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.

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

Rifle
Healing
Utility
Elite


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

  • instead of - 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 with the . 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

Variants

  • - 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 with stability will knock back your opponent while NOT knocking you back too.
  • Use your right after 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 is a water field, so if you press the Healing Skill's button twice and then 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).

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)
Build rating: 60%
Only registered users can vote. Log in or Register. (It only takes a few seconds!)
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