Difference between revisions of "Engineer - Core Sanguine Grenadier"
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| rating = test | | rating = test | ||
| focus = Hybrid damage, Mobility | | focus = Hybrid damage, Mobility | ||
− | | xpac = | + | | xpac = |
| difficulty = 3 | | difficulty = 3 | ||
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==Overview== | ==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. | 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 Bar== | ||
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− | === | + | ===Skill Variants=== |
− | + | '''Utility''' | |
− | |||
* '''Note:''' If you would be stunned while using {{Skill|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. | * '''Note:''' If you would be stunned while using {{Skill|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. | ||
+ | |||
+ | * {{Skill|Utility Goggles}} / {{Skill|Detection Pulse}} - A more reactive option. {{Trait|Gadgeteer}} buffs this by making it provide 3s of {{Tooltip|Protection}} in addition to the usual cleanse and {{Tooltip|Resistance}}. The toolbelt skill has a range of 900 (just longer than {{Skill|Jump Shot}} and applies 6s of {{Tooltip|Revealed}} along with 8s of {{Tooltip|Vulnerability}}. | ||
+ | |||
+ | * {{Skill|Tool Kit}} / {{Skill|Throw Wrench}} - Gives access to a few very useful skills: {{Skill|Box of Nails}} for easy {{Trait|Sanguine Array}} procs, {{Skill|Pry Bar}} for & a unique condition, {{Skill|Gear Shield}} for a much needed block, and {{Skill|Magnet}} which can be used to set up combos. Its toolbelt skill {{Skill|Throw Wrench}} has less damage potential here than other power-focused builds and is likely best saved for the condition cleanse. | ||
+ | |||
+ | |||
+ | |||
+ | '''Weapons''' | ||
+ | * ''{{Tooltip|Spear}}'' - A high risk, high reward weapon equally as viable as {{Tooltip|Rifle}} in the right scenarios. Spear benefits greatly from {{Trait|Incendiary Powder}} and {{Trait|Reactive Lenses}} and offers much higher damage output overall. This comes with the tradeoff of having to dip into melee for {{Skill|Conduit Surge}} where you can quickly get blown up. While it doesn't have {{Skill|Blunderbuss}} for high might generation, it can still build {{Tooltip|Vulnerability}} and {{Tooltip|Might}} with {{Skill|Lightning Rod}} (which hits targets up to 8 times each; good {{Trait|Sharpshooter}} rng can give a lot of {{Tooltip|Might}}). {{Skill|Devastator}} / {{Skill|Focused Devastation}} is similar to {{Skill|Jump Shot}} but deals ~10k damage to a marked target, much of which is shorter duration {{Tooltip|Burning}}. {{Skill|Roiling Skies}} is the weakest skill in the set with few uses outside of setting a market target up for {{Skill|Devastator}}, a task generally performed better by {{Skill|Electric Artillery}}. Overall a great weapon if you're able to land the hits but is more prone to getting you blown up. Requires the '''Janthir Wilds''' expansion. | ||
+ | |||
+ | * ''{{Tooltip|Mace}} & {{Tooltip|Shield}}'' - The defensive option, but also one that works well with {{Trait|Modified Ammunition}} for a wide array of condition application. You lose the {{Tooltip|Might}} generation with {{Skill|Blunderbuss}}, some long range CC and {{Skill|Jump Shot}} but gain {{Skill|Energizing Slam}} which deals good damage, helps {{Tooltip|Vigor}} uptime and applies {{Tooltip|Confusion}}, {{Skill|Rocket Fist Prototype}} which is a quick ranged stun that applies {{Tooltip|Burning}} and is an {{Tooltip|Explosion}}, {{Skill|Magnetic Shield}} which is a 3 second missile reflect you can detonate with {{Skill|Magnetic Inversion}}, and {{Skill|Static Shield}} which is one of the strongest defensive abilities in the game. This weapon set is excellent for games where you are frequently focused as it provides additional healing via {{Skill|Energizing Slam}}'s leap finisher and regeneration, as well as {{Tooltip|Shield}}'s defensive options that cover you picking up {{Skill|Med Pack Drop}}. Requires the '''Secrets of the Obscure''' expansion. | ||
