Build

Engineer - Seeker's Explosives

Basic.png

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.

Last modified: 1 Days ago.

Focused on: Direct damage.

Designed for:

Overview

A ranged engineer build, based on dealing tons of damages from afar boosted by high boon uptime.

Skill Bar

Regenerating Mist
¼Activation.png
21Recharge.png
Regenerating Mist
Release a mist of healing liquid to regenerate nearby allies.
Regeneration.png2Regeneration (3s): 780 Heal
Book.pngNumber of Targets: 5
Combo.pngCombo Field: Water
Radius.pngRadius: 480
Toss Elixir B
½Activation.png
25Recharge.png
Toss Elixir B
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
Book.pngNumber of Targets: 5
Radius.pngRadius: 180
Range.pngRange: 900
Toss Elixir S
45Recharge.png
Toss Elixir S
Toss Elixir S, granting stealth to allies in the target area.
Stealth.pngStealth (5s): Invisible to foes.
Book.pngNumber of Targets: 5
Radius.pngRadius: 180
Range.pngRange: 900
Grenade Barrage
½Activation.png
25Recharge.png
Grenade Barrage
Throw several grenades at once.
Damage.pngDamage: 133
Book.pngNumber of Grenades: 6
Book.pngNumber of Targets: 5
Radius.pngExplosion Radius: 120
Range.pngRange: 900
Orbital Strike
¾Activation.png
40Recharge.png
Orbital Strike
Call down energy from the sky to blast an area.
Damage.pngDamage: 354
Book.pngNumber of Targets: 5
Radius.pngRadius: 360
Book.pngUnblockable
Combo.pngCombo Finisher: Blast
Range.pngRange: 1,500
Rifle
Healing
Utility
Elite
Hip Shot
¾Activation.png
Hip Shot
Deliver a quick rifle shot from the hip that pierces targets.
Damage.pngDamage: 274
Book.pngNumber of Targets: 5
Combo.pngCombo Finisher: Physical Projectile (20% chance)
Range.pngRange: 1,200
Net Shot
10Recharge.png
Net Shot
Immobilize foes with a net shot.
Immobilize.pngImmobilize (2s): Unable to move.
Book.pngNumber of Targets: 1
Range.pngRange: 1,200
Blunderbuss
½Activation.png
10Recharge.png
Blunderbuss
Fire a cloud of shrapnel that causes more damage the closer you are to foes.
Damage.pngDamage within 0-250 Range: 675
Damage.pngDamage within 250-400 Range: 591
Damage.pngDamage within 400-550 Range: 501
Damage.pngDamage within 550-700 Range: 422
Bleeding.png4Bleeding within 0-250 Range (4s): 352 Damage
Bleeding.png3Bleeding within 250-400 Range (4s): 264 Damage
Bleeding.png2Bleeding within 400-550 Range (4s): 176 Damage
Bleeding.pngBleeding within 550-700 Range (4s): 88 Damage
Book.pngNumber of Targets: 5
Range.pngRange: 700
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: 422
Launch.pngFoe Launch Distance: 450
Knockback.pngSelf Knockback Distance: 300
Range.pngRange: 600
Jump Shot
1Activation.png
20Recharge.png
Jump Shot
Blast the ground, damaging nearby foes and leaping to your target.
Damage.pngLeap Damage: 380
Damage.pngLanding Damage: 759
Vulnerability.png3Vulnerability (7s): 3% Incoming Damage, 3% Incoming Condition Damage
Book.pngNumber of Targets: 5
Radius.pngRadius: 240
Combo.pngCombo Finisher: Leap
Range.pngRange: 800
Healing Turret
Not usable underwater.png
¾Activation.png
20Recharge.png
Healing Turret
Turret. Deploys a turret that heals you briefly, then regenerates you and your allies.
Healing.pngHealing: 2,520
Regeneration.pngRegeneration (3s): 390 Heal
Book.pngNumber of Targets: 5
Radius.pngRadius: 480
Elixir B
½Activation.png
40Recharge.png
Elixir B
Elixir. Drink Elixir B to gain fury, might, retaliation, and swiftness.
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
Elixir S
60Recharge.png
Elixir S
Elixir. Drink Elixir S to shrink yourself, recover from stun, and evade attacks.
Duration.pngDuration: 3 seconds
Book.pngPrevents Capture-Point Contribution
Breaks Stun.pngBreaks Stun
Grenade Kit
Grenade Kit
Device kit. Equip a kit that replaces your weapon with grenade skills.
Elite Mortar Kit
Not usable underwater.png
Elite Mortar Kit
Weapon kit. Equip the mortar kit.


