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Shmyt


Overview[edit]

A more bursty version of the older Static Discharge build. The low sustain is bolstered by heavy burst and increased rifle use. Firearms is taken over explosives as Orbital Strike only triggers one Static Discharge and the higher critical chance coupled with increased damage makes the rifle truly fearsome with this spec.

Skill Bar[edit]

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
Rifle Turret
½Activation.png
20Recharge.png
Rifle Turret
Turret. Build a rifle turret that shoots at foes.
Damage.pngDamage: 476
Book.pngAttack Range: 1,000
Duration.pngRate of Fire: 2 seconds
Range.pngRange: 1,000
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
Elite Mortar Kit
Elite Mortar Kit
Weapon kit. Equip a mortar kit.

Kits

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
Elite Mortar Kit
Mortar Shot
½Activation.png
Mortar Shot
Launch an explosive round from your mortar, damaging foes in the target area.
Damage.pngDamage: 284
Book.pngNumber of Targets: 5
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 1,500
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
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
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
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

Specializations[edit]

Firearms
Sharpshooter
Engineer-minor-trait.pngSharpshooter
Your critical hits have a 33% chance to cause 4s of bleeding.
Specialization line.png
Chemical Rounds
Trait I.pngChemical Rounds
Your pistol skills have 50% increased condition duration
Heavy Armor Exploit
Trait II.pngHeavy Armor Exploit
Your critical hits have a 50% chance to grant you 3s of swiftness and cause 3s of vulnerability
High Caliber
Trait III.pngHigh Caliber
You have a 10% increased chance to critically strike nearby foes
Specialization line.png
Hematic Focus
Engineer-minor-trait.pngHematic Focus
You have a 10% increased chance to critically strike foes affected by bleeding
Specialization line.png
Pinpoint Distribution
Trait IV.pngPinpoint Distribution
You gain 10% of your precision attribute as condition damage
Skilled Marksman
Trait V.pngSkilled Marksman
You attack 10% faster with rifle or harpoon gun and those skills recharge 20% faster
No Scope
Trait VI.pngNo Scope
Your critical hits on nearby foes have a 100% chance to grant you 4s of fury. This trait has a 10 second internal cooldown
Specialization line.png
Serrated Steel
Engineer-minor-trait.pngSerrated Steel
Bleeding you apply lasts 33% longer
Specialization line.png
Juggernaut
Trait VII.pngJuggernaut
Gain a stack of might for 15s and a stack of stability for 3s every 3 seconds while using the Flamethrower
Modified Ammunition
Trait VIII.pngModified Ammunition
Deal 2% additional damage per condition on your foe
Incendiary Powder
Trait IX.pngIncendiary Powder
Your critical hits inflict 4s of burning. Burning you apply lasts 33% longer. This trait has a 10 second internal cooldown
Tools
Optimized Activation
Engineer-minor-trait.pngOptimized Activation
Using a toolbelt skill grants 2s of vigor
Specialization line.png
Static Discharge
Trait I.pngStatic Discharge
Discharge a bolt of lightning when you activate a toolbelt skill
Reactive Lenses
Trait II.pngReactive Lenses
When blinded or disabled you activate utility goggles
Power Wrench
Trait III.pngPower Wrench
Tool kit skills recharge 20% faster and deal 10% more damage. Turret repairing abilities are 100% more effective
Specialization line.png
Mechanized Deployment
Engineer-minor-trait.pngMechanized Deployment
Your toolbelt skills recharge 15% faster
Specialization line.png
Streamlined Kits
Trait IV.pngStreamlined Kits
Equipping a kit creates and attack or spell and grants you 10s of swiftness. This trait has a 20 second internal cooldown
Lock On
Trait V.pngLock On
Striking a foe in stealth analyzes them, revealing them and inflicting them with 10 stacks of vulnerability for 8 seconds. This trait has a 20 second internal cooldown
Takedown Round
Trait VI.pngTakedown Round
Striking a foe above 50% health places a delayed explosive at their location. This trait has a 10 second internal cooldown
Specialization line.png
Excessive Energy
Engineer-minor-trait.pngExcessive Energy
Deal 10% more damage while your endurance is above 90%
Specialization line.png
Kinetic Charge
Trait VII.pngKinetic Charge
After evading a strike the next toolbelt skill you use is recharged instantly. This trait has a 20 second internal cooldown
Adrenal Implant
Trait VIII.pngAdrenal Implant
Endurance regeneration is increased by 50%
Gadgeteer
Trait IX.pngGadgeteer
Gain static charges when struck. At 5 charge levels your next gadget skill use is overcharged and recharges 50% faster
Alchemy
Hidden Flask
Engineer-minor-trait.pngHidden Flask
Drink an elixir B when struck while below 75% health
Specialization line.png
Invigorating Speed
Trait I.pngInvigorating Speed
When you gain swiftness you also gain 6s of vigor. This trait has a 5 second internal cooldown.
Protection Injection
Trait II.pngProtection Injection
Gain 3s of protection when you are disabled. This trait has a 5 second internal cooldown
Health Insurance
Trait III.pngHealth Insurance
While using Med Kit your outgoing healing to others is increased by 15%.
Specialization line.png
Transmute
Engineer-minor-trait.pngTransmute
Incoming conditions have a 100% chance of being converted into a boon. This trait has a 15 second internal cooldown
Specialization line.png
Inversion Enzyme
Trait IV.pngInversion Enzyme
Elixir Gun abilities which remove conditions now convert them into boons instead
Self-regulating Defenses
Trait V.pngSelf-regulating Defenses
When struck below 25% health you consume an Elixir S
Backpack Regenerator
Trait VI.pngBackpack Regenerator
While using a kit you passively recover health
Specialization line.png
Alchemical Tinctures
Engineer-minor-trait.pngAlchemical Tinctures
Elixirs remove a condition from affected allies. Boons you apply last 20% longer
Specialization line.png
HGH
Trait VII.pngHGH
Elixirs grant 2 stacks of might for 20s and their other effect durations are increased by 20%
Stimulant Supplier
Trait VIII.pngStimulant Supplier
Drop a stim pack when you use a heal skill. This trait has a 10 second internal cooldown
Iron Blooded
Trait IX.pngIron Blooded
Incoming damage is reduced by 2% for every boon on you

