ADVERTISEMENT

Engineer - Mortar 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.

Designed for:


Information

This build is a dps burst with some supportish flavor. It is suited for quick fights or ranged support from afar. It offers a lot of CC options and immense dmg but is glass-cannon and makes its survival from strong but few defensive skills.

Skill Bar

RifleHealingUtilityElite

Skill Variants

  • A.E.D. A.E.D.
    ¾Activation.png
    40Recharge.png
    A.E.D.
    Gadget. Activate your A.E.D., enabling the system to heal you after a brief period of time. If you take less lethal damage while A.E.D. is active, it ends and heals you for a large amount and removes conditions.
    Heal.pngHealing when lethal damage taken: 12,280
    Heal.pngHealing: 4,344
    A.E.D..pngA.E.D. (5s): Heals when timer expiers. If lethal damage is taken, the damage is negated and you are healed for a large amount.
    Burn.pngCures Burning: Damage
    Bleed.pngCures Bleeding: Damage
    Poison.pngCures Poisoned: Damage
    Torment.pngCures Tormented: Damage
    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
    - A.E.D. is a risky, unreliable heal but with Automated Medical Response trait you can go real crazy with it. If you prefer safer turret go for it.

For the Optional.png utility slot:

  • 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
    - stealth & invulnerability for escapes.
  • Elixir Gun Elixir Gun
    Elixir Gun
    Weapon Kit. Arm yourself with an elixir gun that replaces your weapon skills.
    - some condi clear, extra blast,
    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
    for disengaging.

Specializations




Equipment

Rifle.png
I.png
Superior Sigil of Air
3Recharge.png
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
Superior Sigil of Generosity
9Recharge.png
Superior Sigil of Generosity.pngSuperior Sigil of Generosity
60% chance to transfer a condition to your foe on a critical hit. (Cooldown: 9s)
I.png
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.
Marauder Amulet
Marauder Amulet.pngMarauder Amulet
+1050 Power +1050 Precision +560 Vitality +560 Ferocity

Sigil Variants

  • You can also opt for
    Superior Sigil of Fire Superior Sigil of Fire
    5Recharge.png
    Superior Sigil of Fire.pngSuperior Sigil of Fire
    50% Chance on Critical: Trigger a Flame Blast for area of effect damage (240 radius). (Cooldown: 5s)
    ,
    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)
    or
    Superior Sigil of Energy 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)
    .

Usage

1. Small fight (1v1; 2v2 etc)

Focus on your

Flamethrower Flamethrower
Flamethrower
Weapon Kit. Arm yourself with a flamethrower that replaces your weapon skills.

,

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

and Rifle skills.

  • Try to control opponent with your many CC skills:
    Magnet Magnet
    Activation.png
    25Recharge.png
    Magnet
    Pull your target to you.
    Range.pngRange: 1,200
    Unblockable.pngUnblockable
    ,
    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
    ,
    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
    ,
    Net Shot Net Shot
    10Recharge.png
    Net Shot
    Immobilize foes with a net shot.
    Immobilize.pngImmobilize (2s): Unable to move.
    Range.pngRange: 1,200
    &
    Static Shock Static Shock
    ¾Activation.png
    25Recharge.png
    Static Shock
    Use your A.E.D. to stun an enemy.
    Damage.pngDamage: 335
    Stun.pngStun (1s): Unable to use skills or move.
    Range.pngRange: 180
  • Burst down with power skills:
    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
    Detonate Flame Blast Detonate Flame Blast
    Detonate Flame Blast
    Detonate your napalm ball.
    Damage.pngBlast Damage: 576
    Book.pngNumber of Targets: 5
    Radius.pngBlast Radius: 240
    Combo.pngCombo Finisher: Blast
    ,
    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
    ,
    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
    &
    Blunderbuss 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

2. Big team fight scenario:

  • try to support your team from range with
    Elite Mortar Kit Elite Mortar Kit
    Elite Mortar Kit
    Weapon kit. Equip a mortar kit.
    . Various Combo Fields Mortar offers will be a great help (especially if you communicate with your team on voicechat). Mortar also offers nice area pressure. If you get assaulted by enemy dps or you smell a kill oportunity switch to your Rifle/
    Flamethrower Flamethrower
    Flamethrower
    Weapon Kit. Arm yourself with a flamethrower that replaces your weapon skills.
    and wreak havoc with it.