Kits

Grenade Kit
Grenade
½Activation.png
Grenade
Throw several grenades that explode.
Damage.pngDamage: 117
Book.pngNumber of Grenades: 3
Book.pngNumber of Targets: 5
Radius.pngExplosion Radius: 120
Range.pngRange: 900
Shrapnel Grenade
½Activation.png
5Recharge.png
Shrapnel Grenade
Throw grenades that explode in a hail of shrapnel, causing bleeding.
Damage.pngDamage: 196
Bleed.pngBleeding (10s): 220 Damage
Book.pngNumber of Grenades: 3
Book.pngNumber of Targets: 3
Radius.pngExplosion Radius: 150
Range.pngRange: 900
Flash Grenade
½Activation.png
10Recharge.png
Flash Grenade
Throw grenades that explode in blinding flash.
Damage.pngDamage: 36
Blind.pngBlindness (5s): Next outgoing attack misses.
Book.pngNumber of Grenades: 3
Book.pngNumber of Targets: 3
Radius.pngExplosion Radius: 150
Range.pngRange: 900
Freeze Grenade
½Activation.png
20Recharge.png
Freeze Grenade
Throw grenades that chill foes with a frigid blast.
Damage.pngDamage: 178
Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
Book.pngNumber of Grenades: 3
Book.pngNumber of Targets: 5
Radius.pngExplosion Radius: 240
Range.pngRange: 900
Poison Grenade
½Activation.png
25Recharge.png
Poison Grenade
Throw several grenades that explode in poisonous cloud.
Damage.pngDamage: 178
Poison.pngPoison (8s): 268 Damage, -33% Heal Effectiveness
Book.pngNumber of Grenades: 3
Book.pngNumber of Targets: 3
Range.pngRange: 900
Unblockable.pngUnblockable
Elite Mortar Kit
Mortar Shot
½Activation.png
Mortar Shot
Launch an explosive round from your mortar, damaging foes in the target area.
Damage.pngDamage: 284
Book.pngNumber of Targets: 5
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 1,500
Poison Gas Shell
½Activation.png
12Recharge.png
Poison Gas Shell
Launch a mortar round that spreads poisonous gas in an area.
Damage.pngDamage: 226
Poison.pngPoison (2½s): 67 damage, -33% Healing Effectiveness
Book.pngNumber of targets: 5
Duration.pngDuration: 4 seconds
Radius.pngInterval: 1 second
Radius.pngRadius: 240
Combo.pngCombo Field: Poison
Range.pngRange: 1,500
Endothermic Shell
½Activation.png
20Recharge.png
Endothermic Shell
Launch a mortar round that chills foes in the target area.
Damage.pngDamage: 226
Chill.pngChill (1s): -66% Skill Recharge Rate, -66% Movement Speed
Book.pngNumber of targets: 5
Duration.pngDuration: 4 seconds
Radius.pngInterval: 1 second
Radius.pngRadius: 240
Combo.pngCombo Field: Ice
Range.pngRange: 1,500
Flash Shell
½Activation.png
25Recharge.png
Flash Shell
Launch a phosphorous mortar round that burns brightly at impact point.
Damage.pngDamage: 226
Blind.pngBlind (5s): Next Outgoing attack misses.
Book.pngNumber of targets: 5
Duration.pngDuration: 4 seconds
Radius.pngInterval: 1 second
Radius.pngRadius: 240
Combo.pngCombo Field: Light
Range.pngRange: 1,500
Elixir Shell
½Activation.png
30Recharge.png
Elixir Shell
Elixir. Launch a mortar round that heals allies the target area.
Heal.pngHealing: 370
Book.pngNumber of targets: 5
Duration.pngDuration: 4 seconds
Radius.pngInterval: 1 second
Radius.pngRadius: 240
Combo.pngCombo Field: Water
Range.pngRange: 1,500