Weapons[edit]

First Weapon Set
  • Main Hand
Rifle
Superior Sigil of Geomancy Superior Sigil of Geomancy
9Recharge.png
Superior Sigil of Geomancy.pngSuperior Sigil of Geomancy
Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
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)

Equipment[edit]

Rune:

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.


Amulet:

Berserker Amulet Berserker Amulet
Berserker Amulet.pngBerserker Amulet
+1200 Power +900 Precision +900 Ferocity

Rune Variants[edit]

  • Superior Rune of the Pack Superior Rune of the Pack
    Superior Rune of the Pack.pngSuperior Rune of the Pack
    (1): +25 Power (2): +10% Swiftness Duration (3): +50 Power (4): 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20s) (5): +100 Power (6): +125 Precision; +20% Swiftness Duration

Usage[edit]

General

  • Because of
    Static Discharge Static Discharge
    Trait I.pngStatic Discharge
    Discharge a bolt of lightning when you activate a toolbelt skill
    your main source of burst comes from using your toolbelt skills.
    • 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
      Static will fire straight out from you and if your camera is facing the ground or you are not targeting an enemy it may miss
    • Surprise Shot Surprise Shot
      8Recharge.png
      Surprise Shot
      Fire a bullet out of your belt.
      Damage.pngDamage: 244
      Combo.pngCombo Finisher: Physical Projectile
      Range.pngRange: 1,000
      can be used during any action without interruption and the Static will follow the shot to your target
    • 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
      similar enough to Surprise Shot: the Static follows logically and hits well but it cannot be used in the middle of other actions
    • 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
      again, as there is no projectile to follow it shoots from your front towards where your camera is aimed, be careful when using it for stealth
    • 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
      Static also has nothing to follow on mortar but as usual if you are up close and personal with the enemy this can be a blessing
  • 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 (try to position the enemy in a manner to be obstructed or to stomp if the enemy is a necro or ranger as they can really hurt you and get back up if you leave them alone for too long).
  • Your hardest hitting skills are
    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
    and
    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
    on Rifle,
    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
    on Toolkit.
    • These skills are hard to land, so try to use them after 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
      ,
      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
      or
      Magnet Magnet
      Activation.png
      25Recharge.png
      Magnet
      Pull your target to you.
      Range.pngRange: 1,200
      Unblockable.pngUnblockable
      pull.

