Karl Marx: “Go away! Last words are for fools who haven’t said enough!”
(edited by Infamous Darkness.3284)
Hello there I main an engineer, and while I currently run a full zerk setup I am thinking of switching to this might stacking and vulnerability stacking I believe this will give me 7 blast finishers ( Shield 4, Healing Turret, Elite, Thumper Turret 1 , Thumper Turret 2, Thumper Turret 3, and Bomb) for 21 stacks of might for the group. Do you think the 10% extra condition duration (mostly for vulnerability) for the each givers weapon is worth the loss of the zerker stats off of them or not. Also do you think 3 sets of might stacking runes are worth it or should I have grabbed a bit of something else such as runes of the mad king for the extra 10 condition duration, or just stick to runes of the scholar.
(edited by Infamous Darkness.3284)
you can stack might and maintain 25 stacks of vuln with full berserkers
True, but the givers weapons are not for the might stacking part they are for the vulnerability stacking
True, but the givers weapons are not for the might stacking part they are for the vulnerability stacking
you can stack might and maintain 25 stacks of vuln with full berserkers
ah thank you I missed that, would you mind sharing how to do that on a single class though?
I also forgot to add that I meant 25 vulnerability stacks for dungeon bosses as they seem to have reduced condition durations.
does it involve switching from bomb kit to utility goggles before entering combat?
(edited by Infamous Darkness.3284)
ah thank you I missed that, would you mind sharing how to do that on a single class though?
I also forgot to add that I meant 25 vulnerability stacks for dungeon bosses as they seem to have reduced condition durations.
does it involve switching from bomb kit to utility goggles before entering combat?
im not entirely sure how as i dont play an engineer, but im guessing ( i know 30 in the explosives traits gives +30% condi duration, vulnerability on explosion for 5 seconds, with 3 explosions per nade throw) that traits and grenade kit are enough
Combined with extra vuln from the rest of your party, maintaining 25 shouldn’t be an issue. 10% condition duration isn’t even remotely worth dropping all the damage from berserker’s armor. Do NOT use giver’s.
I run 2x Giver’s weapons, it’s well worth it for longer fights. Vuln tends to be very difficult to maintain for longer fights and even organized speedclear groups typically do not have 25 vuln up except for in very short bursts. Might tends to get oversaturated but more is typically better when it comes to vuln.
Heard an interesting discussion on mumble yesterday where Cookie was saying that haviz told him that when they’re doing fractals lvl79, the dredge clowncar would take them over 20 minutes, using a semi condi-specced Engineer, because of the protection on the dredge and bloated health bars. Whereas not using said engi would make that clowncar take over 30 minutes to even an hour for some other teams (didn’t know if that was haviz as well, or someone else, since I didn’t follow the conversation perfectly).
So I guess in fractals 79 dredge, zerk isn’t always optimal.
It was a necro
It was a necro
Like I said, wasn’t following the conversation word for word, but I got the overall idea.
But yes, level 84 enemies (natural glancing blows) with Protection makes condition damage really good. But still only one needed.
Cookie, that was confidential. >.<
nuh uh
Too be fair I had the idea by myself; you just gave field data
I blame big mouth bright
I didn’t know that information was confidential… It sounded pretty normal and totally not super-secret to me
I didn’t know that information was confidential… It sounded pretty normal and totally not super-secret to me
Dungeon elitist go get lost outa these forums no one cares about zerks armour, just you kittens who are so elite you wont allow any other classes play but the ones who run full zerk and only when it is fully optimal do you allow condi classes, shame on you.
(did that stack up to any rages of anti-zerk people or what)
So just to clarify I was only going to be using a givers pistol and shield while the rest would stay zerk, took that advice from Guanglai Kangyi.4318 after messaging him one day. And no the build I posted was not meant for condition damage, it was meant as a way to keep might stacks up on the group and vulnerability stacks up on the bosses (I pug a lot so there are many times in groups that no1 else stacks might or vulnerability), and another question would you recommend doing all blast finishers before engaging a boss and quickly switching bomb kit to utility goggles for 18~stacks of vulnerability near instantly (between grenade barrage and analyze [utility goggles toolbelt])
The main bugger with specializing in Vulnerability is Unshakeable sucking down your duration by 50%. A combination of your Condition Duration trait line and big ole’ slice of Pizza is probably the lowest opportunity cost way to cover that distance. But, by all means, if you need more Condition Duration, then take more Condition Duration.
I know it seems like a simple thing to say; but it’ll feel more worth it when your pug doesn’t have these things covered, and it’ll feel less worth it when they do.
So that means, rather than trying to figure out if something is a worthwhile build choice by trying to predict what other people will do in a general sense, make a Sidebar for your build so you can handle things on a case-by-case basis.
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