Variants

Elite

  • Elixir X Elixir X
    1Activation.png
    105Recharge.png
    Elixir X
    Elixir. Drink Elixir X, becoming a rampaging brute or whirling tornado. Underwater become either a withering plague or a whirlpool.
    Tornado.pngTornado (15s): Transformed into a tornado.
    Rampage.pngRampage (20s): Assumed the form of a massive juggernaut.
    instead of
    Elite Mortar Kit Elite Mortar Kit
    Not usable underwater.png
    Elite Mortar Kit
    Weapon kit. Equip the mortar kit.
    - The mortar kit is very strong for various reasons: the water field, a blast finisher, a big slow field and a poison one for reducing healing on downed targets. However Elixir X is fun to play with: the Tornado Form has some fun cc's (for situation with many downed targets you don't want to be revived) and the Rampager offers high damage burst.
If you choose this variant you will lack somewhat of tankiness, and you're going to need to swap the
Elixir S Elixir S
60Recharge.png
Elixir S
Elixir. Drink Elixir S to shrink yourself, recover from stun, and evade attacks.
Duration.pngDuration: 3 seconds
Book.pngPrevents Capture-Point Contribution
Breaks Stun.pngBreaks Stun
with the
Elixir Gun Elixir Gun
Elixir Gun
Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
. The Elixir Gun replaces very well the Mortar Kit: it even brings more utility to the table (due its ability to clear condi from your allies); however it could not fit the original setup, because you don't really need another ranged weapon (you are using the Rifle) and the Elixir S gives you the unavoidable stomp/revive potential + survivability that the absence of the Scrapper specialization causes to the Engineer.

Traits

Tools
Optimized Activation
Optimized Activation.pngOptimized Activation
Using tool belt skills grants vigor.
Vigor.pngVigor (2s): +50% Endurance Regeneration
Static Discharge
Static Discharge.pngStatic Discharge
Discharge a bolt of lightning whenever you use a tool belt skill.

Reactive Lenses
Reactive Lenses.pngReactive Lenses
Activates utility goggles when blinded or disabled.

Power Wrench
Power Wrench.pngPower Wrench
Reduces recharge and improves damage for tool kit skills. Enhances turret-repairing skills.
Damage.pngDamage Increase: 10%
Radius.pngEffectiveness Increased: 100%
Book.pngRecharge Reduced: 33%
Mechanized Deployment
Mechanized Deployment.pngMechanized Deployment
Recharge of your tool belt skills is reduced.
Book.pngRecharge Reduced: 15%
Streamlined Kits
20Recharge.png
Streamlined Kits.pngStreamlined Kits
Equipping a kit creates an attack or spell and grants you swiftness.
Swiftness.pngSwiftness (20s): 33% Movement Speed

Lock On
Lock On.pngLock On
Striking a foe in stealth analyzes them.

Takedown Round
10Recharge.png
Takedown Round.pngTakedown Round
Striking a foe above the health threshold places a delayed explosive charge on them.
Radius.pngPercent: 50%
Excessive Energy
Excessive Energy.pngExcessive Energy
While at full endurance you deal additional damage.
Damage.pngDamage Increase: 10%
Kinetic Battery
40Recharge.png
Kinetic Battery.pngKinetic Battery
After evading a strike, your next tool belt skill is instantly recharged.
Kinetic Battery.pngKinetic Charge (8s): The next tool belt skill you use is instantly recharged.

Adrenal Implant
Adrenal Implant.pngAdrenal Implant
Endurance regeneration is increased.
Book.pngEndurance Regeneration Increase: 50%

Gadgeteer
Gadgeteer.pngGadgeteer
Build static charges when struck. At maximum charge level, your next gadget skill is overcharged and recharges faster.
Book.pngCharges: 5
Book.pngRecharge Reduced: 25%
Alchemy
Hidden Flask
40Recharge.png
Hidden Flask.pngHidden Flask
Drink an Elixir B when struck while below the health threshold.
Radius.pngHealth Threshold: 75%
Invigorating Speed
5Recharge.png
Invigorating Speed.pngInvigorating Speed
When you gain swiftness, you also gain vigor.
Vigor.pngVigor (5s): +50% Endurance Regeneration

