Engineer - Celestial Tank

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This is a rough draft. Once adequately written, it will progress to the testing stage, where it can be rated by the community. You can help by proposing changes with a Comment or on the Discussion page.

Focused on: Tanking.

Designed for:

Overview

Gives a good mix of vitality and toughness. Has nice mix of precision, power, ferocity, and condition damage which helps deal a nice mix of damage.

Skill Bar

HammerHealingUtilityElite

Utility Skills

"Elixir Gun" and "Healing Mist"

-"Healing Mist" is our main stun breaker. Not only that, it is an Elixir. That means that anything it does lasts longer, gives might, and removes conditions from 5 allies. That's beautiful.

-"Elixir Gun"'s autoattack weakens and bleeds foes and is also a projectile finisher for our poison, water, light, and ice fields.

-"Goop" or whatever, cripples, bounces, and gives swiftness and vigor, by association, making it a solid skill but might not be useful in rotation.

-"Fumigate" cures conditions, puts 5 stacks of poison and vulnerability and if you choose to use "Inversion Enzyme" as a trait, it turns conditions into sweet boons.

-"Acid Bomb" is a high damaging, pulsing goop. Not only that, it is a blast finisher, which is always useful. The cherry on top is that it is an elixir, which means its duration is longer, it gives might, and it cures conditions.

-"Super Elixir" is a pulse-healing skill that removes a condition when it hits. As its name suggests, it is also an elixir, which means the healing field lasts longer, it removes another condition, and it gives might.


"Elixir B" and "Toss Elixir B"

-This bad boy gives tons of might, fury, swiftness, and vigor. Not only that, but because of "HGH", it gives even more might, longer duration of the aforementioned boons, remove conditions, and has a shorter cooldown.

-"Toss Elixir B" also gives stability for 6 and a half seconds, which because of "Mass Momentum", means 6 more stacks of might.


"Slick Shoes" and "Super Speed"

-As it stands, "Slick Shoes" can take down an entire break bar by itself, practically. Just run in a circle and cover as much of a hit box as possible and you're golden.

-"Super Speed" not only breaks stun but also allows you to move faster, covering more area with "Slick Shoes".


"Elite Mortar Kit" and "Orbital Strike"

-Besides from doing okay damage and being a hard-to-time blast finisher, there isn't much else to "Orbital Strike".

-"Mortar Kit" skills #2-#4 are combo fields of various kinds, poison, ice, and light. Depending on the situation, you can do anything from stack tons of poison, to giving frost armor, to removing conditions.

-#5 skill, however, is special. Not only is it a long-lasting water field and heal skill, it is also an elixir which makes it last longer, remove a condition, and give might.

Kits

Elixir Gun
Tranquilizer Dart
¾Activation.png
Tranquilizer Dart
Fire a dart that bleeds and weakens foes.
Damage.pngDamage: 130
Bleed.pngBleeding (4s): 170 Damage
Weakness.pngWeakness (1s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Elixir F
¾Activation.png
8Recharge.png
Elixir F
Fire a bouncing glob of Elixir F that cripples foes and grants swiftness to you and allies.
Damage.pngDamage: 244
Swiftness.pngSwiftness (3s): 33% Movement Speed
Cripple.pngCripple (3s): -50% Movement Speed
Book.pngNumber of Bounces: 3
Range.pngRange: 900
Fumigate
Activation.png
12Recharge.png
Fumigate
Spray a cone of elixir fumes, inflicting poison and vulnerability to foes and curing conditions on allies with every strike.
Damage.png5Damage: 140
Poison.png5Poison (2s): 335 Damage, -33% Heal Effectiveness
Vulnerability.png5Vulnerability (6s): 5% Incoming Damage, 5% incoming Condition Damage
Book.pngConditions removed: 5
Book.pngNumber of Targets: 5
Range.pngRange: 450
Acid Bomb
¼Activation.png
15Recharge.png
Acid Bomb
Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
Damage.pngDamage: 277
Book.pngDistance: 550
Book.pngNumber of Targets: 5
Duration.pngDuration: 5 seconds
Radius.pngRadius: 180
Combo.pngCombo Finisher: Blast
Unblockable.pngUnblockable
Super Elixir
½Activation.png
20Recharge.png
Super Elixir
Elixir. Launch an elixir orb, healing nearby allies on impact and creating an area of continual healing.
Heal.pngImpact Heal: 700
Heal.pngPulse Heal: 204
Book.pngNumber of Targets: 5
Book.pngPulses: 11
Duration.pngDuration: 10 seconds
Radius.pngRadius: 240
Combo.pngCombo Field: Light
Range.pngRange: 900
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

Specializations

-A free "Elixir B" if we hit 75% health, with all the benefits of HGH

-"Invigorating Speed" because with +boon duration food, we have perma-vigor, just like the old days.

