Engineer - Celestial Flamethrower Roamer

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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: Hybrid damage.

Designed for:

Overview

This WvW roaming build has good survivability, sustain, mobility, passive might stacking, a good amount of condi cleanses, both condition and power damage, Lots of cc and other utilities.


Skill Bar

RifleHealingUtilityElite


Kits

Flamethrower
Flame Jet
Activation.png
Flame Jet
Spray fire in a cone pattern while moving, burning foes on the final attack. Deals 10% bonus damage to burning targets.
Damage.png10Damage: 800
Burn.pngBurning (2s): 262 Damage
Book.pngAttacks per Second: 5
Range.pngRange: 425
Flame Blast
½Activation.png
6Recharge.png
Flame Blast
Fire a napalm ball that rolls through foes and explodes.
Damage.pngDamage: 247
Book.pngNumber of Targets: 5
Range.pngRange: 600
Air Blast
½Activation.png
15Recharge.png
Air Blast
Push back foes and projectiles with a hot air blast.
Knockback.pngKnockback: 400
Book.pngNumber of Targets: 5
Duration.pngExtends Burning Duration: 2 seconds
Range.pngRange: 300
Napalm
30Recharge.png
Napalm
Burn foes with a wall of napalm at the target location.
Damage.pngDamage: 36
Burn.pngBurning per Pulse (2½s): 262 Damage
Duration.pngDuration: 10 seconds
Combo.pngCombo Field: Fire
Range.pngRange: 600
Smoke Vent
20Recharge.png
Smoke Vent
Vent smoke from your flamethrower blinding nearby foes.
Blind.pngBlindness (5s): Next outgoing attack misses.
Book.pngNumber of Targets: 5
Radius.pngRadius: 180
Tool Kit
Smack
½Activation.png
Smack
Chain. Smack your foe. Repair turrets.
Damage.pngDamage: 260
Heal.pngTurret Heal Percent: 5%
Vulnerability.png2Vulnerability (6s): 2% Incoming Damage
Cripple.pngCripple (2s): -50% Movement Speed
Book.pngNumber of Targets: 3
Range.pngRange: 130
Box of Nails
¾Activation.png
10Recharge.png
Box of Nails
Scatter nails that bleed and cripple foes.
Bleed.pngBleeding (2s): 85 Damage
Cripple.pngCripple (2s): -50% Movement Speed
Book.pngNumber of Targets: 5
Duration.pngBox of Nails Duration: 4 seconds
Radius.pngRadius: 240
Unblockable.pngUnblockable
Pry Bar
½Activation.png
15Recharge.png
Pry Bar
Confuse your foe by smacking them with a pry bar.
Damage.pngDamage: 658
Confusion.png5Confusion (5s): 325 Damage On Skill Use
Range.pngRange: 130
Gear Shield
3Activation.png
20Recharge.png
Gear Shield
Block attacks.
Duration.pngDuration: 3 seconds
Magnet
Activation.png
25Recharge.png
Magnet
Pull your target to you.
Range.pngRange: 1,200
Unblockable.pngUnblockable
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

Specializations




Equipment

Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
PvE weapon swap.png
Celestial stat icon.png
6x
Superior Rune of Balthazar
18x
Mighty WvW Infusion

Consumables

Food
  • . Other options are
    ,
    and
    .

Utility Potion

Usage

There is no main rotation, you will have to get creative. Every opponent demands a different play style. (Kiting and ccing builds/weapon sets that can't hit you from range is generally a good idea).

