Engineer - Celestial Juggernaut

The Official API is experiencing issues; skill, trait and item data cannot be loaded at the moment.
Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.
Bronze.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: Hybrid damage.

Designed for:


Overview

Celestial Juggernaut is a flamethrower take on the celestial rifle engineer. The build fills a hybrid roaming/bunker role, with sustained power damage, decent condi pressure, and great personal sustain. This is a great conquest build for players who want an easier engineer build that performs well in team fights, can one v one and bunker a point against almost any equally skilled matchup, and gives room to grow your skills as an engineer beyond turrets.

Skill Bar

First Weapon set

Rifle
Utility
Elite
Hip Shot
¾Activation.png
Hip Shot
Deliver a quick rifle shot from the hip that pierces targets.
Damage.pngDamage: 158
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 1,200
Net Shot
10Recharge.png
Net Shot
Immobilize foes with a net shot.
Immobilize.pngImmobilize (2s): Unable to move.
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 at 0-250 Range: 390
Damage.pngDamage at 250-400 Range: 341
Damage.pngDamage at 400-550 Range: 292
Damage.pngDamage at 550-700 Range: 244
Bleed.png4Bleeding at Range 0-250 (4s): 680 Damage
Bleed.png3Bleeding at Range 250-400 (4s): 510 Damage
Bleed.png2Bleeding at Range 400-550 (4s): 340 Damage
Bleed.pngBleeding at Range 550-700 (4s): 170 Damage
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: 244
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: 219
Damage.pngLanding Damage: 438
Vulnerability.png3Vulnerability (7s): 3% Incoming Damage
Radius.pngRadius: 240
Combo.pngCombo Finisher: Leap
Range.pngRange: 800
Healing Turret
½Activation.png
20Recharge.png
Healing Turret
Turret. Deploy a turret that heals you briefly, then regenerates you and your allies.
Heal.pngHealing: 2,520
Regeneration.pngRegen (3s): 390 Heal
Book.pngNumber of Targets: 5
Radius.pngRadius: 480
Flamethrower
Flamethrower
Weapon Kit. Arm yourself with a flamethrower that replaces your weapon skills.
Elixir Gun
Elixir Gun
Weapon Kit. Arm yourself with an elixir gun that replaces your weapon skills.
Tool Kit
Tool Kit
Weapon Kit. Equip a kit that gives you a variety of tools.
Supply Crate
1Activation.png
180Recharge.png
Supply Crate
Turret. Request a supply drop of turrets.
Damage.pngDamage: 266
Stun.pngStun (2s): Unable to use skills or move.
Duration.pngDuration: 60 seconds
Radius.pngRadius: 240
Combo.pngCombo Finisher: Blast
Range.pngRange: 1,200

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
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
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

Slot Changes

For the

Tool Kit Tool Kit
Tool Kit
Weapon Kit. Equip a kit that gives you a variety of tools.

slot you can take one of the following skills:

  • Slick Shoes Slick Shoes
    45Recharge.png
    Slick Shoes
    Gadget. Spray oil behind you, knocking down foes. If underwater, foes entering the field are blinded.
    Blind.pngBlindness (5s): Next outgoing attack misses.
    Knockdown.pngKnockdown: 2 seconds
    Duration.pngOil Slick Duration: 3 seconds
    Duration.pngDuration: 3 seconds
    Unblockable.pngUnblockable
    - Gives better lockdown on a point and an extra stunbreak/escape
  • Elixir C Elixir C
    ½Activation.png
    40Recharge.png
    Elixir C
    Elixir. Drink Elixir C, converting all conditions into random boons.
    Duration.pngDuration: 5 seconds
    - Great option against necros and other engineers. Can really surprise condi opponents who don't expect an engineer to be able to handle large condi bombs.
  • 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
    Stun-Break.pngBreaks stun
    - Gives an extra stun break/escape, two more ways to safe stomp, and an AoE stealth which is best in coordinated teams.

Specializations

Main BuildAdeptMasterGrandmaster

Can't find such trait "Engineer"! Please refer to our trait index Can't find such trait "Engineer"! Please refer to our trait index Can't find such trait "Engineer"! Please refer to our trait index Can't find such trait "Engineer"! Please refer to our trait index Can't find such trait "Engineer"! Please refer to our trait index