Elixir S:

  • It's your only 'on demand' stunbreaker, use it wisely.
  • Remember that you have a traited version at 25% HP on 60s CD
  • Both the main skill and its toolbelt one can help you with stomping and ressing as well as curing one condition each.
  • 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
    can be used for stealth bursting, disengaging or hiding group movement. This skill will also proc
    Static Discharge Static Discharge
    Static Discharge
    Discharge a bolt of lightning whenever you use a tool belt skill.
    Damage.pngDamage: 134
    Book.pngNumber of Bounces: 2
    Range.pngRange: 1,200
    ,ensure your camera is facing the ground when using it for personal stealth in combat (it will reveal you if an enemy is struck).

Rifle Turret:

The toolbelt skill Surprise Shot is the backbone of the build because of its short CD. Note that cooldown of its chain skill

Detonate Rifle Turret Detonate Rifle Turret
Detonate Rifle Turret
Detonate your rifle turret
Damage.pngDamage: 1,270
Radius.pngRadius: 120
Combo.pngCombo Finisher: Blast

is separated from Surprise Shot. Do not keep the turret deployed for too long as you'll want to use its toolbelt skill on CD. The turret itself has multiple functionalities:

  • The engineer can use it as a blast finisher in a Water Field for extra healing.
  • You can initiate fights by allowing it to place some vulnerability on the enemy as detonation triggers a separate Static Discharge allowing for 2 Statics, increased damage from Modified Ammunition and whatever damage your turret and your auto-attacks deal before that.


Tool kit basics: Toolkit offers a wide range of utility skills, which are essential to your build.

  • 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 isn't insignificant, but it's good for crippling enemies and keeps your crit chance and damage up.
  • 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 are powerful and keep your damage up, although it can be difficult to land, therefore people usually use it after using
    Magnet Magnet
    Activation.png
    25Recharge.png
    Magnet
    Pull your target to you.
    Range.pngRange: 1,200
    Unblockable.pngUnblockable
    .
  • Gear Shield Gear Shield
    3Activation.png
    20Recharge.png
    Gear Shield
    Block attacks.
    Duration.pngDuration: 3 seconds
    A block with low cooldown. This skill will save your life many many times and is also one of the main reasons to take this set.
  • 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 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
    . However, there are many other possible combos such as difficult to land Static Discharges.
    • You can pull enemies off a capture point or into environmental disadvantages like the glass panels of Skyhammer or the hole at the upper buff on Temple of the Silent Storm.
    • It's 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 their heal on full CD without healing him.
    • If used from a window on Khylo at the Clocktower you can pull off an enemy bunker onto the stairs, often forcing another (less suitable) member of the enemy to stand on the point until the bunker climbs back or giving enough time to one of your teammates to decap the point.

Counters[edit]

  • Heavy Condition pressure.
  • CC.
  • Quick burst.

Notes[edit]

  • 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
    ignores line of sight. It can be used to hit targets through walls and other obstacles.
  • If you only need a little healing, you can deploy
    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
    then use
    Cleansing Burst Cleansing Burst
    15Recharge.png
    Cleansing Burst
    Overcharge your healing turret, supplying a burst of healing that cures two conditions.
    Heal.pngHealing: 2,520
    Regeneration.pngRegen (5s): 650 Heal
    Book.pngConditions Removed: 2
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 480
    Combo.pngCombo Field: Water
    and pick it up again, instead of using
    Detonate Healing Turret Detonate Healing Turret
    Detonate Healing Turret
    Detonate your healing turret.
    Damage.pngDamage: 1,270
    Radius.pngRadius: 120
    Combo.pngCombo Finisher: Blast
    . This reduces the healing, but also the cooldown.
  • Bug:
    Cleansing Burst Cleansing Burst
    15Recharge.png
    Cleansing Burst
    Overcharge your healing turret, supplying a burst of healing that cures two conditions.
    Heal.pngHealing: 2,520
    Regeneration.pngRegen (5s): 650 Heal
    Book.pngConditions Removed: 2
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 480
    Combo.pngCombo Field: Water
    doesn't stack with healing power.
  • If
    Static Discharge Static Discharge
    Trait I.pngStatic Discharge
    Discharge a bolt of lightning when you activate a toolbelt skill
    is triggered by projectile toolbelt skills such as Surprise Shot of Rifle Turret, SD will be aimed directly at your target. However if the toolbelt skill is not a projectile, such as
    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
    , then SD will be fired based on your camera angle and usually ends up hitting the ground. If the engineer wants to hit their target they must do some aiming with the camera or stand very near their target (eg. post Jump Shot or Magnet).
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