superior Rune of Perplexity Superior Rune of Perplexity (1): +25 Condition Damage (2): +10% Confusion Duration (3): +50 Condition Damage (4): 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25s) (5): +100 Condition Damage (6): +20% Confusion duration; when you use a heal skill, inflict 3 stacks of confusion in an area for 6 seconds. (Radius: 240, Cooldown: 15s)
- Stats: Rabid
Superior Rune of Perplexity Superior Rune of Perplexity (1): +25 Condition Damage (2): +10% Confusion Duration (3): +50 Condition Damage (4): 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25s) (5): +100 Condition Damage (6): +20% Confusion duration; when you use a heal skill, inflict 3 stacks of confusion in an area for 6 seconds. (Radius: 240, Cooldown: 15s)
- Stats: Rabid
Superior Rune of Perplexity Superior Rune of Perplexity (1): +25 Condition Damage (2): +10% Confusion Duration (3): +50 Condition Damage (4): 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25s) (5): +100 Condition Damage (6): +20% Confusion duration; when you use a heal skill, inflict 3 stacks of confusion in an area for 6 seconds. (Radius: 240, Cooldown: 15s)
- Stats: Rabid
Superior Rune of Perplexity Superior Rune of Perplexity (1): +25 Condition Damage (2): +10% Confusion Duration (3): +50 Condition Damage (4): 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25s) (5): +100 Condition Damage (6): +20% Confusion duration; when you use a heal skill, inflict 3 stacks of confusion in an area for 6 seconds. (Radius: 240, Cooldown: 15s)
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Accessories
- Stats: Rabid/Dire
- Stats: Rabid/Dire
- Stats: Rabid/Dire
- Stats: Rabid/Dire
- Stats: Rabid/Dire
- Stats: Rabid/Dire
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Equipment Variants
Superior Rune of Balthazar
Superior Rune of Balthazar (1): +25 Condition Damage (2): +10% Burning Duration (3): +50 Condition Damage (4): +20% Burning Duration (5): +100 Condition Damage (6): +20% Burning Duration; +10% maximum health.
Superior Rune of the Undead
Superior Rune of the Undead (1): +25 Condition Damage (2): +35 Toughness (3): +50 Condition Damage (4): +65 Toughness (5): +100 Condition Damage (6): 7% of toughness is converted to Condition Damage.
Superior Rune of the Nightmare
Superior Rune of the Nightmare (1): +25 Condition Damage (2): +5% Condition Duration (3): +50 Condition Damage (4): +10% Condition Duration (5): +100 Condition Damage (6): When you use an elite skill, deliver an attack (240 radius) that blinds enemies and transfers one condition.(Cooldown: 45s)
Usage
- With two kits and your pistol, you have a significant number of skills and combos at your disposal. Learn when to use each one to achieve success - reacting to changing battle circumstances is key.
Gear Shield 3
20
Gear Shield
Block attacks.
Duration: 3 seconds
and
Static Shield 1½
40
Static Shield
Electrify your shield, preparing to throw it at foes. If you are hit, the shield discharges, stunning your nearby attackers.
Stun (1s): Unable to use skills or move.
Block Duration: 1.5 seconds
can be used defensively or offensively by making you immune to most enemy attacks. Closing the distance while your shield is up is an easy way to bait an attack to stun with
Static Shield 1½
40
Static Shield
Electrify your shield, preparing to throw it at foes. If you are hit, the shield discharges, stunning your nearby attackers.
Stun (1s): Unable to use skills or move.
Block Duration: 1.5 seconds
or creating an opportunity for
Grenade Barrage ½
30
Grenade Barrage
or .
- Try not to start fights with
Magnet 1¼
25
Magnet
Pull your target to you.
Range: 1,200
Unblockable
, as most players are aware of its animation and will dodge accordingly. This can be used to your advantage by cancelling the cast and baiting out a dodge before the fight starts.
- Magnet pull in particular is an excellent primer to get off some of your stronger abilities. is the most common follow-up.
Rocket Kick ½
17
Rocket Kick
works as a replacement and
Big Ol' Bomb ½
25
Big Ol' Bomb
(placed beforehand) is a nice CC combo.
Static Shot 15
Static Shot
is a common opener to fights, as it is a ranged blind and cleansing it will proc confusion damage.
- For more intrepid players,
Magnet 1¼
25
Magnet
Pull your target to you.
Range: 1,200
Unblockable
can be combined with
Big Ol' Bomb ½
25
Big Ol' Bomb
or
Magnetic Inversion to throw enemies off cliffs. Traiting for
Accelerant-Packed Turrets
Accelerant-Packed Turrets
also allows your
Healing Turret ½
20
Healing Turret
to knock enemies over the edge.
Bomb Kit Device Kit. Equip a kit that replaces your weapon with bomb skills.
:
- Bombs have much more kiting potential than grenades in close-quarters due to
Smoke Bomb ½
25
Smoke Bomb
, , and
Big Ol' Bomb ½
25
Big Ol' Bomb
. Combine with
Box of Nails ¾
10
Box of Nails
to slow down pursuers if you're disengaging or to kite melee attackers endlessly. Punish any chasers with Fire Bomb or Concussion Bomb.
- Your blast finishers consist of
Big Ol' Bomb ½
25
Big Ol' Bomb
,
Magnetic Inversion ,
Detonate Healing Turret , and potentially
Rocket Boots ¾
20
Rocket Boots
. Combine one or multiple of these finishers with
Regenerating Mist ¼
21
Regenerating Mist
or
Cleansing Burst 15
Cleansing Burst
for healing or
Smoke Bomb ½
25
Smoke Bomb
for some stealth. Blasting is also an option if the extra might is needed.
- Note that if blasting for stealth while in the middle of combat, stick to using
Detonate Healing Turret and
Magnetic Inversion , as the other blast finishers will cause damage and put
Revealed on you.
Grenade Kit Device Kit. Equip a kit that replaces your weapon with grenade skills.
:
- Grenades have an easy time inflicting a plethora of conditions. They are used best at nearly max range or in close quarters. At medium ranges, stick to your pistol and force the enemy to distance themselves or close in.
Poison Grenade ½
25
Poison Grenade
is extremely useful against high-sustain classes like warriors and certain ranger variants, as the poison inflicted tends to be extremely long and the grenade is unblockable.
Flash Grenade ½
10
Flash Grenade
and
Freeze Grenade ½
20
Freeze Grenade
are crucial to keeping you alive in melee-range situations.
Counters
- Classes that utilize a lot of stability, blinds, and/or evades
- Heavy CC pressure
- Condition necromancers
- Other condition-based engineers (weak against itself)
Video Guides
Streamers
Comments