+ | |||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQMmPhU2Bi0oASoPEwETAY0BjQGGAIYAiQGJAQAAAAAAAAAAAAAAAAAAAAABVQAA] |
}} | }} | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Firearms|Mid|Bot| | + | {{Specialization|Firearms|Mid|Bot|Bot}} |
{{Specialization|Explosives|Top|Bot|Mid}} | {{Specialization|Explosives|Top|Bot|Mid}} | ||
{{Specialization|Tools|Mid|Top|Bot}} | {{Specialization|Tools|Mid|Top|Bot}} | ||
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===Trait Variants=== | ===Trait Variants=== | ||
− | * {{Trait|Lock On}} - Trades | + | * {{Trait|Lock On}} - Trades 100% {{Tooltip|Swiftness}} uptime for burst {{Tooltip|Vulnerability}} application, {{Tooltip|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 {{Tooltip|Stealth}}, though the reveal is shorter. You'll want either {{Rune|Lynx}} or {{Relic|Relic of the Wayfinder}} for movement speed if using this. |
− | * {{Trait| | + | |
− | * {{Trait| | + | * {{Trait|Explosive Temper}} - Trades survivability for slightly higher sustained damage. |
+ | |||
+ | * {{Trait|Modified Ammunition}} - Trades passive {{Tooltip|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 {{Tooltip|Bleeding}} gets cleansed off since the {{Tooltip|Burning}} from {{Trait|Incendiary Powder}} acts as a cover for it. | ||
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| sigil2 = Energy | | sigil2 = Energy | ||
| rune = Thief | | rune = Thief | ||
− | | amulet = | + | | amulet = Sinister |
| relic = Relic of the Fractal | | relic = Relic of the Fractal | ||
}} | }} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | === | + | ===Equipment Variants=== |
− | * {{ | + | '''Amulets''' |
− | + | ||
− | + | * {{Amulet|Tyrant}} - better survivability against comps with a lot of strike damage. | |
− | * {{ | + | |
+ | |||
+ | '''Sigils''' | ||
+ | |||
+ | {{Sigil|Doom}} can be replaced by: | ||
+ | |||
+ | * {{Sigil|Intelligence}} - more consistent Power burst. | ||
− | + | * {{Sigil|Cleansing}} - better cleansing. Due to the frequency of swapping on and off the Grenade Kit, this sigil can be inconsistent. | |
− | * {{Relic|Relic of the | + | |
− | * {{Relic|Relic of Durability}} - | + | * {{Sigil|Opportunity}} - higher consistent Power damage. Note that this sigil only boosts strike damage, not condition damage. |
− | * {{Relic|Relic of Antitoxin}} - | + | |
+ | |||
+ | '''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 {{Trait|Sharpshooter}} procs, and, by extension, less {{Tooltip|Might}} from {{Trait|Sanguine Array}}. | ||
+ | |||
+ | * {{Rune|Lynx}} - mobility if you choose to swap off {{Trait|Streamlined Kits}}. | ||
+ | |||
+ | * {{Rune|Orr}} - good against teams with heavy condition damage. | ||
+ | |||
+ | * {{Rune|Sunless}} - more offensive variant of Orr. | ||
+ | |||
+ | |||
+ | '''Relics''' | ||
+ | *{{Relic|Relic of the Aristocracy}} - good option for players without expansions. Obtaining stacks is easy thanks to {{Trait|Steel-Packed Powder}}. | ||
+ | |||
+ | * {{Relic|Relic of Durability}} - good generally defensive relic. Stacks with {{Trait|Reactive Lenses}} (when buffed with {{Trait|Gadgeteer}}) resulting in 10s of {{Tooltip|Protection}} every 20s. | ||
+ | |||
+ | * {{Relic|Relic of Antitoxin}} - strong synergy with {{Trait|Mechanized Deployment}} if conditions are an issue. | ||
+ | |||
+ | *{{Relic|Relic of the Wayfinder}} - passive mobility & another source of {{Tooltip|Superspeed}}. Good if swapping off of {{Trait|Streamlined Kits}} but want to retain freedom with Runes. Requires the '''Secrets of the Obscure''' expansion. | ||
+ | |||
+ | * {{Relic|Relic of the Sorcerer}} - more {{Tooltip|Vulnerability}} application. Works with all explosions thanks to {{Trait|Shrapnel}}. Good in prolonged skirmishes, weaker vs. classes with a lot of cleanse. Requires the '''Secrets of the Obscure''' expansion. | ||
− | |||
− | |||
