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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

Difficulty:
Hard
This build was last updated on September 07, 2024.

Overview

A Core Engineer hybrid-damage PvP build focused on mid-range combat, kiting, and sustained damage. This build heavily relies on kiting with the about-face command and snap-targeted grenades.


Skill Bar

Rifle
Utility
Grenade Kit


Skill Variants

Utility

  • Note: If you would be stunned while using Rocket Boots, 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.
  • Utility Goggles / Detection Pulse - A more reactive option. Gadgeteer buffs this by making it provide 3s of Protection Protection in addition to the usual cleanse and Resistance Resistance. The toolbelt skill has a range of 900 (just longer than Jump Shot and applies 6s of Revealed Revealed along with 8s of 6x Vulnerability Vulnerability.
  • Tool Kit / Throw Wrench - Gives access to a few very useful skills: Box of Nails for easy Sanguine Array procs, Pry Bar for & a unique condition, Gear Shield for a much needed block, and Magnet which can be used to set up combos. Its toolbelt skill Throw Wrench has less damage potential here than other power-focused builds and is likely best saved for the condition cleanse.


Weapons

  • Hammer - Trades the important Blunderbuss and Net Shot 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.


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Specializations


Trait Variants

  • Lock On - Trades burst damage and 100% Swiftness Swiftness uptime for burst Vulnerability Vulnerability application, Fury Fury, a cleanse and a 4s reveal upon disabling someone. This is a two-part skill; the same buffs/debuffs are applied if hitting someone out of Stealth Stealth, though the reveal is shorter. You'll want either Rune of Lynx or Relic of the Wayfinder for movement speed if using this.
  • Explosive Temper - Trades survivability for slightly higher sustained damage.
  • Modified Ammunition - Trades passive Burning Burning application for higher strike damage. The better option for teamfights where you aren't the only one applying conditions. Swapping to this will make it more likely your Bleeding Bleeding gets cleansed off since the Burning Burning from 24px Incendiary Powder acts as a cover for it.


Equipment

Rifle
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Amulets

can be replaced by:

  • - better survivability against comps with a lot of strike damage.


Sigils

Sigil of Doom can be replaced by:

  • Sigil of Intelligence - more consistent Power burst.
  • Sigil of Cleansing - better cleansing. Due to the frequency of swapping on and off the Grenade Kit, this sigil can be inconsistent.
  • Sigil of Opportunity - 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 Sharpshooter procs, and, by extension, less Might Might from Sanguine Array.
  • Rune of Lynx - mobility if you choose to swap off Streamlined Kits.
  • Rune of Orr - good against teams with heavy condition damage.
  • Rune of Sunless - more offensive variant of Orr.


Relics

  • Relic of the Aristocracy - good option for players without expansions. Obtaining stacks is easy thanks to Steel-Packed Powder.
  • Relic of Durability - good generally defensive relic. Stacks with Reactive Lenses (when buffed with Gadgeteer) resulting in 10s of Protection Protection every 20s.
  • Relic of Antitoxin - strong synergy with Mechanized Deployment if conditions are an issue.
  • Relic of the Wayfinder - passive mobility & another source of Superspeed Superspeed. Good if swapping off of Streamlined Kits but want to retain freedom with Runes. Requires the Secrets of the Obscure expansion.
  • Relic of the Sorcerer - more Vulnerability Vulnerability application. Works with all explosions thanks to Shrapnel. Good in prolonged skirmishes, weaker vs. classes with a lot of cleanse. Requires the Secrets of the Obscure expansion.


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 Bleeding, Vulnerability Vulnerability, Cripple Cripple, and a slew of other conditions while also stacking Might Might through Sanguine Array. If jumped or focused, it can safely gain distance with Net Shot, Overcharged Shot, Jump Shot, Slick Shoes, or Rocket Boots before returning to dealing damage.

General

  • Grenade Kit skills can be thrown in any direction, making them one of the strongest kiting tools in the game. Utilize the about-face command and snap targeting to maintain distance from your targets while still dealing damage.
  • All explosions proc Steel-Packed Powder and Shrapnel (Sharpshooter + Sanguine Array by extension). The Vulnerability Vulnerability and Might Might granted by these traits will retroactively boost all currently applied conditions as well as future ones on your target. You'll want to be spamming grenades as much as possible to keep stacks of these up.
  • A single use of Shrapnel Grenade will proc the following: Shrapnel, Sharpshooter, Sanguine Array, Steel-Packed Powder, and Relic of the Fractal depending on RNG. This immediately sets up a large damage boost from Modified Ammunition, Hematic Focus, Shaped Charge, and depending on range, No Scope.
  • Blunderbuss & Shrapnel Grenade have low cooldowns and long range. Use them as often as possible. Sanguine Array causes them to provide a lot of might so they should be used before other strong abilities like Grenade Barrage.
  • Net Shot's 10s cooldown is great for landing important skills and keeping up Vulnerability Vulnerability stacks.
  • Rocket Boots have two charges at 16s recharge a piece. Use either to gain distance when pressured or when anticipating a stun. This skill has a unique property where it will essentially "parry" a stun if you're hit with one during its use.
  • Use Grenade over Rifle Burst for filler.
  • Never stop throwing grenades (unless you're getting Confusion Confusion bombed).
  • Swap to Grenade Kit whenever Streamlined Kits is off cooldown for Swiftness Swiftness, or when in melee for Drop Mine.
  • Before using abilities with blast or leap finishers, use the water field generated by Regenerating Mist or Healing Turret for additional healing.
  • You can use Regenerating Mist before skills that deal high strike damage to proc Excessive Energy. This pairs well with Jump Shot as you'll get both Vigor Vigor and the healing from the leap finisher.