-"Transmute" is a free boon when we get hit with a condition, every 15 seconds.

-This is up to you; "Inversion Enzyme" is nice because "Elixir Gun" has two skills that clear conditions and with this trait, they will turn into boons. "Self-Regulating Defenses" is an ass-saver, giving you three and a half seconds of invulnerability (w/ benefits of HGH), when you are low on health. Finally, there is "Backpack Regenerator" that gives us a little bit of health when using a kit; we won't be in kits for too long but even if you're in it for a few seconds, that's a nice chunk of health for a tank.

-"HGH" gives two stacks of might when using ANY elixir skill (all the elixirs and toss elixirs, the two elixir skills on "Elixir Gun", and the one elixir skill on "Mortar") plus reduced cool down and longer lasting effects. It's too good to pass up.


-Sharpshooter gives more bleeds, which is never bad in a celestial build.

-"Heavy Armor Exploit" over "High Caliber" because it gives out more consistent vulnerability and perma-swiftness, which will have synergy with another trait.

-"Hematic Focus" is nice because its a permanent +10% crit chance.

-"Pinpoint Distribution" over "No Scope" because we want more condition damage to deal with high-toughness bosses, and chances are that we will have near perma-fury between allies, "Elixir B" and "Toss Elixir B."

-"Serrated Steel" gives us more bleeding duration, a nice bonus.

-Burning is just too good to pass up, so we take "Incendiary Powder."


-"Stabilization Core" gives you and your gyro stability when it is activated, meaning it has a higher chance of reviving someone without being interrupted and the stability it gives you has synergy with another trait.

-"Decisive Renown" gives five stacks ofmight and superspeed on reviving an ally. If you can pull it off, thats 19 seconds of free, beautiful might.

-"Mass Momentum" over "Expert Examination" because having stability gives us might, every second. We want more damage, so that helps us. Not only that, we also get more power based on our toughness. "Expert Examination" gives a lot of vulnerability but between "Heavy Armor Exploit" (crits give vuln) and your allies, you shouldn't ever be below 25 stacks.

-"Impact Savant" increased durations of stuns/dazes means more break bar destruction and decreased duration on yourself means less death.

-"Adaptive Armor" and "Perfectly Weighted" are both solid choices. With "Adaptive Armor", when we are hit we gain 60 toughness (for a max of 5 stacks) and -20% condition damage done to us. This is huge for a tank, not only defensively but offensively. With 300 more toughness, our power goes up 312.7 from the trait "Mass Momentum". "Perfectly Weighted" gives 10% increased hammer damage and stability on evades (perma-vigor and #3 skill on hammer for lots of evade). The stability gained gives might because of "Mass Momentum". I think "Adaptive Armor" is the better choice, but its still an option.


Equipment

Hammer.png
I.png
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Geomancy
9Recharge.png
Superior Sigil of Geomancy.pngSuperior Sigil of Geomancy
Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Superior Rune of Strength
Superior Rune of Strength.pngSuperior Rune of Strength
(1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
Celestial Amulet
Celestial Amulet.pngCelestial Amulet
+460 Power +460 Precision +460 Toughness +460 Vitality +460 Ferocity +460 Healing Power +460 Condition Damage

Variants

Rune

  • Superior Rune of Durability Superior Rune of Durability
    Superior Rune of Resistance.pngSuperior Rune of Durability
    (1): +25 Toughness (2): +5% Boon Duration (3): +50 Toughness (4): 25% chance when struck to grant nearby allies protection and regeneration for 3 seconds and resistance for 1 second. (Cooldown: 20 seconds) (5): +100 Toughness (6): +15% Boon Duration; +125 Vitality

Written Guides

/u/AAParker94's orignal reddit comment

https://www.reddit.com/r/Guildwars2/comments/3uf32t/as_an_scrapper_tank_should_i_run_knights_rabid/cxeisvu

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