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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 December 27, 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

  • 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


Template Code

[&DQMmPhU2Bi0oASoPEwETAY0BjQGGAIYAiQGJAQAAAAAAAAAAAAAAAAAAAAABVQAA]
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Specializations


Trait Variants

  • - 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 acts as a cover for it.


Equipment

Rifle
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Amulets

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


Sigils

can be replaced by:

  • - 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 procs, and, by extension, less Might Might from .
  • - good against teams with heavy condition damage.


Relics

  • - more Vulnerability 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.


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.
  • is great for landing important skills and keeping up Vulnerability Vulnerability stacks. With a 10s cooldown you can fire this off pretty regularly. Likely to miss moving targets at longer ranges.
  • 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.
  • Never stop throwing grenades if you can help it; the Vulnerability Vulnerability and Might Might they generate improve your preexisting conditions on targets.


Damage

  • 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.
  • 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 Might Might stacks.
  • 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.


Burst Combos

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

after will benefit greatly from the existing Vulnerability Vulnerability while subsequently stacking more Vulnerability Vulnerability and Might Might.


Moblity

  • 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 .
  • - 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.
  • - a single cast of this heal will proc 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 than to detonate it as you'd be trading a 7s shorter cooldown for an additional ~1.2k healing.


Advanced Techniques

  • - an incredibly powerful tool overall, and one that can provide much needed Stealth 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.
  • 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

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