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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 August 15, 2024.

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

Rifle
Utility
Grenade Kit


Skill Variants

Utility

  • Elixir U / Toss Elixir U - Trades mobility and easy access to burning for another stunbreak and higher burst damage. If you're savvy you can stunbreak allies with the toolbelt skill.
  • Elixir S / Toss Elixir S - Trades mobility and easy access to burning for another stunbreak and 3 seconds of complete invulnerability. Long cooldown. Toolbelt skill provides a short-duration AoE Stealth Stealth.
  • 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.


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 uptime for burst Vulnerability Vulnerability application, condition cleanse and a short reveal. Swap rune to Lynx for movement speed if using this.
  • Aim-Assisted Rocket - Trades survivability for higher burst damage.
  • Explosive Temper - Trades survivability for higher sustained damage.


Equipment

Rifle
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Sigils

Sigil of Doom can be replaced by:

  • Sigil of Intelligence - more consistent Power burst with Blunderbuss and Jump Shot.
  • Sigil of Cleansing - better cleansing.
  • Sigil of Opportunity - better consistent Power damage (Note: this sigil only boosts strike damage, not condition damage!).
  • Sigil of Peril - better Vulnerability Vulnerability uptime, best used alongside alongside Relic of the Sorcerer.


Runes

  • Rune of Lynx - if you would rather not play with Streamlined Kits.
  • Rune of Aristocracy - more focus on Might Might duration from Sanguine Array. Good if you can get away with lots of nades in teamfights.
  • Rune of Orr - mood against teams with heavy condition damage.
  • Rune of Sunless - more offensive variant of Orr.


Relics

  • Relic of the Sorcerer - trades poison & burn for more Vulnerability Vulnerability application. Works with all explosions thanks to Shrapnel. Best used in teamfights.
  • 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 - has a strong synergy with Mechanized Deployment 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 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 kiting just out of melee range.

General

  • 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 and should be used 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.
  • Use Grenade over Rifle Burst for filler.
  • Swap to Grenade Kit whenever Streamlined Kits is off cooldown for 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.


Damage

  • Use Blunderbuss, Shrapnel Grenade, Freeze Grenade & Rocket Kick as often as possible.
  • Fill with Grenade; do not use Rifle Burst!
  • Use Grenade Barrage only if you're confident it will hit. Lead with Net Shot!
  • 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 comps with projectile-hate.
  • There are only five non-projectile skills in the kit: Blunderbuss, Rocket Kick, Jump Shot, Poison Grenade, and Drop Mine (created by Streamlined Kits)


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 > Freeze Grenade > Grenade Barrage
  • 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


Moblity

  • Swap to Grenade Kit every 20s (watch for the Streamlined Kits buff on your bar) for 100% Swiftness uptime.
  • Rocket Boots - Sends you an incredible distance and 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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