The longer the fight will go on, probably the shorter your chances of survival will be. So learn when and how to enter combat. Avoid being attacked by multiple opponents, keep distance from combat clusters. When you're out of your double

A.E.D. A.E.D.
¾Activation.png
40Recharge.png
A.E.D.
Gadget. Activate your A.E.D., enabling the system to heal you after a brief period of time. If you take less lethal damage while A.E.D. is active, it ends and heals you for a large amount and removes conditions.
Heal.pngHealing when lethal damage taken: 12,280
Heal.pngHealing: 4,344
A.E.D..pngA.E.D. (5s): Heals when timer expiers. If lethal damage is taken, the damage is negated and you are healed for a large amount.
Burn.pngCures Burning: Damage
Bleed.pngCures Bleeding: Damage
Poison.pngCures Poisoned: Damage
Torment.pngCures Tormented: Damage

disengage as fast as posible. Key to survival is knowing when to activate

A.E.D. A.E.D.
¾Activation.png
40Recharge.png
A.E.D.
Gadget. Activate your A.E.D., enabling the system to heal you after a brief period of time. If you take less lethal damage while A.E.D. is active, it ends and heals you for a large amount and removes conditions.
Heal.pngHealing when lethal damage taken: 12,280
Heal.pngHealing: 4,344
A.E.D..pngA.E.D. (5s): Heals when timer expiers. If lethal damage is taken, the damage is negated and you are healed for a large amount.
Burn.pngCures Burning: Damage
Bleed.pngCures Bleeding: Damage
Poison.pngCures Poisoned: Damage
Torment.pngCures Tormented: Damage

and a wise use of blinds,

Gear Shield Gear Shield
3Activation.png
20Recharge.png
Gear Shield
Block attacks.
Duration.pngDuration: 3 seconds

&

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

.

  • Using
    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
    directly after switching from
    Flamethrower Flamethrower
    Flamethrower
    Weapon Kit. Arm yourself with a flamethrower that replaces your weapon skills.
    will cancel self knockback thanks to Juggernaut's Stability.

Take advantage of many combos at your disposal. You can use finishers on your mortar combo fields:

  • Orbital Strike Orbital Strike
    ¾Activation.png
    40Recharge.png
    Orbital Strike
    Call down energy from the sky to blast an area.
    Damage.pngDamage: 543
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 360
    Unblockable.pngUnblockable
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 1,500
    is a double Finisher:Blast in this build (but you'll need to precast it) and is a high threat for opponents
  • 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
    is a Finisher:Leap
  • Detonate Flame Blast Detonate Flame Blast
    Detonate Flame Blast
    Detonate your napalm ball.
    Damage.pngBlast Damage: 576
    Book.pngNumber of Targets: 5
    Radius.pngBlast Radius: 240
    Combo.pngCombo Finisher: Blast
    is a Finisher:Blast
  • (Optional)
    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
    is a Finisher:Blast

You can use those on:

  • Elixir Shell 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
    - for healing
  • 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 stacks
  • Endothermic Shell 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
    - for giving AoE
    Frost Aura Frost Aura
    40Recharge.png
    Frost Aura
    Protect yourself with frost armor that reduces incoming damage by 10%. While active, it chills foes that hit you. Each attaker can be affected by this only once per second.
    Frost Aura.pngFrost Aura (7s): -10% Incoming Damage
    Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
  • Poison Gas Shell 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
    - for Weakening foes

Although you shouldn't use finishers on downed people (bursting them down is preferable) you can use

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

,

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

or

Flash Shell 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

to secure stomps

Counters

  • Heavy CC
  • Condi
ADVERTISEMENT
Build rating - 0 stars
Only registered users can vote. Log in or Register. (It only takes a few seconds!)
2 Ratings
0 stars
Hanz gave this build 0 stars July 2015

I agree with Oddgo.

0 stars
Oddgo gave this build 0 stars July 2015

I am not a fan of A.E.D. for several reasons - long cast, low healing per second, low range on the toolbelt, and your opponent can control it's use. It feels shoe-horned into this type of build, which in a sense can function as a alternative to the typical Grenade kit focused build. Sadly, Healing Turret still overshadows the other Engineer healing skills by a substantial margin. I would recommend a switch the default choice to that, and dropping A.E.D. from use almost entirely. I really think it is a very poor option almost across the board.

The current damage potential you will face these days, such as with Mesmer and Thief, feels far to fast for this stat block to work. You are running far to glassy, and the defenses in this build are too slow to answer those opens. Even the rolling stability is not going to help against Trickery, as Bountiful theft will daze you after stealing that Stability stack. Mesmers have access to multiple stun-initiates, and stronger disengage should you be able to initiate or counter-initiate well.

I don't think that this build can consistently find the success when you have those common opponents that can maneuver right past your few defenses and quickly burst you down. For those reasons, I don't think this build will hold up as it currently stands, but I do like the line of thinking.

If I may, perhaps swapping to a Crusader Amulet, and switching to an Intelligence Sigil and Pack Runes to restore some of that critical hit

ADVERTISEMENT

Comments

ADVERTISEMENT
ADVERTISEMENT