Protection Injection
5Recharge.png
Protection Injection.pngProtection Injection
Gain protection whenever you are disabled. (stun, daze, knockdown, knockback, launch, float, sink, or fear).
Protection.pngProtection (3s): -33% Incoming Damage

Health Insurance
Health Insurance.pngHealth Insurance
Outgoing healing to allies is increased while using a med kit.
Book.pngHealth Insurance: 33% Outgoing Heal Effectiveness
Transmute
15Recharge.png
Transmute.pngTransmute
Incoming conditions have a chance to convert into boons.
Radius.pngPercent: 100%
Inversion Enzyme
Inversion Enzyme.pngInversion Enzyme
Elixir gun abilities that remove conditions now convert them into boons instead.

Self-Regulating Defenses
75Recharge.png
Self-Regulating Defenses.pngSelf-Regulating Defenses
Drink an Elixir S when you are struck while below the health threshold.
Radius.pngHealth Threshold: 25%

Backpack Regenerator
Backpack Regenerator.pngBackpack Regenerator
Regenerate health every second when using a kit.
Healing.pngHealing: 117
Alchemical Tinctures
Alchemical Tinctures.pngAlchemical Tinctures
Throwing or consuming elixirs removes conditions from those affected. Your boon duration is increased.
Book.pngConditions Removed: 1
Radius.pngDuration Increase: 20%
HGH
HGH.pngHGH
Elixirs grant might, have reduced recharge, and have increased duration.
Might.png2Might (15s): +60 Power, +60 Condition Damage
Book.pngRecharge Reduced: 20%
Radius.pngDuration Increase: 20%

Stimulant Supplier
10Recharge.png
Stimulant Supplier.pngStimulant Supplier
Drop a stim pack when you use a healing skill.

Iron Blooded
Iron Blooded.pngIron Blooded
Incoming damage is reduced for each boon you have.
Damage.pngDamage Reduction per Boon: 2%
Explosives
Evasive Powder Keg
10Recharge.png
Evasive Powder Keg.pngEvasive Powder Keg
Creates a bomb when you dodge.
Grenadier
Grenadier.pngGrenadier
Increase the throw velocity and blast radius of grenades.
Radius.pngRadius Increase: 60
Book.pngVelocity Increase: 100%

Explosive Descent
Explosive Descent.pngExplosive Descent
Release a barrage of grenades when you take falling damage. You take less damage from falling.
Damage.pngDamage Reduced: 50%

Glass Cannon
Glass Cannon.pngGlass Cannon
Damage increases when above health threshold.
Damage.pngDamage Increase: 5%
Radius.pngHealth Threshold: 90%
Steel-Packed Powder
Steel-Packed Powder.pngSteel-Packed Powder
Explosions cause vulnerability.
Vulnerability.pngVulnerability (5s): 1% Incoming Damage, 1% Incoming Condition Damage
Aim-Assisted Rocket
10Recharge.png
Aim-Assisted Rocket.pngAim-Assisted Rocket
Striking a foe occasionally tags it for a seeker rocket.
Book.pngChance on Hit: 33%

Shaped Charge
Shaped Charge.pngShaped Charge
Deal more damage to targets with vulnerability.
Damage.pngDamage Increase: 7%

Short Fuse
Short Fuse.pngShort Fuse
Bombs explode faster and have a faster cooldown.
Book.pngRecharge Reduced: 20%
Book.pngFuse Time: 1 second
Explosive Powder
Explosive Powder.pngExplosive Powder
Improves damage from explosions. Turrets explode and knock back foes when destroyed.
Damage.pngDamage Increase: 10%
Siege Rounds
Siege Rounds.pngSiege Rounds
Mortar rounds leave a longer-lasting combo field. Orbital Strike hits an additional time 1 second after the first hit.
Radius.pngDuration Increase: 50%

Shrapnel
Shrapnel.pngShrapnel
Explosions have a chance to cripple and cause bleeding.
Book.pngChance on Hit: 15%
Bleeding.pngBleeding (12s): 264 Damage
Crippled.pngCrippled (2s): -50% Movement Speed

Thermobaric Detonation
10Recharge.png
Thermobaric Detonation.pngThermobaric Detonation
Evasive Powder Keg is now a blast finisher.
Combo.pngCombo Finisher: Blast

Variants

  • Siege Rounds Siege Rounds
    Siege Rounds.pngSiege Rounds
    Mortar rounds leave a longer-lasting combo field. Orbital Strike hits an additional time 1 second after the first hit.
    Radius.pngDuration Increase: 50%
    - Allows you to benefit more from Mortar's fields and Orbital Strike at the cost of damage and pressure from grenades.


