Engineer - Core Adrenal Explosions
This is a test build. You may comment and rate it.
Focused on: Strike damage and Control
Designed for: PvP Conquest
Difficulty:
Normal
This build was last updated on September 21, 2024.
Overview
A Core Engineer Strike-damage PvP build focused on lockdown, sustain, and the endurance regeneration granted by Resistance uptime with and which greatly boosts its survivability.
. Damage is primarily dealt by grenades, and . It also features considerable
Skill Bar
Mace/Shield
Utility
Grenade Kit
Skill Variants
Utility
- or can be replaced by:
- / - an unblockable boonrip, stun & blast finisher on , high burst on a low cooldown on . Unfortunately this doesn't feature a stunbreak so it's more of a high risk, high reward option.
- Stability but low Resistance. can help stall while Stability stacks dwindle off and can help land high-value abilities. / - a somewhat considerable option against comps with high
Template Code
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Specializations
Trait Variants
- Protection, and makes Protection on you stronger. - Trades an automatic smoke field for AoE
- - Trades survivability for higher sustained damage.
- Resistance uptime. Generally outperforms in teamfight scenarios. - Gives access to more projectile hate and some boons at the cost of high
Equipment
Mace
Shield
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Weapons
- None; Mace & Shield are a core component of the build.
Amulets
- - trades damage for better sustain.
- - trades damage for better survivability against comps with a lot of strike damage.
Sigils
- can be replaced by:
- - better cleansing. Due to the frequency of swapping on and off the Grenade Kit, this sigil can be inconsistent.
- - better burst. Stuns in the build are , , and (from supply crate). is a good skill to pair with this.
Runes
- None
Relics
- None
Usage
- All outgoing disables proc , so you'll want to be throwing out crowd control during fights. This will passively deal a good amount of damage and cleanse conditions off of you. Try to pay attention to who has few or no remaining stunbreaks and try to lock them down.
- is the best skill to open with since it immediately gives a 10% strike damage boost and a buff to your healing. Boons are given to all allies within the slam. Dodge rolling before use is a good idea if you think you'll get blinded or CC'd before the skill would finish (for . After using the skill, don't pointlessly remain in melee. Stay just outside of it and pepper foes with until you see an opportunity to be especially disruptive with crowd control.
- Control space with , , and grenades from . Make it difficult for enemies to do what they want and force as many stunbreaks as you can.
- Peel for pressured allies with your crowd control and consider dropping on them for a full cleanse and healing.
- Dodge frequently. With Vigor you regenerate one dodge every 5 seconds. Dodging refreshes and also procs , both of which contribute greatly to your outgoing damage. Dodging just for these procs isn't a bad idea. and
General
- This build aims to maximize the quality and quantity of its dodge rolls for both offensive and defensive purposes, most notably Vigor from the Tools specialization result in a dodge being available every 5 seconds. This means 40% Alacrity and Resistance uptime, and 60% Regeneration uptime from dodging alone. This Alacrity helps the other defensive cooldowns in the kit be readily available as needed, and with all defensives doubling as offensive skills, Alacrity indirectly boosts damage output there as well. Whenever it isn't dodging about, it can output respectable damage with , , and , which activates any time you disable an enemy. As such, good defensive play will double as offense. and . Its namesake trait, , along with numerous sources of
- Vigor and a leap finisher (if it's available). deals good damage and acts as a minor gap closer, but also provides 3s of the important Vigor and Regeneration boons. These boons are important since they keep and online. is your best opener and should be used as frequently as possible - activate first for
- Dodge frequently, but not unnecessarily. With Vigor and you get one dodge every 5 seconds. Focus on dodging unblockable skills that would get past or to wait out Stability stacks, then counterattack with CC. Dodge rolling activates these buffs: (buffed by ), , , and . The regeneration granted by rolling also keeps online.
- All explosions apply vulnerability with , which grants a greater-than-normal damage increase thanks to . Each grenade from skills, , turret detonations, and proc this, leading to high passive vulnerability application.
- skills can be thrown in any direction, making it one of the strongest kiting tools in the game. Utilize the about-face command and snap targeting to remain outside of melee range while still dealing damage.
