Engineer - Celestial Tank
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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.
"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.
-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.
- Superior 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
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