Damage

  • Use Blunderbuss, Shrapnel Grenade, Freeze Grenade & Rocket Kick as often as possible.
  • Fill with Grenade; do not use Rifle Burst as it deals lower damage and gives only a third of the Explosions.
  • Grenade Barrage deals less damage here than in a purely power-focused build, and as such isn't as pivotal to land. Still great to use as a finisher to burst targets down.
  • Other grenades are more situational; Poison Grenade is one of the build's only unblockable skills, and Flash Grenade is one of its only sources of blind. Knowing when to use Poison Grenade is key against teams with projectile hate.
  • There are only five non-projectile skills in the kit: Blunderbuss, Rocket Kick, Jump Shot, Poison Grenade (unblockable), and Drop Mine (created by Streamlined Kits. funnily enough, also unblockable!)


Burst Combos

  • At range with stuns: Net Shot > Blunderbuss > Overcharged Shot > Shrapnel Grenade > Grenade Barrage
  • In melee with stuns: Overcharged Shot > Blunderbuss > Slick Shoes > Shrapnel Grenade > Rocket Kick > Grenade Barrage (this will also trigger Drop Mine if it's off cooldown)
  • In melee with stuns #2: Net Shot > Blunderbuss > Rocket Kick > Overcharged Shot > Shrapnel Grenade > Poison Grenade > Grenade Barrage (replace Poison Grenade with Freeze Grenade for more upfront damage)
  • At range without stuns: Blunderbuss > Shrapnel Grenade > Poison Grenade > Grenade Barrage. Alternatively, Jump Shot before Shrapnel Grenade will get you into melee range for Drop Mine 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 Vulnerability and Might Might; any retroactive conditions will be amplified by future Vulnerability Vulnerability & Might Might, so using Grenade Barrage after will benefit greatly from the existing Vulnerability Vulnerability while subsequently stacking more Vulnerability Vulnerability and Might Might. Blunderbuss's Bleed Bleed lasts for a while and doesn't apply Vulnerability Vulnerability so using it early on isn't a bad idea, especially since it has a low cooldown.


Moblity

  • Swap to Grenade Kit every 20s (watch for the Streamlined Kits buff on your bar) for 100% Swiftness Swiftness uptime.
  • Rocket Boots have two charges at 16s recharge a piece. Use either to roam, gain distance when pressured, or when anticipating a stun. This skill has a unique property where it will essentially "parry" a stun if you're hit with one during its use. Gives Superspeed Superspeed with Gadgeteer.
  • Jump Shot - 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 Shrapnel ) 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.
  • Slick Shoes - has both an initial knockdown and added cripple thanks to Gadgeteer. One of the few skills that still works against blocking or evading enemies.
  • Net Shot and Overcharged Shot - 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.
  • Jump Shot - gives 1/2s of evade starting at frame 1. This evasion doesn't last for the entire jump.
  • Med Pack Drop - 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.
  • Healing Turret - a single cast of this heal will proc Reactive Lenses twice for 6s of Protection Protection and Resistance 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 Cleansing Burst than to detonate it as you'd be trading a 7s shorter cooldown for an additional ~1.2k healing.
  • Mechanized Deployment causes all toolbelt skills to cleanse a condition.
  • Supply Crate - drops a Healing Turret, Net Turret, and Flame Turret which immediately overcharge. This gives a 2s initial stun, another 2s stun from Electrified Net, a blind-pulsing smoke field from Smoke Screen and the usual heal from Healing Turret. 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/Detonate Supply Crate Turrets after the water field dissipates for a bit of Stealth Stealth.


Advanced Techniques

  • Slick Shoes > Rocket Boots or Jump Shot can be used as a risky, aggressive stun that ignores block & evade.
  • Supply Crate - an incredibly powerful tool overall, and one that can provide much needed Stealth Stealth. The smoke field provided by Smoke Screen is initially overlapped by the water field from the dropped Healing Turret, 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.
  • You can bait dodges by fake-casting Supply Crate. Using the weapon stow command, you can cancel the skill mid-cast and still get the crate visual.
  • You can stow Grenade Kit 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.
  • Mechanized Deployment will only cleanse conditions at the end of the skill's animation. Skills that have long animations but can be canceled earlier like Regenerating Mist can be cancelled by taking out and immediately stowing Grenade Kit in a pinch. The cleanse comes out faster this way.


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