Equipment

Rifle.png
I.png
Superior Sigil of Air
3Recharge.png
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
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)
I.png
Superior Rune of the Herald
Superior Rune of the Herald.pngSuperior Rune of the Herald
(1): +25 Toughness (2): +5% Boon Duration (3): +50 Toughness (4): +10% Boon Duration (5): +100 Toughness (6): When using a heal skill, apply protection to nearby allies (360 radius). (Cooldown: 10 seconds)
Seeker's Amulet
Seeker's Amulet.pngSeeker's Amulet
+1050 Power +1050 Precision +560 Concentration +560 Ferocity

Variants

Sigils

  • Superior Sigil of Blood Superior Sigil of Blood
    5Recharge.png
    Superior Sigil of Blood.pngSuperior Sigil of Blood
    50% Chance on Critical: Steal Health. (Cooldown: 5s)
    instead of
    Superior Sigil of Air Superior Sigil of Air
    3Recharge.png
    Superior Sigil of Air.pngSuperior Sigil of Air
    50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
    for some Healing at the cost of the burst Air provides (especially with grenades)

Rune

  • Superior Rune of Surging Superior Rune of Surging
    Superior Rune of Surging.pngSuperior Rune of Surging
    (1): +25 Power (2): +5% Boon Duration (3): +50 Power (4): +10% Boon Duration (5): +100 Power (6): When you use an elite skill, you gain shocking aura for 5 seconds. (Cooldown: 45 seconds)
    - This variant is not really recommended, but if you feel like you need more power this is your choice. With this Rune you're going to loose a lot of survivability: you'll feel a lot squishier (considering you already were) without the extra toughness. Another reason not to use it is that the bonus power is not really worth, considering all the might uptime you have.

Amulet

  • Diviner's Amulet
    Diviner's Amulet.pngDiviner's Amulet
    +1050 Power +1050 Concentration +560 Precision +560 Ferocity
    - This amulet simply gives you the 100% boon duration cap at the cost of precision. Now, there is a Scrapper build based on boon duration here on Metabattle (a very good one, here's the link http://metabattle.com/wiki/Build:Scrapper_-_Diviner%27s_Quickness) : on THAT one the Diviner makes totally sense, but this build is more crit-orientated, so a 56% crit chance is not to waste, the 100% instead of 72% boon duration is simply not worth in our case.

Usage

General

  • This build is a more "Classic" variant to the Diviner Scrapper build I linked above: if you miss the old engi and the explosives, that's your build. Of course this build is not in the meta: stronger builds are going to bully you if you don't know how to properly outplay them. You will notice how the sinergy of this build is not really 100% perfect, but it still has its old fashioned style of playing, which makes it very fun, and if you are tired of the hammer (I know, it's hard to get tired of it, but sometimes it happens).
  • The build is based on dealing damage from afar: if you are thinking of going in the middle of the fight spamming grenades change build just close the page and forget it. You need to play this build somewhat like a necromancer: you stay away from fights unleashing storms of grenades to nuke down your targets. Remember to use your HGH procs to stack might before entering the fight. Of course people are going to chase you, and that's why you have your Elixir S, your water fields' healing, your slow fields and your rifle to kite them.
  • Using your
    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: 422
    Launch.pngFoe Launch Distance: 450
    Knockback.pngSelf Knockback Distance: 300
    Range.pngRange: 600
    with stability will knock back your opponent while NOT knocking you back too.
  • Use your
    Grenade Barrage Grenade Barrage
    ½Activation.png
    25Recharge.png
    Grenade Barrage
    Throw several grenades at once.
    Damage.pngDamage: 133
    Book.pngNumber of Grenades: 6
    Book.pngNumber of Targets: 5
    Radius.pngExplosion Radius: 120
    Range.pngRange: 900
    right after
    Net Shot Net Shot
    10Recharge.png
    Net Shot
    Immobilize foes with a net shot.
    Immobilize.pngImmobilize (2s): Unable to move.
    Book.pngNumber of Targets: 1
    Range.pngRange: 1,200
    to prevent your enemy from dodging the skill. Aim the center of the skillshot right on him to deal the most damage out of the ability. It hurts. A lot.

