This is a test build. You may comment and rate it.
Focused on: Hybriddamage and Mobility
Designed for: PvP Conquest
Difficulty:
Hard
This build was last updated on August 19, 2024.
Contents
- 1 Overview
- 2 Skill Bar
- 2.1 Skill Variants
- 3 Template Code
- 4 Specializations
- 4.1 Trait Variants
- 5 Equipment
- 5.1 Equipment Variants
- 6 Usage
- 6.1 General
- 6.2 Damage
- 6.3 Burst Combos
- 6.3.1 Moblity
- 6.3.2 Defense
- 6.3.3 Advanced Techniques
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
Weapon 1: Rifle
Weapon 2:
Weapon 3: X
Weapon 4: X
Healing skill: Healing Turret
Utility skill 1: Slick Shoes
Utility skill 2: Rocket Boots
Utility skill 3: Grenade Kit
Elite skill: Supply Crate
Grenade Kit
Skill Variants
Utility
- Elixir U / Toss Elixir U - Stunbreak and higher burst damage. If you're savvy you can stunbreak allies with the toolbelt skill. Taking this over Slick Shoes for a stunbreak can be incredibly risky if you choose to use it offensively.
- Tool Kit / Throw Wrench - Gives access to a few very useful skills: Box of Nails for easy Sanguine Array procs, Pry Bar for a huge burst & unique condition, Gear Shield for a much needed block, and Magnet which can be used to set up burst combos. Its toolbelt skill Throw Wrench has very little damage potential and is probably best used as a condition cleanse.
- 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.
Template Code
[&DQMGLSYuFTYoAQAAEwEAAI0BAACGAAAAiQEAAAAAAAAAAAAAAAAAAAAAAAA=]
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Specializations
Firearms: Mid, Bot, Mid
Explosives: Top, Bot, Mid
Tools: Mid, Top, Bot
Trait Variants
- Lock On - Trades burst damage and 100% Swiftness uptime for burst Vulnerability application, some Fury, 1 condition cleanse and a 4s reveal upon CCing someone. Can knock players out of Stealth while applying the same debuffs and a shorter reveal. Swap rune to Lynx for movement speed if using this.
- Explosive Temper - Trades survivability for higher sustained damage.
- Incendiary Powder - Trades strike damage for passive access to Burning, which can be otherwise difficult to apply. Also gives a 10% duration buff to burning which helps Rocket Kick & Relic of the Fractal.
Equipment
Weapon 1: Rifle
Weapon 2:
Sigil 1: Doom
Sigil 2: Energy
Weapon 3: X
Weapon 4: X
Sigil 3: X
Sigil 4: X
Rune: Thief
Amulet: Tyrant
Equipment Variants
Sigils
Doom can be replaced by:
- Peril - gives an additional 25% duration to Vulnerability. Most relevant for Steel-Packed Powder which goes from 5s to 6.25s.
- Intelligence - more consistent Power burst. Solid pick if switching to Lynx for one reason or another.
- Cleansing - better cleansing. Due to the frequency of swapping weapons with this build this sigil can be inconsistent.
- 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 from Sanguine Array.
- Lynx - if you would rather not play with Streamlined Kits.
- Orr - good against teams with heavy condition damage.
- Sunless - more offensive variant of Orr.
Relics
- Relic of the Sorcerer - trades poison & burn for more Vulnerability application. Works with all explosions thanks to Shrapnel. Good in prolonged skirmishes.
- Relic of Durability - good generally defensive relic. Stacks with Reactive Lenses (when buffed with Gadgeteer) resulting in 10s of 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, Vulnerability, Cripple, and a slew of other conditions while also stacking 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 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 as it only gives a third of the Explosions.
- Use Grenade Barrage only if you're confident it will hit. Lead with Net Shot for it and other important skills like Shrapnel Grenade.
- 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 (unblockable), 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 > 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 and Might; any retroactive conditions will be amplified by future Vulnerability & Might, so using Grenade Barrage after will benefit greatly from the existing Vulnerability while subsequently stacking more Vulnerability and Might. Blunderbuss'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 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 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 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 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.
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. 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.