Trait Variants

  • You can relocate 2 points from Tools into Alchemy and take
    Deadly Mixture Deadly Mixture
    Deadly Mixture
    Deal extra damage with a flamethrower or elixir gun.
    Damage.pngDamage Increase: 15%
    over
    Speedy Kits Speedy Kits
    10Recharge.png
    Speedy Kits
    Gain swiftness whenever you equip a kit.
    Swiftness.pngSwiftness (10s): 33% Movement Speed
    . You would do this if you decide to take Runes of Traveler over the Runes of Strength. Strength gives more might and with speedy kits more speed, but with traveler, you have more boon duration, extra condi duration, and a 15% damage modifier on FT which helps make up for the extra might and 5% damage modifier on strength. With Traveler and 6 in Alchemy, you have 45% boon duration. With the Speedy Kits+Strength option, you have 20% boon duration with an extra 45% might duration. If you do this, you should swap
    Invigorating Speed Invigorating Speed
    5Recharge.png
    Invigorating Speed
    When you gain swiftness you also gain vigor.
    Vigor.pngVigor (5s): 100% Endurance Regeneration
    for
    Protection Injection Protection Injection
    5Recharge.png
    Protection Injection
    Gain protection whenever you are disabled (stun, daze, knockdown, knockback, launch, float, sink, fear).
    Protection.pngProtection (3s): -33% Incoming Damage
    since you won't have swiftness. The traveler runes + Protection Injection/Deadly Mixture is more passive and easier to play, since you don't have to switch kits for your boons and have more flat damage in flamethrower, while Strength runes are better for people comfortable with kit dancing as you'll have perma swiftness, active defense in more dodges, and more damage from rifle and toolkit which is important for burst.

Weapons

First Weapon Set
  • Main Hand
Rifle
Superior Sigil of Doom Superior Sigil of Doom
9Recharge.png
Superior Sigil of Doom.pngSuperior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
Superior Sigil of Intelligence Superior Sigil of Intelligence
9Recharge.png
Superior Sigil of Intelligence.pngSuperior Sigil of Intelligence
Your next three attacks after swapping to this weapon while in combat has a 100% critical chance. (Cooldown: 9s)

Sigil Variants

Sigil Variants

  • Superior Sigil of Leeching Superior Sigil of Leeching
    9Recharge.png
    Superior Sigil of Leeching.pngSuperior Sigil of Leeching
    Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)
    - Nice for sustain and deals 1000 pure damage unaffected by armor.
  • Superior Sigil of Strength Superior Sigil of Strength
    1Recharge.png
    Superior Sigil of Strength.pngSuperior Sigil of Strength
    60% Chance on Critical: Gain Might (10 seconds). (Cooldown: 1s)
    /
    Superior Sigil of Battle 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)
    - Strength will give higher spiked might stacks when constantly attacking, but on shorter duration. Battle is more consistent and guarantees a baseline of 8-10 might since you'll make up for the lost juggernaut stacks when switching out of flamethrower to use 1-2 skills from other kits. If you take both and land a couple blast finishers in your fire field, you can maintain 20-25 might in battle.
  • Superior Sigil of Doom Superior Sigil of Doom
    9Recharge.png
    Superior Sigil of Doom.pngSuperior Sigil of Doom
    Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
    - a nice choice since Fumigate is usually saved for cleaving downed bodies or giving condi removal to the team and takes too long to cast to rely on for poison uptime. You can condition bomb with elixir gun 1+2 to get bleed, poison, cripple, and weakness to help your burns stick
  • Superior Sigil of Intelligence Superior Sigil of Intelligence
    9Recharge.png
    Superior Sigil of Intelligence.pngSuperior Sigil of Intelligence
    Your next three attacks after swapping to this weapon while in combat has a 100% critical chance. (Cooldown: 9s)
    - gives a guaranteed crit when you first swap from flamethrower to rifle so you can get a big blunderbluss/jumpshot. Has some synergy with
    Incendiary Powder Incendiary Powder
    10Recharge.png
    Incendiary Powder
    Critical hits inflict burning.
    Burn.pngBurning (4s): 1,312 Damage
    , but with flamethrower autoattack hitting as often as it does, you'll trigger this trait almost on cooldown even with the 40% crit chance.


Equipment

Rune:

Superior Rune of Strength 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.


Amulet:

Celestial Amulet Celestial Amulet
Celestial Amulet.pngCelestial Amulet
+460 Power +460 Precision +460 Toughness +460 Vitality +460 Ferocity +460 Healing Power +460 Condition Damage

