Engineer - Core Sanguine Grenadier
This is a test build. You may comment and rate it.
Focused on: Hybrid damage and Mobility
Designed for: PvP Conquest
Overview
A Core Engineer hybrid-damage PvP build focused on kiting and sustained damage. This build heavily relies on kiting with the about-face command and snap-targeted grenades.
Skill Bar
Skill Variants
Utility
- / - Stunbreak and higher burst damage. If you're savvy you can stunbreak allies with the toolbelt skill. Taking this over for a stunbreak can be incredibly risky if you choose to use it offensively.
- / - Gives access to a few very useful skills: for easy procs, for a huge burst & unique condition, for a much needed block, and which can be used to set up burst combos. Its toolbelt skill has very little damage potential and is probably best used as a condition cleanse.
- Note: If you would be stunned while using , rather than being stunned, the boots will be preemptively canceled and you will be free to act. Because of this, skilled usage of the ability generally outperforms other available utility skills.
Weapons
- Hammer - Trades the important and skills for a number of defensive skills. Less overall synergy with the build but still has its uses. Requires the Secrets of the Obscure expansion.
Template Code
Specializations
Trait Variants
Vulnerability application, condition cleanse and a short reveal. Swap rune to Lynx for movement speed if using this.
- Trades burst damage and 100% swiftness uptime for burst
- - Trades survivability for higher burst damage.
- - Trades survivability for higher sustained damage.
Equipment
Equipment Variants
Sigils
can be replaced by:
- - access to another unique condition with anti-healing properties. Can be considered a passive 2% strike damage bonus with . Overall a great sigil in most situations.
- - more consistent Power burst. Solid pick if switching to for one reason or another.
- - better cleansing. Due to the frequency of swapping weapons with this build this sigil can be inconsistent.
- - higher consistent Power damage. Note that this sigil only boosts strike damage, not condition damage.
Runes
- Note that you lose 15% critical strike chance with these runes. This is a fairly sizable loss of overall damage not only from lower raw crit damage, but fewer
Might from .
procs, and, by extension, less
- - if you would rather not play with .
- - good against teams with heavy condition damage.
- - more offensive variant of Orr.
Relics
Vulnerability application. Works with all explosions thanks to . Good in prolonged skirmishes.
- trades poison & burn for more
Protection every 20s.
- good generally defensive relic. Stacks with (when buffed with ) resulting in 10s of
- - has a strong synergy with if conditions are an issue.
Usage
- This build is extremely reliant on kiting with grenades & the about-face command. One should be familiar and comfortable with the command before using this build. It prefers to be just on the edge of combat, barraging enemies with grenades that inflict
Bleeding,
Vulnerability,
Cripple, and a slew of other conditions while also stacking
Might through . If jumped or focused, it can safely gain distance with , , , , or before returning to kiting just out of melee range.
General
- A single use of will proc the following: , , , , and depending on RNG. This immediately sets up a large damage boost from , , , and depending on range, .
- & have low cooldowns and long range and should be used as often as possible. causes them to provide a lot of might so they should be used before other strong abilities like .
Vulnerability stacks.
's 10s cooldown is great for landing important skills and keeping up
- Use over for filler.
- Swap to whenever is off cooldown for Swiftness, or when in melee for .
- Before using abilities with blast or leap finishers, use the water field generated by or for additional healing.
Damage
- Use , , & as often as possible.
- Fill with ; do not use as it only gives a third of the Explosions.
- Use only if you're confident it will hit. Lead with for it and other important skills like .
- Other grenades are more situational; is one of the build's only unblockable skills, and is one of its only sources of blind. Knowing when to use is key against comps with projectile-hate.
- There are only five non-projectile skills in the kit: , , , (unblockable), and (created by )
Burst Combos
- At range with stuns: > > > >
- In melee with stuns: > > > > > (this will also trigger if it's off cooldown)
- In melee with stuns #2: > > > > > > (replace Poison Grenade with for more upfront damage)
- At range without stuns: > > > . Alternatively, before will get you into melee range for for even higher burst at the cost of a potential escape.
The damaging abilities in these bursts can generally be replaced by whatever's off cooldown at the time. It's usually best to lead with grenades with damaging conditions for Vulnerability and
Might; any retroactive conditions will be amplified by future
Vulnerability &
Might, so using after will benefit greatly from the existing
Vulnerability while subsequently stacking more
Vulnerability and
Might. 's
Bleed lasts for a while and doesn't apply
Vulnerability so using it early on isn't a bad idea, especially since it has a low cooldown.
Moblity
- Swap to every 20s (watch for the buff on your bar) for 100% Swiftness uptime.
Superspeed with .
- Sends you an incredible distance and gives
- - Solid mobility option that can get over gaps. Gives 1/2s of evade starting at frame 1. This evasion doesn't last for the entire jump.
Defense
- While lacking in hard mitigation like blocks and evasion, this build makes up for it by having permanent Cripple application (thanks to ) and a slew of crowd control options. In theory, damage is mitigated by staying out of range of it entirely, so the above Mobility section also applies here.
- - has both an initial knockdown and added cripple thanks to . One of the few skills that still works against blocking or evading enemies.
- and - each provide ~2 seconds of control, in their own ways. With a bit of practice these can be used while running away by untargeting, beginning the cast, then turning around and retargeting before the cast finishes. The about-face function makes this possible without having to flail your mouse everywhere.
- - gives 1/2s of evade starting at frame 1. This evasion doesn't last for the entire jump.
- - drops 6 med packs in an average-size AoE. Allies (including you) hit by the initial drop will have a staggering 14 conditions removed, and the packs will spawn in a random area within that AoE. You'll have to walk over them to pick them up, where they will heal for ~1.3k each. Save this for the cleanse, or drop it ahead of time as the med packs remain for 60 seconds.
Protection and
Resistance; once for the initial cast and once for the turret's overcharge. It's generally better to pick the turret back up immediately after than to detonate it as you'd be trading a 7s shorter cooldown for an additional ~1.2k healing.
- a single cast of this heal will proc twice for 6s of
- causes all toolbelt skills to cleanse a condition.
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
Advanced Techniques
- > or can be used as a risky, aggressive stun that ignores block & evade.
Stealth. The smoke field provided by is initially overlapped by the water field from the dropped , but it lasts a bit longer. Blast or leap through it after the water field disappears for a sneaky getaway or to finish a downed opponent.
- an incredibly powerful tool overall, and one that can provide much needed
- You can bait dodges by fake-casting . Using the weapon stow command, you can cancel the skill mid-cast and still get the crate visual.
- 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 the skill's animation. Skills that have long animations but can be canceled earlier like can be cancelled by taking out and immediately stowing in a pinch. The cleanse comes out faster this way.
Ratings
Comments
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