==Usage== | ==Usage== | ||
− | * This build is extremely reliant on kiting with grenades & the about-face command. | + | * This build features modest mobility, burst damage, high vulnerability application and a wide set of conditions. It performs well as a +1 to a skirmish or in teamfights where there isn't projectile hate. It is extremely reliant on kiting with grenades & the about-face command, an action which allows you to instantly do a 180° turn. This, combined with grenades being throwable in every direction allows you to remain safely out of melee range while dealing full damage, even if focused. This command must be bound in the options menu. If focused, it can safely gain distance with {{Skill|Net Shot}}, {{Skill|Overcharged Shot}}, {{Skill|Jump Shot}}, {{Skill|Slick Shoes}} or {{Skill|Rocket Boots}} before returning to dealing damage. |
===General=== | ===General=== | ||
− | * | + | * {{Skill|Grenade Kit}} skills can be thrown in any direction, making it one of the strongest kiting tools in the game. Utilize the '''about-face''' command and '''snap targeting''' to remain outside of melee range while still dealing damage. |
− | * {{Skill|Blunderbuss}} & {{Skill|Shrapnel Grenade}} have low cooldowns and long range | + | |
− | * {{Skill|Net Shot}} | + | * All explosions proc {{Trait|Steel-Packed Powder}} and {{Trait|Shrapnel}} ({{Trait|Sharpshooter}} + {{Trait|Sanguine Array}} by extension). The {{Tooltip|Vulnerability}} and {{Tooltip|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. |
+ | |||
+ | * {{Skill|Blunderbuss}} & {{Skill|Shrapnel Grenade}} have low cooldowns and long range. Use them as often as possible. {{Trait|Sanguine Array}} causes them to provide a lot of might so they should be used before other strong abilities like {{Skill|Grenade Barrage}}. | ||
+ | |||
+ | * {{Skill|Net Shot}} is great for landing important skills and keeping up {{Tooltip|Vulnerability}} stacks. With a 10s cooldown you can fire this off pretty regularly. Likely to miss moving targets at longer ranges. | ||
+ | |||
+ | * {{Skill|Rocket Boots}} have two charges with 16s cooldowns 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 {{Skill|Grenade}} over {{Skill|Rifle Burst}} for filler. | * Use {{Skill|Grenade}} over {{Skill|Rifle Burst}} for filler. | ||
− | * | + | |
− | + | * Never stop throwing grenades if you can help it; the {{Tooltip|Vulnerability}} and {{Tooltip|Might}} they generate improve your preexisting conditions on targets. | |
+ | |||
+ | * You can use {{Skill|Regenerating Mist}} before skills that deal high strike damage to proc {{Trait|Excessive Energy}}. This pairs well with {{Skill|Jump Shot}} as you'll get both {{Tooltip|Vigor}} and the healing from the leap finisher. | ||
+ | |||
===Damage=== | ===Damage=== | ||
− | * Use {{Skill|Blunderbuss}}, {{Skill|Shrapnel Grenade}}, {{Skill|Freeze Grenade}} & {{Skill|Rocket Kick}} as often as possible | + | * Use {{Skill|Blunderbuss}}, {{Skill|Shrapnel Grenade}}, {{Skill|Freeze Grenade}} & {{Skill|Rocket Kick}} as often as possible. |
− | * Fill with {{Skill|Grenade}}; do not use {{Skill|Rifle Burst}} | + | |
− | * | + | * Use {{Skill|Net Shot}} to land your highly damaging skills reliably. |
− | * Other grenades are more situational; {{Skill|Poison Grenade}} is one of the build's only unblockable skills, and {{Skill|Flash Grenade}} is one of its only sources of blind. Knowing when to use Poison Grenade is key against | + | |
− | * There are only five non-projectile skills in the kit: {{Skill|Blunderbuss}}, {{Skill|Rocket Kick}}, {{Skill|Jump Shot}}, {{Skill|Poison Grenade}}, and {{Skill|Drop Mine}} (created by {{Trait|Streamlined Kits}}) | + | * Fill with {{Skill|Grenade}}; do not use {{Skill|Rifle Burst}}. Rifle burst deals much lower damage and gives only a third of the Explosions. |
+ | |||
+ | * {{Skill|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 throw out as a finisher or into larger groups for quick {{Tooltip|Might}} stacks. | ||
