Celestial Engineer with Core Specializations
Celestial Engineer is indisputably one of the strongest builds in sPvP, with high mobility, damage, sustain, and minor support through Healing Turret to boot. It's only counters are heavy conditions and CC chains, and even then, Slick Shoes + Gear Shield + Rune of Vampirism give many disengage options. But looking over today's announced changes, it seems like it's going to get even stronger. Yes, the meta will shift once the patch happens, and other builds may rise that counter Cele Engi. But as it stands, it's pretty terrifying how much better this new Cele Engi is than the old one.
Consider the following trait selections (chosen to come as close to the existing "feel" of a Celestial Engineer):
Explosives
Minor
- Evasive Powder Keg: Create a bomb when you dodge.
- Steel-Packed Powder: Your explosions cause 5s of vulnerability.
- Explosive Powder: Explosions deal 10% more damage. Your turrets explode, dealing damage and knocking back nearby foes when destroyed.
Major
- Grenadier: Increases your throw velocity of grenades by 100%. Increases the blast radius of grenades by 60.
- Shaped Charge: You deal 5% increased damage to foes affected by vulnerability.
- Thermobaric Detonation: Evasive Powder Keg is now a blast finisher.
Firearms
Minor
- Sharpershooter: Your critical hits have a 33% chance to cause 4s of bleeding.
- Hematic Focus: You have a 10% increased chance to critically strike foes affected by bleeding.
- Serrated Steel: Bleeding you apply lasts 33% longer.
Major
- Heavy Armor Exploit: Your critical hits have a 50% chance to grant you 3s of swiftness and cause 3s of vulnerability.
- No Scope: Your critical hits on nearby foes have a 100% chance to grant you 4s of fury. This trait has a 10 second internal cooldown.
- Incendiary Powder: Your critical hits inflict 4s of burning. Burning you apply lasts 33% longer. This trait has a 10 second internal cooldown.
Alchemy
Minor
- Hidden Flask: Drink an elixir B when struck while below 75% health.
- Transmute: Incoming conditions have a 100% chance of being converted into a boon. This trait has a 15 second internal cooldown.
- Alchemical Tinctures: Elixirs remove a condition from affected allies. Boons you apply last 20% longer.
Major
- Invigorating Speed: When you gain swiftness you also gain 6s of vigor. This trait has a 5 second internal cooldown.
- Backpack Regenerator: While using a kit you passively recover health.
- Stimulant Supplier: Drop a stim pack when you use a heal skill. This trait has a 10 second internal cooldown.
This is a bit overwhelming to look at as is, but I'll just to highlight some key buffs with this kit:
- High/near-permanent Fury uptime from Stimulant Supplier + No Scope + Hidden Flask, just by swapping into Med Kit every 10s, picking up the Stimulant, and getting critical hits on nearby foes (easy with grenades or Sigil of Intelligence). This is in addition to +10% chance to critical bleeding foes (which also procs Engi crits and is pretty common in general).
- Bigger & faster grenades from the Grenadier trait. Makes it much easier to land grenades.
- Free blast finishers from
Evasive ArcanaThermobaric Detonation - Passive +5% damage from Shaped Charge (vuln applied on every grenade)
- More than one usable elite in PvP (not specific to this build, but I'm just happy this is a thing now for Engi). Supply Crate still gives plenty of random CC from turret explosions (it still stuns, right?) and heals, while Mortar Kit is the new kit for engaging and long-range damage.
Of course, this is not without some drawbacks:
- No out-of-combat movement speed. You could change Alchemy for Inventions to get Mecha Legs (and also Automated Medical Response + Vampiric Rune synergy, and Cleansing Synergy which is just obscene with Healing Turret), but I think Backpack Regenerator might give more sustain.
- No Inertial Converter (Toolbelt skills recharge when <25%). This is big, since it means you don't get the free escape after Rune of Vampirism procs.
- No +Endurance from Toolbelt skills though this isn't important.
Discuss?
Posted Jun 16, 2015, 8:19 AM UTC
Cele Engi will probably go Explosives, Inventions and Tools (or Firearms instead of Tools). Primarily focussing on power. Especially since Condi Dmg will be less effective at a lower amount, there is even less of a reason to focus on it. Cele Engi has been mostly power orientated anyways.
Curious what the Condition Engineer can bring with a Explosives, Firearms and Inventions setup. Especially since the damage output will be higher due to 'buffs' to condition damage.
I am not really feeling it with Alchemy anymore. Thinking Inventions will give you more value especially thanks to AMR and the great synergy of Explosives and Inventions together.
Also curious how SD Engi will perform. Probably still very weak in Conquest mode in comparison to Cele/Condi but I can see it have potential in Stronghold.
I find it hard to give up Incendiary Powder for anything though, but Inventions does have absurd levels of sustain (Inventions GM Trait - Bunker Down?). Just the idea of having viable and meaningful variation within a build is a MASSIVE plus for me though.
Remember, Incendiary Powder is not the same as it used to be. It now adds 2 stacks of burning instead of the 1 old type burning that did the same dmg as 3 of the new stacks. Also, with the nerf to cele gear, we might not have the condition dmg to make it worth it. Yes we get 33% additional burning durration, but we just lost 30% from explosions when stats were taken off so we're pretty much in the same spot there.
Right, I didn't look at the Burning numbers at all (since they scaled pretty poorly off of Condi Damage before. Explosives/Inventions/Tools then, since we're not going to be able to apply swiftness easily. (Mecha Legs/Adrenal Implant comes pretty close to Speedy Kits/Invigorating Swiftness I guess.
Keep in mind a minor trait in Tools also provides us with Vigor AND you'll run Energy sigil most of the times anyways. Really don't need Adrenal Implant. Kinetic Charge would benefit us a lot more.
What you should be more concerned about is Protection uptime, not Vigor or Swiftness uptime.
Scavenger rune says hi.