Build

Engineer - Skyhammer CC Funtime

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Basic.png

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Focused on: Control.

Designed for:

Overview

Used for taking and holding side points (A & C) and the Skyhammer cannon on Skyhammer. Uses a combination of pulls, immobilize, stealth, and knockbacks to kill opponents by knocking them off the map. Do not use on other maps.

Skill Bar

First Weapon Set

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

  • Throw Mine Throw Mine
    ½Activation.png
    18Recharge.png
    Throw Mine
    Gadget. Throw out a remote-controlled land mine that damages, knock backs, and removes a boon from nearby foes.
    Damage.pngDamage: 304
    Knockback.pngKnockback: 300
    Radius.pngExplosion Radius: 240
    Radius.pngProximity Radius: 120
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 900
    Unblockable.pngUnblockable
    over
    Flamethrower Flamethrower
    Flamethrower
    Weapon Kit. Arm yourself with a flamethrower that replaces your weapon skills.
    - Sacrifices blind, some damage pressure, and an easier-to-set-up knockback combo for Stability removal.

Specializations

AdeptMasterGrandmaster

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Trait Variants

For more spike defense, consider changing
Cloaking Device Cloaking Device
25Recharge.png
Cloaking Device
You become invisible when immobilized.
Stealth.pngStealth (5s): Invisible to foes.
to
Stabilized Armor Stabilized Armor
Stabilized Armor
You take less damage when you are knocked down or stunned.
Damage.pngDamage Reduced: 20%
or
Protective Shield Protective Shield
20Recharge.png
Protective Shield
Gain protection when you are critically hit.
Protection.pngProtection (3s): -33% Incoming Damage
. Alternatively, move 2 points from Inventions into either Alchemy 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
or
Invigorating Speed Invigorating Speed
5Recharge.png
Invigorating Speed
When you gain swiftness you also gain vigor.
Vigor.pngVigor (5s): 100% Endurance Regeneration
, or into Tools for
Adrenal Implant Adrenal Implant
Adrenal Implant
Endurance regeneration is increased.
Book.pngEndurance Regeneration Increase: 50%
,
Armor Mods Armor Mods
15Recharge.png
Armor Mods
Gain aegis when struck.
Aegis.pngAegis (5s): Block the next incoming attack.
, or
Leg Mods Leg Mods
Leg Mods
Cripple, chill, and immobilize duration are reduced.
Radius.pngDuration Decreased: 33%
.

Weapons

First Weapon Set
  • Main Hand
Rifle
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)
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 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)
    over
    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)
    for anti-healing pressure.
  • Superior Sigil of Generosity 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)
    over
    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)
    when facing condition-heavy teams.

Equipment

Rune:
Superior Rune of the Nightmare Superior Rune of the Nightmare
Superior Rune of the Nightmare.pngSuperior Rune of the Nightmare
(1): +25 Condition Damage (2): +5% Condition Duration (3): +50 Condition Damage (4): +10% Condition Duration (5): +100 Condition Damage (6): When you use an elite skill, deliver an attack (240 radius) that blinds enemies and transfers one condition.(Cooldown: 45s)

Amulet:
Soldier Amulet Soldier Amulet
Soldier Amulet.pngSoldier Amulet
+1200 Power +900 Toughness +900 Vitality

Equipment Variants

Usage

Immediately head for either point A or point C at start. Heading far is preferable, but if no one else is suitable or willing to take home at start you should head home instead.