+ | |||
+ | * Other grenades are more situational; {{Skill|Poison Grenade}} is one of the build's only unblockable skills, and {{Skill|Flash Grenade}} is one of its only sources of blind. Knowing when to use {{Skill|Poison Grenade}} is key against teams with projectile hate. | ||
+ | |||
+ | * There are only five non-projectile skills in the kit: {{Skill|Blunderbuss}}, {{Skill|Rocket Kick}}, {{Skill|Jump Shot}}, {{Skill|Poison Grenade}} (unblockable), and {{Skill|Drop Mine}} (created by {{Trait|Streamlined Kits}}. also, it's unblockable!) | ||
+ | |||
===Burst Combos=== | ===Burst Combos=== | ||
− | * At range with stuns: {{Skill|Net Shot}} > {{Skill|Blunderbuss}} > {{Skill|Overcharged Shot}} > {{Skill|Shrapnel Grenade}} > {{Skill|Grenade Barrage}} | + | * At range with stuns: {{Skill|Net Shot}} > {{Skill|Blunderbuss}} > {{Skill|Overcharged Shot}} > untarget, manually aim {{Skill|Shrapnel Grenade}} > {{Skill|Grenade Barrage}} '''behind''' your target |
− | * In melee with stuns: {{Skill|Overcharged Shot}} > {{Skill|Blunderbuss}} > {{Skill| | + | |
− | * In melee with stuns #2: {{Skill|Net Shot}} > {{Skill|Blunderbuss}} > {{Skill|Rocket Kick}} > {{Skill|Overcharged Shot}} > {{Skill|Shrapnel Grenade}} > {{Skill| | + | * In melee with stuns: {{Skill|Overcharged Shot}} > {{Skill|Blunderbuss}} > {{Skill|Rocket Kick}} > {{Skill|Shrapnel Grenade}} > {{Skill|Slick Shoes}} > run through or around your target while casting {{Skill|Grenade Barrage}} (this will also trigger {{Skill|Drop Mine}} if it's off cooldown) > {{Skill|Net Shot}} > whatever's up |
− | * At range without stuns: {{Skill|Blunderbuss}} > {{Skill|Shrapnel Grenade}} > {{Skill|Poison Grenade}} > {{Skill|Grenade Barrage}}. Alternatively, {{Skill|Jump Shot}} before {{Skill|Shrapnel Grenade}} will get you into melee range for {{Skill|Drop Mine}} for even higher burst at the cost of a potential escape | + | |
+ | * In melee with stuns #2: {{Skill|Net Shot}} > {{Skill|Blunderbuss}} > {{Skill|Rocket Kick}} > {{Skill|Overcharged Shot}} > {{Skill|Shrapnel Grenade}} > {{Skill|Poison Grenade}} > {{Skill|Grenade Barrage}} (replace Poison Grenade with {{Skill|Freeze Grenade}} for more upfront damage) | ||
+ | |||
+ | * At range without stuns: {{Skill|Blunderbuss}} > {{Skill|Shrapnel Grenade}} > {{Skill|Poison Grenade}} > {{Skill|Grenade Barrage}}. Alternatively, {{Skill|Jump Shot}} before {{Skill|Shrapnel Grenade}} will get you into melee range for {{Skill|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 {{Tooltip|Vulnerability}} and {{Tooltip|Might}}; any retroactive conditions will be amplified by future {{Tooltip|Vulnerability}} & {{Tooltip|Might}}, so using {{Skill|Grenade Barrage}} after will benefit greatly from the existing {{Tooltip|Vulnerability}} while subsequently stacking more {{Tooltip|Vulnerability}} and {{Tooltip|Might}}. | ||
+ | |||
====Moblity==== | ====Moblity==== | ||
− | * Swap to {{Skill|Grenade Kit}} every 20s (watch for the {{Trait|Streamlined Kits}} buff on your bar) for 100% Swiftness uptime. | + | * Swap to {{Skill|Grenade Kit}} every 20s (watch for the {{Trait|Streamlined Kits}} buff on your bar) for 100% {{Tooltip|Swiftness}} uptime. |
− | * {{Skill|Rocket Boots}} | + | |
+ | * {{Skill|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 {{Tooltip|Superspeed}} with {{Trait|Gadgeteer}}. | ||
+ | |||
* {{Skill|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. | * {{Skill|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==== | ====Defense==== | ||
* While lacking in hard mitigation like blocks and evasion, this build makes up for it by having permanent Cripple application (thanks to {{Trait|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. | * While lacking in hard mitigation like blocks and evasion, this build makes up for it by having permanent Cripple application (thanks to {{Trait|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. | ||
− | * {{Skill|Slick Shoes}} - | + | |