- You can use Vigor and the healing from the leap finisher. before skills that deal high strike damage to proc . This pairs well with as you'll get both
- While in melee, try cover as much ground as possible with for CC, damage and cleansing with . Enemies can slip on the oil if they are moving in any way, even while blocking or evading. Enemies who aren't moving cannot slip on the oil slick.
- Shocking Aura in how it can stun through dodge rolls and evasion. / is the highest value skill in this build. It both blocks incoming damage and dishes a lot out thanks to . Additionally, proper use will spam out which heals and cleanses. Try standing in an opponent's AoE attack while also in range of them and watch the magic happen. The block/stun functions similarly to
Damage
- High damage skills in this build are , , and . The rest of the damage comes from and , meaning skills like which normally deal little damage end up dealing quite a lot.
- Open with Vigor and Regeneration. These boons are important since they keep and online. for damage,
- While and deal high strike damage, the other two grenade skills deal much less. applies a long lasting poison and is unblockable, while deals even less damage but can blind a bunch of enemies at once.
- Lead high damage skills with crowd control to ensure they hit. and > are great for this.
- Try to be in melee when healing with Vulnerability with 's barrage. for both damage and
- Sitting in AoEs during a teamfight with Stability stacks and deal/heal a lot of damage with . / can both shred
Offensive Combos
- > > is the bread-and-butter burst combo
- > > > > is a bit more cooldown heavy but is highly disruptive and will force a roll or stunbreak which you can plan for
- > > run around your target while using and .
- (magnetic shield) > immediately detonate with > > > > > > . This combo is difficult to react to since it is a full lockdown from an instant skill, and will proc 4 times if you time it correctly.
Moblity
- Use while traveling from point to point.
- Superspeed for 3 seconds and can be used during combat without the stunbreak if the movement is really needed. gives
Defense
- This build's defense comes in two forms: frequently available dodge rolls and a large number of crowd control skills. Any time it dodge rolls or successfully disables an enemy it gets some damage in the form of or , meaning that good defensive play is also good offensive play.
- - drops 6 med packs in an AoE after a short delay. Allies (including you) hit by the initial drop will have all their conditions cleansed and the packs themselves will spawn in a random area within that AoE. The packs heal for ~1.3k each, but you have to walk over them to pick them up. Save this for the cleanse or drop it ahead of time as the med packs remain for 60 seconds. You can use to cover yourself as you collect the packs.
- Resistance from (and 2 cleanses) as well as 5s of protection from ; once for the initial cast and once for the turret's overcharge. It also spawns a water field which can be combo'd with any turret detonation including its own, , , , and . - this will cleanse 5 conditions from yourself and 3 conditions from any nearby allies. It also procs on-heal traits twice, so you'll get 6s of
- causes all toolbelt skills to cleanse a condition. The skill created by is considered a toolbelt skill and will proc this trait.
- Stealth. - drops a , , and which immediately overcharge. This gives a 2s initial stun, another 2s stun from , a blind-pulsing smoke field from and the usual heal from . The water field from the healing turret will take priority over the smoke field, but it doesn't last as long. This means you can blast/leap/ after the water field dissipates for a bit of
Defensive Combos
- Vigor and 9s of Regeneration in addition to the healing from the leap finisher. > gives 5s of
- > > run around your target while using > for a number of stuns and blast finishers. For additional healing, (magnetic shield) > immediately detonate with in the created water field for another blast finisher and proc.
- > to cover yourself while picking up the dropped packs
- > (magnetic shield) > immediately detonate with > for double heal finishers. Also works with in place of
- > (magnetic shield) > immediately detonate with > > for triple heal finishers and a stun
- > > immediately after for double blast finishers and a stun. The turret won't if no enemies are nearby.
- When stunned, wait until the smoke field from is created > for stealth and a stunbreak
Advanced Techniques
- You can bait dodges by fake-casting . To fake cast, use the weapon stow command before the skill finishes casting. The crate visual will still appear.
- You can stow by dropping your bundle (same keybind as swap weapon). This doesn't have a cooldown (unlike the native stow attached to the skill) and can be spammed as quick as you can press it if you really feel like it.
- will only cleanse conditions at the end of a skill's animation. Skills that have long animations but can be canceled earlier like can be cancelled by most skills, or by taking out and immediately stowing . The cleanse comes out faster this way.
Ratings
Comments
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