Equipment Variants

  • Superior Rune of the Traveler Superior Rune of the Traveler
    Superior Rune of the Traveler.pngSuperior Rune of the Traveler
    (1): +8 All Stats (2): +5% Boon Duration (3): +12 All Stats (4): +10% Condition Duration; +10% Boon Duration (5): +16 All Stats (6): +25% Movement Speed
    - Only decreases might duration from 65% to 45% if you swap out speedy kits for 6 in Alchemy for
    Packaged Stimulants Packaged Stimulants
    Packaged Stimulants
    Med kit skills can be thrown and are more effective.
    Radius.pngEffectiveness Increased: 25%
    Range.pngRange: 900
    . Also gives a flat 15% damage boost in flamethrower+EG and extra damage for each boon which makes up for the damage loss from Strength. You'd want to swap
    Invigorating Speed Invigorating Speed
    5Recharge.png
    Invigorating Speed
    When you gain swiftness you also gain vigor.
    Vigor.pngVigor (5s): 100% Endurance Regeneration
    for
    Protection Injection Protection Injection
    5Recharge.png
    Protection Injection
    Gain protection whenever you are disabled (stun, daze, knockdown, knockback, launch, float, sink, fear).
    Protection.pngProtection (3s): -33% Incoming Damage
    to get some passive defense in place of active defense since you don't have the swiftness procs.
  • Superior Rune of Hoelbrak Superior Rune of Hoelbrak
    Superior Rune of Hoelbrak.pngSuperior Rune of Hoelbrak
    (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 25% chance when struck to gain might for 10 seconds. (Cooldown: 5s) (5): +100 Power (6): +20% Might Duration; -20% condition duration applied to you.
    - With speedy kits and 4 in Alchemy, this gives 50% might duration compared to 45% all boon duration with traveler+6 in alchemy. This would hamper damage since you lose both the 15-20% damage modifier from deadly mixture/Energy Conversion Matrix and don't get the 5% boost back like strength, but gives a little more sustain against conditions. If conditions are a problem, I would sooner dedicate the third utility slot to Elixir C.

Usage

General

  • 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: 244
    Launch.pngFoe Launch Distance: 450
    Knockback.pngSelf Knockback Distance: 300
    Range.pngRange: 600
    is great for disrupting enemy res attempts (also for decapping). If the resurrector has Stability Stability simply use this skill on the downed enemy to knock him out of range. In an 1v1 scenario you can use the same method to push enemies off the capture point, which opens the opportunity to cap it without performing a stomp so you can leave your enemy bleeding out, robbing precious time from your opponent.

Making a 2nd healing skill

  • You can use Water Fields provided by your healing skill (
    Healing Turret Healing Turret
    ½Activation.png
    20Recharge.png
    Healing Turret
    Turret. Deploy a turret that heals you briefly, then regenerates you and your allies.
    Heal.pngHealing: 2,520
    Regeneration.pngRegen (3s): 390 Heal
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 480
    ) and also its toolbelt skill (
    Regenerating Mist Regenerating Mist
    ¼Activation.png
    21Recharge.png
    Regenerating Mist
    Release a mist of healing liquid to regenerate nearby allies.
    Regeneration.png2Regen (3s): 780 Heal
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 480
    Combo.pngCombo Field: Water
    ) to gain some additional healing. Skills you can use for the combo:
  • Jump Shot Jump Shot
    1Activation.png
    20Recharge.png
    Jump Shot
    Blast the ground, damaging nearby foes and leaping to your target.
    Damage.pngLeap Damage: 219
    Damage.pngLanding Damage: 438
    Vulnerability.png3Vulnerability (7s): 3% Incoming Damage
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Leap
    Range.pngRange: 800
    on Rifle.
  • Flame Blast 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
    on Flamethrower.
  • Acid Bomb 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
    on Elixir Gun.

Flamethrower basics: You'll spend as much time as possible in flamethrower for the extra might and toughness.

  • Flame Jet 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
    - This skill does more damage to burning opponents and with all the might and damage modifiers puts out surprising pressure. Great skill for cleaving and hitting stealthed opponents. Also this can't be reflected and hits through walls so abuse LoS whenever possible. This skill hits 4 times per second so is great to peel blocks off a guardian and consistently proc
    Incendiary Powder Incendiary Powder
    10Recharge.png
    Incendiary Powder
    Critical hits inflict burning.
    Burn.pngBurning (4s): 1,312 Damage
  • Flame Blast 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
    - This skill will hit twice. Once as it passes through someone and harder when it explodes. This hits as hard as jump shot and has a decent blast radius so use it as often as possible. Note that this is a blast finisher and so if you have any fields down (you have 2 water, 1 fire, and 1 light field), you should optimally try to position so it detonates in the fields while hitting the opponents twice.
  • Air Blast 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
    - Use to interrupt stomps and res attempts. String together with
    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: 244
    Launch.pngFoe Launch Distance: 450
    Knockback.pngSelf Knockback Distance: 300
    Range.pngRange: 600
    and
    Net Shot Net Shot
    10Recharge.png
    Net Shot
    Immobilize foes with a net shot.
    Immobilize.pngImmobilize (2s): Unable to move.
    Range.pngRange: 1,200
    to consistently decap contested points. This also reflects projectiles for a fraction of a second but it's hard to time.
  • Napalm 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
    - a long duration fire field that burns and damages anyone standing in it. Use it early in fights on point and try to stack might by using area denial skills on it like
    Acid Bomb 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
    and
    Supply Crate Supply Crate
    1Activation.png
    180Recharge.png
    Supply Crate
    Turret. Request a supply drop of turrets.
    Damage.pngDamage: 266
    Stun.pngStun (2s): Unable to use skills or move.
    Duration.pngDuration: 60 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 1,200
    . This will get your might stacks high quickly and make the point a quick death for any enemies that come onto it.
  • Smoke Vent 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
    - mostly use this to secure safe stomps. Both switching to flamethrower and smoke vent are instant cast so you can switch and blind while mid stomp. It's a fairly short cooldown so you can use it aggressively to blind big skills you see coming.