− | * {{Skill|Net Shot}} and {{Skill|Overcharged Shot}} - | + | * {{Skill|Slick Shoes}} - has both an initial knockdown and added cripple thanks to {{Trait|Gadgeteer}}. One of the few skills that still works against blocking or evading enemies. |
− | * {{Skill|Jump Shot}} - | + | |
− | * {{Skill|Med Pack Drop}} - | + | * {{Skill|Net Shot}} and {{Skill|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. |
− | * {{Skill|Healing Turret}} - | + | |
− | * {{Trait|Mechanized Deployment}} causes all toolbelt skills to cleanse | + | * {{Skill|Jump Shot}} - gives 1/2s of evade starting at frame 1. This evasion doesn't last for the entire jump. |
− | * {{Skill|Supply Crate}} - | + | |
+ | * {{Skill|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. | ||
+ | |||
+ | * {{Skill|Healing Turret}} - a single cast of this heal will proc {{Trait|Reactive Lenses}} twice for 6s of {{Tooltip|Protection}} and {{Tooltip|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 {{Skill|Cleansing Burst}} than to detonate it as you'd be trading a 7s shorter cooldown for an additional ~1.2k healing. | ||
+ | |||
+ | * {{Trait|Mechanized Deployment}} causes all toolbelt skills to cleanse a condition. | ||
+ | |||
+ | * {{Skill|Supply Crate}} - drops a {{Skill|Healing Turret}}, {{Skill|Net Turret}}, and {{Skill|Flame Turret}} which immediately overcharge. This gives a 2s initial stun, another 2s stun from {{Skill|Electrified Net}}, a blind-pulsing smoke field from {{Skill|Smoke Screen}} and the usual heal from {{Skill|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/{{Skill|Detonate Supply Crate Turrets}} after the water field dissipates for a bit of {{Tooltip|Stealth}}. | ||
+ | |||
====Advanced Techniques==== | ====Advanced Techniques==== | ||
* {{Skill|Slick Shoes}} > {{Skill|Rocket Boots}} or {{Skill|Jump Shot}} can be used as a risky, aggressive stun that ignores block & evade. | * {{Skill|Slick Shoes}} > {{Skill|Rocket Boots}} or {{Skill|Jump Shot}} can be used as a risky, aggressive stun that ignores block & evade. | ||
− | * {{Skill|Supply Crate}} - | + | |
+ | * {{Skill|Supply Crate}} - an incredibly powerful tool overall, and one that can provide much needed {{Tooltip|Stealth}}. The smoke field provided by {{Skill|Smoke Screen}} is initially overlapped by the water field from the dropped {{Skill|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 {{Skill|Supply Crate}}. Using the weapon stow command, you can cancel the skill mid-cast and still get the crate visual. | * You can bait dodges by fake-casting {{Skill|Supply Crate}}. Using the weapon stow command, you can cancel the skill mid-cast and still get the crate visual. | ||
+ | |||
* You can stow {{Skill|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. | * You can stow {{Skill|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. | ||
+ | |||
* {{Trait|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 {{Skill|Regenerating Mist}} can be cancelled by taking out and immediately stowing {{Skill|Grenade Kit}} in a pinch. The cleanse comes out faster this way. | * {{Trait|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 {{Skill|Regenerating Mist}} can be cancelled by taking out and immediately stowing {{Skill|Grenade Kit}} in a pinch. The cleanse comes out faster this way. |
Latest revision as of 13:15, 12 September 2024
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
- 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.
- Protection in addition to the usual cleanse and Resistance. The toolbelt skill has a range of 900 (just longer than and applies 6s of Revealed along with 8s of Vulnerability. / - A more reactive option. buffs this by making it provide 3s of
- / - Gives access to a few very useful skills: for easy procs, for & a unique condition, for a much needed block, and which can be used to set up combos. Its toolbelt skill has less damage potential here than other power-focused builds and is likely best saved for the condition cleanse.
