Any wvw build left?
Did you try Nades with condition Build and Pre/Toughness/condition armor?
http://gw2skills.net/editor/?fcAQJAqOl0pyXHxSgdEB0DAr+4LRFwsPPeL2CCB
the change from 6 to 15% Bleeding on Explosives makes it now easy to get 11 Stacks bleeding (with Sigil of Earth on Weapon)
I have an Azura Skill in my Build which gives Confusion to enemies nearby, for Thieves
[Skol]
(edited by Haralin.1473)
I am trying out different options now that ’nades are not what they used to be. Trying high precision/static discharge rifle and toolkit. killing isnt a problem, but now that ive had to retrait in firearms and toolkit, i am much more killable than i was.
i know people dump on the old grenade build as just hitting 1,1,1,1….. however now i feel like im typing up a storm every fight.
Rifle Toughness/Power build! I like 30 in Elixirs and use toolkit.
I´m still using the Grenades .. AoE in general, are nice .. throwing them behind your back is usefull .. and all in all – AoE Weaknes is priceless.
Death is Energy [DIE]
Underworld server; WvW – UW border/defence
Special role? Yeah I got something for ya. Toolkit magnet. It’s got a bigger range of 1200 since a recent patch. Pull idiots off a wall or pull some sucker into your zerg. Doesn’t even need gear. Don’t use it against Northern Shiverpeaks though.
grenades still work for zerg spam and wall defense, even if not as much as before.
grenades still work for zerg spam and wall defense, even if not as much as before.
True. And those are situations where your individual damage output is not as critical as the pressure put on enemies by sustained damage and application of conditions.
They can try and pry my grenades from my cold, dead claws.
Grenades are useless and too risky for keep defense when they are knocking at your door.
It was pretty dangerous pre-patch because they can pull you off but now the risk doesn’t outweigh the rewards with the lowered damage.
Bombs hit pretty hard and maybe the good ol’ flamethrower through the wall might do the trick with sigil procs.
Toolkit is always fun for ensuring at least one fat kid doesn’t get away. I usually take the trait to lower the cooldown because gear shield has a VERY short CD. [around 15s]
Not Sure If Serious [BZNZ] ||| Cynical [CYN]
Grenades are useless and too risky for keep defense when they are knocking at your door.
It was pretty dangerous pre-patch because they can pull you off but now the risk doesn’t outweigh the rewards with the lowered damage.
Bombs hit pretty hard and maybe the good ol’ flamethrower through the wall might do the trick with sigil procs.
Toolkit is always fun for ensuring at least one fat kid doesn’t get away. I usually take the trait to lower the cooldown because gear shield has a VERY short CD. [around 15s]
grenades through the door break down rams as fast or faster than flamethrower does.
Either way, they aren’t worse at it.
The advantage of the grenades is that you can stand so far back nothing can touch you at all.
With flamethrower you still get hit yourself occasionaly.
Basically every build requires 30 in alchemy and nothing else matters.
AFAICT, there are no good solo roamer builds anymore; you simply lack the power to kill a similarly geared opponent and still have staying power to evade Nv1s (not like that was easy before, the only class you can reliably outrun is necromancers given how pokey and slow engineers are).
That said, the sigil kits add a lot of interesting support tricks. For example, bomb+fire can become a real threat if you don’t get focused, and vampiric effects are weirdly broken with flamethrower (go 0/30/0/30/10 and get backpack regenerator instead of hgh, gear power+toughness+vitality, and you will see what I mean when they try and kill you). Do not expect that to last long.
I do not think the “high aoe damage” variant of Engineer is really worth taking into WvW right now; they just don’t add much to a wvw situation unless you really focus on chokepoint control (and a thief is going to find you and turn you inside out if you start getting good at that). What you can do is be a heck of a sidekick by packing a LOT of knockdowns and blast finishers. A well-placed knockdown and net can freeze those annoying d/d roamer elementalists in their tracks and the humble Thumper (yes, thumper!) and Net turrets can make roaming thieves absolutely miserable when you’re defending siege.
You can succeed in WvW still, but you have to redefine success as “not getting badges or many kills.”
(edited by KirinDave.6451)
I’ve been using a crit based pistol/pistol build (30 Firearms for piercing, plus mght and power on sigils, and elixirs for protection and escape) as a supporting character in WvW and have been doing just fine.
(Would prob get even more kills if I mixed elixir U and S for fast stomps, but I prefer a more general mix of abilities.)
p.s. Biggest problem is I have to keep mobile and often miss the loot bags from my own kills.
Basically every build requires 30 in alchemy and nothing else matters.
You can succeed in WvW still, but you have to redefine success as “not getting badges or many kills.”
Disagree with both of these statements. I respecced out of the tanky build type after the patch. I’m still really survivable but now running P/S, Flamethower, Toolkit. I run bloodlust sigil on my rifle to 25 stacks, then switch to P/S with sigil of fire, and lifesteal. Traited for Juggernaut and Power Wrench. The flamethower wrecks people, prybar when not on cooldown, number 2 on flamethower when you learn how to use it is amazing in groups. 5 on Shield, 4 on toolkit, magnet, elixer B. I get way more badges post patch than I did running full tank. I’m just having to adjust my play style to be a bit less aggressively risky than I used to be.
The beauty of the engineer is there is a lot of room to play with the build, and I’ve found at least 3 builds I really enjoy.
p.s. Biggest problem is I have to keep mobile and often miss the loot bags from my own kills.
I have found this to be an issue. Last night I was constantly having to back track to pick up a trail of bags.
(edited by Tyaen.5148)
you’ll are nuts.
1. grenades still stack 3 stacks of vul everythrow. barrage still does 8.
2. Sigils, now mean barrage, and shrapnel, and frost do 5% more damage.
3. 34% less g1 damage means what exactly? Less sustained dps. ok. versus what? A keep lord? 10 throws? a player? 2 throws while CC’d? The carpet bomb effect is still strong. as you can keep shelling out that damage. But the burst has only gotten stronger with sigils. (and marginally hgh buff)
4. blind and poison do direct damage. very minor yes. But some is better then none.
in a pvp situation, you ought to be bursting, and using these CC, debuffs, and relying less on auto attack.
Sitting duck buffed rifle.
How in the world would solo roaming be worse, when all solo builds got buffed by sitting duck, hgh, and sigils?
There was 1 and only 1 nerf. grenade1, which is almost entirely a pve nerf.