Elixir gun basics:

  • Fumigate 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
    - excellent party condi cleansing and AoE Poison Poison application. Use it on downed enemies to hinder res attempts.
  • Acid Bomb 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
    - Blast finisher that can be chained with
    Napalm 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
    for might or a water field of your healing skill for additional healing. It's a superior disengage ability and can be used to put damage pressure on a point/downed body since it ticks for high damage.
  • Super Elixir 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
    - AoE heal, long duration Light field, nice buff to sustain. Also, even though the tooltip doesn't say it this skill removes a condition on impact with the ground so usually you should save it for both the condition clear and heal.
  • One of the reasons why the third utility is optional is that Elixir gun is the only kit that has a stunbreaker (toolbelt skill
    Healing Mist Healing Mist
    35Recharge.png
    Healing Mist
    Elixir. Vent a healing mist, granting regeneration to yourself and allies.
    Regeneration.pngRegen (10s): 1,300 Heal
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Stun-Break.pngBreaks stun
    ).

Tool kit basics: Toolkit is a very handy set once you learn to use it, the main reason to take it is not the damage.

  • Box of Nails 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
    - the bleed damage you get from it is insignificant, but it's good for crippling enemies
  • Pry Bar 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
    - the 5 stacks of confusion this skill applies is just great and the skill's damage also scales well with Power, tho it can be difficult to land, therefore people usually use it after a Magnet pull.
  • Gear Shield Gear Shield
    3Activation.png
    20Recharge.png
    Gear Shield
    Block attacks.
    Duration.pngDuration: 3 seconds
    - a low CD block, this skill will save your life many many times, one of the main reasons to take this kit.
  • Magnet Magnet
    Activation.png
    25Recharge.png
    Magnet
    Pull your target to you.
    Range.pngRange: 1,200
    Unblockable.pngUnblockable
    - the ultimate troll skill, usually followed by a Pry Bar, this skill is capable of much more than that. This skill can be used to pull your enemy back into your bombs, or if used at the right spot, you can pull people to really unvanted places - at Temple of the Silent Storm you can pull people to the hole at the upper buff in the middle, pull them to glass panels on Skyhammer, or from a window on Khylo at the Clocktower you can pull off a bunker guardian into the stairs, often forcing another member of the enemy to stand on the point until the guardian climbs back or giving enough time to one of your teammates to decapture the point. It's also Unblockable and if you can predict a guardian's
    Shelter Shelter
    Activation.png
    30Recharge.png
    Shelter
    Block attacks while healing.
    Heal.pngHealing: 4,555
    Duration.pngBlock Duration: 2 seconds
    or just get lucky, you can interrupt it, which send his heal on full CD without healing him.
  • Throw Wrench Throw Wrench
    ½Activation.png
    17Recharge.png
    Throw Wrench
    Throw a wrench that returns to you, striking foes each way.
    Damage.pngDamage: 355
    Vulnerability.png2Vulnerability (5s): 2% Incoming Damage
    Cripple.pngCripple (2s): -50% Movement Speed
    Book.pngNumber of Targets: 5
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 900
    - this is a 100% projectile finisher which cures a condition when shot after Super Elixir. It can also give extra burning through Napalm.

Counters

Counters depend on the third utility. Generally conditions and control are what bring an engineer down. This build has an extra two condi clears over the meta engi build (super elixir+throw wrench through the light field is a 100% projectile finisher), but still needs to watch out for other engi's and necros. Since this is a might stacking build, thieves, necros, and shatter mesmers can be a pain with the boon stripping.

Video Guides

  • YouTube:
    Teldo's in-depth Healing Turret guide
Build rating - Not Rated
Only registered users can vote. Log in or Register. (It only takes a few seconds!)
Be the first to rate.