Weapons
- Spear - A high risk, high reward weapon equally as viable as Rifle in the right scenarios. Spear benefits greatly from and and offers much higher damage output overall. This comes with the tradeoff of having to dip into melee for where you can quickly get blown up. While it doesn't have for high might generation, it can still build Vulnerability and Might with (which hits targets up to 8 times each; good rng can give a lot of Might). / is similar to but deals ~10k damage to a marked target, much of which is shorter duration Burning. is the weakest skill in the set with few uses outside of setting a market target up for , a task generally performed better by . Overall a great weapon if you're able to land the hits but is more prone to getting you blown up. Requires the Janthir Wilds expansion.
- Mace & Shield - The defensive option, but also one that works well with for a wide array of condition application. You lose the Might generation with , some long range CC and but gain which deals good damage, helps Vigor uptime and applies Confusion, which is a quick ranged stun that applies Burning and is an 24px Explosion, which is a 3 second missile reflect you can detonate with , and which is one of the strongest defensive abilities in the game. This weapon set is excellent for games where you are frequently focused as it provides additional healing via 's leap finisher and regeneration, as well as Shield's defensive options that cover you picking up . Requires the Secrets of the Obscure expansion.
Template Code
Specializations
Trait Variants
- Swiftness uptime for burst Vulnerability application, 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, though the reveal is shorter. You'll want either or for movement speed if using this. - Trades 100%
- - Trades survivability for slightly higher sustained damage.
- 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 gets cleansed off since the Burning from acts as a cover for it. - Trades passive
Equipment
Equipment Variants
Amulets
- - better survivability against comps with a lot of strike damage.
Sigils
can be replaced by:
- - more consistent Power burst.
- - better cleansing. Due to the frequency of swapping on and off the Grenade Kit, 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
- - mobility if you choose to swap off .
- - good against teams with heavy condition damage.
- - more offensive variant of Orr.
Relics
- - good option for players without expansions. Obtaining stacks is easy thanks to .
- Protection every 20s. - good generally defensive relic. Stacks with (when buffed with ) resulting in 10s of
- - strong synergy with if conditions are an issue.
- Superspeed. Good if swapping off of but want to retain freedom with Runes. Requires the Secrets of the Obscure expansion. - passive mobility & another source of
- Vulnerability application. Works with all explosions thanks to . Good in prolonged skirmishes, weaker vs. classes with a lot of cleanse. Requires the Secrets of the Obscure expansion. - more
Usage
- This build features modest mobility, burst damage, high vulnerability application and a wide set of conditions. It performs well as a +1 to a skirmish or in teamfights where there isn't projectile hate. It is extremely reliant on kiting with grenades & the about-face command, an action which allows you to instantly do a 180° turn. This, combined with grenades being throwable in every direction allows you to remain safely out of melee range while dealing full damage, even if focused. This command must be bound in the options menu. If focused, it can safely gain distance with , , , or before returning to dealing damage.
General
- skills can be thrown in any direction, making it one of the strongest kiting tools in the game. Utilize the about-face command and snap targeting to remain outside of melee range while still dealing damage.
- All explosions proc Vulnerability and 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. and ( + by extension). The
- & have low cooldowns and long range. Use them as often as possible. causes them to provide a lot of might so they should be used before other strong abilities like .
- Vulnerability stacks. With a 10s cooldown you can fire this off pretty regularly. Likely to miss moving targets at longer ranges. is great for landing important skills and keeping up
- have two charges with 16s cooldowns 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 over for filler.
- Never stop throwing grenades if you can help it; the Vulnerability and Might they generate improve your preexisting conditions on targets.
- You can use Vigor and the healing from the leap finisher. before skills that deal high strike damage to proc . This pairs well with as you'll get both
Damage
- Use , , & as often as possible.
- Use to land your highly damaging skills reliably.
- Fill with ; do not use . Rifle burst deals much lower damage and gives only a third of the Explosions.
- Might stacks. deals less damage here than in a purely power-focused build, and as such isn't as pivotal to land. Still great to throw out as a finisher or into larger groups for quick
- 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 teams with projectile hate.
- There are only five non-projectile skills in the kit: , , , (unblockable), and (created by . also, it's unblockable!)
Burst Combos
- At range with stuns: > > > untarget, manually aim > behind your target
- In melee with stuns: > > > > > run through or around your target while casting (this will also trigger if it's off cooldown) > > whatever's up
- 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.
Moblity
- Swap to Swiftness uptime. every 20s (watch for the buff on your bar) for 100%
- Superspeed with . 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
- - 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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