Sustain

  • Your
    Cleansing Burst Cleansing Burst
    Not usable underwater.png
    15Recharge.png
    Cleansing Burst
    Overcharge your healing turret, supplying a burst of healing that cures two conditions.
    Healing.pngHealing: 2,520
    Regeneration.pngRegeneration (5s): 650 Heal
    Book.pngConditions Removed: 2
    Book.pngNumber of Targets: 5
    Combo.pngCombo Field: Water
    Radius.pngRadius: 480
    is a water field, so if you press the Healing Skill's button twice and then
    Detonate Healing Turret Detonate Healing Turret
    Detonate Healing Turret
    Detonate your healing turret.
    Damage.pngDamage: 1,270
    Combo.pngCombo Finisher: Blast
    Radius.pngRadius: 120
    you'll get a bonus area healing (note that you need to press twice the button very fast, otherwise the water field will proc a second later, making the turret explode without giving you the bonus healing, which is a waste of cooldown).
  • You get bonus healing even if you shoot your
    Orbital Strike Orbital Strike
    ¾Activation.png
    40Recharge.png
    Orbital Strike
    Call down energy from the sky to blast an area.
    Damage.pngDamage: 354
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 360
    Book.pngUnblockable
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 1,500
    or
    Jump Shot Jump Shot
    1Activation.png
    20Recharge.png
    Jump Shot
    Blast the ground, damaging nearby foes and leaping to your target.
    Damage.pngLeap Damage: 380
    Damage.pngLanding Damage: 759
    Vulnerability.png3Vulnerability (7s): 3% Incoming Damage, 3% Incoming Condition Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Leap
    Range.pngRange: 800
    in the
    Elixir Shell Elixir Shell
    ½Activation.png
    30Recharge.png
    Elixir Shell
    Elixir. Launch a mortar round that heals allies the target area.
    Healing.pngHealing: 370
    Book.pngNumber of Targets: 5
    Duration.pngDuration: 4 seconds
    Radius.pngInterval: 1 second
    Combo.pngCombo Field: Water
    Radius.pngRadius: 240
    Range.pngRange: 1,500
    's water field (which also gives you might, for the record).

Timing these abilities wisely can grant you a lot of sustain that, considering your 15k hp, is going to help a lot.

Counters

  • Thieves for their high burst/chase potential
  • Necromancers
  • Power Berkerkers (they simply oneshot you)
60%
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3 Ratings
Bronze Medal - Basic
CGSN said this build was basic September 2016

I've played hundreds of games of the triple/quadruple kit bullshit expected of Engineers prior to HoT, so this was a very nice throwback to that playstyle. That being said, the core of this build (rifle/grenades) really fell as a victim to both the removal of Celestial amulet and the powercreep introduced by Heart of Thorns.

No way around it-- this build saw success on the back of Celestial amulet. The hybrid damage that blunderbuss, grenades, and mortar made it very hard to effectively counter, while a pre-nerf healing turret, Mortar 5, and Elixir Gun 5 all made incredible use of the healing power offered. Just enough vitality was there to make use of the armor on top of good amounts of protection.

Fast forward to this build. Seeker has higher direct damage, but no condition damage and no defensive stats at all. Running seeker and elixirs allows for easy might stacks, so your damage is higher. But no EG or Tool Kit means you have fewer defensive options and far less healing than before for a moderate damage increase. The old setup already had vulnerabilities to being focused, and this one is even weaker to that.

Seeker's (and Diviner's) amulets both give up 560/1050 of a stat, which is massive, so the benefit must be there. A bit more might and protection uptime doesn't even out with just having those stats in something else in the first place. Concentration is really of value if you can get considerable uptime on Resistance or Quickness.

Gold Medal - Great
Philmaca said this build was great August 2016

Great build! Thanks mate

Silver Medal - Good
Gruff Gearhammer said this build was good August 2016