  • High damage dealing skills are:
  • Interrupting stomps or resses can be done with:
    and
    (
    doesn't interrupt but you can used it preemptively before you start to stomp or ress)
  • Conditions can actively be cleansed by:
    (2/15s)
    (2/16s)
    (1/23s)
    (1/84s)
    (1/83s) and
    (1/9s) (
    (1/15s) and
    (1/32s) also remove conditions ).
  • Might stacking: You will get between 5 to 10 might stacks passively by just fighting thanks to
    +
    and
    .
Skill Tips
  • -This skill is a launch so it can also cc downed bodies (good to interrupt a ressing attemp by a foe who has stability). The self knockback of this skill can push yourself through anything. So when you are caught in a dragonhunter's
    or
    you can easily launch yourself to the outside. This skill also clears soft cc (cripple, immobilize and chill) Thanks to this combined with it's self knockback using this skill is the best way to get out off an
    (dont forget to detarget your enemy because if he is out of your line of sight the skill will fail and go on a 4 second cooldown). Sometimes it's best to use your stunbreaker
    to get out of the self knockback (or a reflected
    ) then to wait out the self cc.
  • - The Jump shots (16s cd) leap finisher is best used in combination with
    's (17s cd) water field for an extra 1750 healing (blast finishers give 1550 healing). You can cancel the aftercast (landing animation and damage) by first switching to a kit and then switching back to your rifle while still in the air, this will increase the distance that you can travel with this skill especially while on decending terrain.
  • - Use flame jet when the enemy is using reflection, shoots through obstacles just like
    which is handy when an enemy is trying to get out of the line of sight by hiding behind obstacles. Soloing towers and keeps become easier when you kite the npcs around a pillar. It is also way stronger then
    and
    .
  • - Try to make the fire ball pass through your enemy before detonating (manually or automatically)(this hard hitting skill with low cooldown has to be used alot!).
  • - This skill reflects for 1 second. Use it to reflect half of the arrows from
    when used by power rangers. Using this skill on a foe who already has the burning condition on him will add another 2 stacks of burning to that foe.
  • - Can be thrown on downed players , used for might stacking and clearing camps.
  • - Use this to secure stomps or to make strong and highly telegraphed attacks miss.(can be activated while stunned)
  • - Try to use this skill after the enemy has used most of his condition cleanses or against a necro when he is in death shroud (least likely to get the conditions transfered back to you since the necro can't reach his utility skills. Conditions will either burn away his life force or when he decides to leave death shroud just moa or cc him. The burning is only applied when doing DIRECT damage to the enemy (not condition damage or cc, ... ). A Nice way to apply the burning to a blocking enemy is making him walk over the unblockable acid pool from
    and then activating
    .
  • - Try to use this skill when near full health to maximize the gained health increase. When you get
    activating the number 1 skill
    sends out 3 bolts wich each can bounce 3 times so it becomes stronger the more enemies are around. By forcefully ending the transformation you can use
    without being knocked back yourself due to the stability that hasn't disappeared yet.
  • - This skill is great for knocking people out of their transformation, neutralize bursts, ressing and stomping attempts. When a necro has a health pool (red bar) of under 10% and turns
    or
    trying to use his life force pool (green bar) to tank some extra damage just moa him (forces him out of his transformation and kill him without having to deplete his life force pool.
  • - Use this before the enemy is going to heal or to remove conditions on allies.
  • - Used as blast finisher in water or fire field, kiting, pressuring downed players. The backward leap can be canceled by switching to rifle right after using
    .
  • - When you use a blast finisher in the light field of this skill, you produce an AOE condition cleans.
  • - Try to pick the turret back up after the (
    ) to maximize the healing and conditions cleansing you can get in a certain time period. If you can't pick it up, make sure to detonate the turret (blast finisher) in the water field of
    followed up with other blast or leap finishers if needed.
  • .- This skill will always fly over the ground no mather how bad the terrain is. (no worries about it getting blocked by hills)
  • .- If you are out of combat and you see enemies trying to attack you, you can stay out of combat (needed to waypoint away) by blocking all attacks with gear shield giving you 2 seconds time to open your map and waypoint away. When you are blocking you can still swap to other kits to proc Sigil of Cleansing and cleans a condition (handy to cleans soft cc)), you can also swap to the flamethrower kit and use
    (this will not interfere with your block).
  • .- This skill often fails when used right after a ground targeting skill like
    . When you see the white beam animation the skill is most likely going to succeed but if you dont see that beam you might as well cancel the skill because it's going to fail then. An exeption to this is when an enemy has gone into stealth (I believe you wont see the beam either then) while you were channeling this skill. The stealthed enemy will still be pulled. Its a good idea to use a well timed
    (or other attack) when you believe the pull has completed and the stealthed enemy is right infront of your feet.
General Tips
  • Disable "Autotargeting" in the settings.
  • Enable "Lock ground target at maximum Skill Range".
  • Set "Ground Targeting" on "Instant" or "Fast with Range Indicator" to increase the speed of your gameplay.
  • Bind "Swap Weapons" to an easy to reach key (you will use this key to instantly swap back to your rifle).
  • Bind "About Face" to a key so you can instantly turn 180° wich is handy if you want to use
    to leap forwards.
  • When you get feared try to kit swap as fast as possible because sigil of cleansing can break you out of it.
  • Learn to do jump rolls (dodging while jumping). When you have cripple or chill on you this will make you travel farther than when you do a normal dodge roll.
  • When trying to get out of an
    and your
    is on cooldown your next best trick is dodging while using a condition cleans, using
    while standing in the light field of
    might also succeed.

Videos

  • YouTube:
    Video
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