If you headed far at start, use
Toss Elixir S Toss Elixir S
½Activation.png
50Recharge.png
Toss Elixir S
Elixir. Toss Elixir S, granting stealth to allies in target area.
Stealth.pngStealth (5s): Invisible to foes.
Radius.pngRadius: 180
Range.pngRange: 900
just before turning the corner into the point, step on the glass plate, step back, then use
Magnet Magnet
Activation.png
25Recharge.png
Magnet
Pull your target to you.
Range.pngRange: 1,200
Unblockable.pngUnblockable
to pull the enemy capping the point to their death. Consider using
Net Shot Net Shot
10Recharge.png
Net Shot
Immobilize foes with a net shot.
Immobilize.pngImmobilize (2s): Unable to move.
Range.pngRange: 1,200
before
Magnet Magnet
Activation.png
25Recharge.png
Magnet
Pull your target to you.
Range.pngRange: 1,200
Unblockable.pngUnblockable
to ensure a kill on enemies who do not have immediate condition cleanses on demand to prevent them from dodging. If this fails, wait out any stability they have on, then kill them with either a
Net Shot Net Shot
10Recharge.png
Net Shot
Immobilize foes with a net shot.
Immobilize.pngImmobilize (2s): Unable to move.
Range.pngRange: 1,200
+
Magnet Magnet
Activation.png
25Recharge.png
Magnet
Pull your target to you.
Range.pngRange: 1,200
Unblockable.pngUnblockable
combo, or use
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
immediately after
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
to push them off the back of the point. Once you have captured the point, use the jumping platforms to move above the point, and watch for any approaching enemies in both directions. When they come, deal with them as before. Remember that you can use
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
to help turn fights in your favor. If you headed home, begin capture the point, but expect enemies to arrive when around 3/4ths of the capture is finished, or as earlier as 1/2 or 2/3rds through if the enemy team includes thieves. At this point you should start dodging around on the point, and then use
Gear Shield Gear Shield
3Activation.png
20Recharge.png
Gear Shield
Block attacks.
Duration.pngDuration: 3 seconds
, because looking like a fool when no one is around is preferable to getting stealth pulled by an Engineer, Thief, or Mesmer at start and losing home. If an any does come during this, deal with them using the aforementioned combos. Once the point is secure, head for either Skyhammer or far if your team does not have them secured. On the unlikely chance that your team does have both secured, sit above your home point until situations change.

If you find yourself outnumbered, or low on health and with key skills on cooldown at one of the side points, you can kite around the point, either underground or above, giving you time to heal up and for skills to come off cooldown. Enemies usually split when this happens, with some attempting to follow you, and one staying behind on the point to capture it. This means that when you make it back around to the other side of the point, you can pull the one capping the point to their death relatively easily, often leaving you with an even fight with whoever remains. This will not work against fast professions, like Thieves, or against enemies with high ranged spike damage, like Mesmers and Berserker's Rangers.

You should use
Toss Elixir S Toss Elixir S
½Activation.png
50Recharge.png
Toss Elixir S
Elixir. Toss Elixir S, granting stealth to allies in target area.
Stealth.pngStealth (5s): Invisible to foes.
Radius.pngRadius: 180
Range.pngRange: 900
prior to entering the portal to Skyhammer whenever possible. If you know an enemy Necromancer, Turret Engineer, or Trap Ranger has been at the hammer, you should use
Gear Shield Gear Shield
3Activation.png
20Recharge.png
Gear Shield
Block attacks.
Duration.pngDuration: 3 seconds
as you enter the portal as well. The
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
+
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
combo is preferable at hammer due to the general lack of walls, but the pull combo can be used as well in a pinch. Remember that enemy Rangers may have a trait that negates your first CC, and enemy Mesmers may have one which mirrors your first CC back to you and generally ruins combos. Remember to use your dodges,
Gear Shield Gear Shield
3Activation.png
20Recharge.png
Gear Shield
Block attacks.
Duration.pngDuration: 3 seconds
, and
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
to negate any enemy CCs. Once you have taken control of the hammer, you can fire it at whichever point has the largest fight going on at it. If your team does not own both side points, exit the Skyhammer after 1-2 shots (should be enough to turn the fight in your team's favor), and head for one of those. It is not advisable to sit at Skyhammer for too long. You contribute far more by holding one side point than you do by firing Skyhammer in most cases.

Do not fight at point B. Ignore point B unless you are passing by and see that your enemies have left no one there, in which case decap the point, then move on.

Counters

  • High Stability Uptime (Generally Warriors or Guardians)
  • Stunlock and other CC based builds (most of these can be outplayed)
  • High spike damage, either direct or condition.
Build rating: Not Rated
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