(edited by google.3709)
Better Alternative to the HGH Build
Optional If you want to share the love with your team
Bring “Bomb Kit” for its #2 and another 2 other blast finishers ( turrets preferably )
Execute the combo however you feel comfortable, this is my way
place big old bomb > Fire Bomb > x2 Turrents > magnetic shield > med kit
keep in mind each blast finisher gives x3 might for 20 secs ( + your 70-90% extended duration)
x4 Blast finishers = x12 34s Might + 3 from Altruism for a total of 15 AoE Might on rotation.. making it possible for you to keep up to 20-25 stacks of might on your surrounding team mates, as well as assuring a 25 perma might on yourself
Important: The build is VERY VERSATILE, so you can use any blast finishers you want and tweak it to make it you’re own
also, please try the build ( even the water down version at the mist using rune of the fighter ) so you’re able to make an educated comment, thank you
Teams will love you if you give them lots of might they are gonna be like WoW this engi is amazing
(edited by google.3709)
This seems pretty legit I will have to try it out.
A few questions.
Why did you take HGH if you took no elixirs? I might take Backpack Regenerator or Deadly Mixture.
Why did you take Kit Refinement? If I can have Surprise Shot anyway, I probably am going to want Static Discharge.
Is Forceful Explosions really necessary? I think I’d take something that increases DPS there.
On the Rune of Altruism wiki page, it says the cooldown is 15s and not the 10s stated in the tooltip. Have you tested it? Was it fixed in the patch?
What is the radius on these party aoe buffs?
I like the idea of your build. Personally, I might opt for the new Elixir Gun 4 as a blast finisher over one of the turrets, because that I think would be the best damage among the choices of Bomb Kit, Pistol/Shield, and Elixir Gun. I might also just go Grenadier though, and skip one of the blast finishers.
edit: With Grenadier, although you’d only be able to offer 12 Mights (instead of 15) per rotation (and I suppose 6 fewer than your perma 20-25 Might claim), you’d also be able to put 20ish stacks of Vulnerability on the enemies because of Steel-Packed Powder.
(edited by Destroyer.1306)
Alternative to HGH… still uses HGH.
wat
I’ve been running this kinda build for a few weeks now working out the kinks and kitten, any way my variation has had great success and imo it makes the normal hgh build a bit of a joke, I’d like to do a write up for was but I’m at work so I’ll see what I can do this week maybe get some videos or something like that
A few questions.
Why did you take HGH if you took no elixirs? I might take Backpack Regenerator or Deadly Mixture.
Why did you take Kit Refinement? If I can have Surprise Shot anyway, I probably am going to want Static Discharge.
Is Forceful Explosions really necessary? I think I’d take something that increases DPS there.
On the Rune of Altruism wiki page, it says the cooldown is 15s and not the 10s stated in the tooltip. Have you tested it? Was it fixed in the patch?
What is the radius on these party aoe buffs?
I like the idea of your build. Personally, I might opt for the new Elixir Gun 4 as a blast finisher over one of the turrets, because that I think would be the best damage among the choices of Bomb Kit, Pistol/Shield, and Elixir Gun. I might also just go Grenadier though, and skip one of the blast finishers.
edit: With Grenadier, although you’d only be able to offer 12 Mights (instead of 15) per rotation (and I suppose 6 fewer than your perma 20-25 Might claim), you’d also be able to put 20ish stacks of Vulnerability on the enemies because of Steel-Packed Powder.
hidden flask and self-regulated deference still trigger HGH but yea like i states its a high versatile build so feel free to modify it any whichever way work for you best
that was a mistake, it was suppose to be speedy kits and yea on my version i put 20 on tools and use static, but if you run with condition you might wanna get grenadier and run without the AoE buffs
nope, build highly customizable, i brought it because it makes it a lot easy to set up might bombs and also cause i love concussion bomb and wanna get the greatest range out of it
yup, i tested and you’re right, it has a 15s cd
they are blast finishers and currently their range is not listed on the wiki so i can’t exactly tell you
and yup, great idea, i’m gonna start using GE as well i believe and i like your thinking with granader see, im not giving out a build, just the base for it and the rest is up to you to decide which you’re already doing, now is just a matter of trying and i dont think you will be disappointed, there are lots of possibilities
Alternative to HGH… still uses HGH.
wat
HGH is the name given to the elixir build, just because i included that trait in there does not mean it’s the same build, also you can choose not to bring it
I’ve been running this kinda build for a few weeks now working out the kinks and kitten, any way my variation has had great success and imo it makes the normal hgh build a bit of a joke, I’d like to do a write up for was but I’m at work so I’ll see what I can do this week maybe get some videos or something like that
thank you that would be awesome
hidden flask and self-regulated deference still trigger HGH but yea like i states its a high versatile build so feel free to modify it any whichever way work for you best
I learn something new about this class every day.
I like this build and I’m anxious to try it in-game. Anxious enough to plop down the $$ for new equipment? We shall soon find out!
You need Only Explosiv X + Sigil + runes. everything other is customisable !
I use such a build for 2months
It shows it’s better effetiveness with grenades/bombs and FT ! And with this setup, you can wear PVT gear and do enough damage
With my Grenadier build (30/10/0/20/10) I maintain 18-21 might without any problem
You need Only Explosiv X + Sigil + runes. everything other is customisable !
I use such a build for 2monthsIt shows it’s better effetiveness with grenades/bombs and FT ! And with this setup, you can wear PVT gear and do enough damage
With my Grenadier build (30/10/0/20/10) I maintain 18-21 might without any problem
Explosives X gives 3 might and with the duration from your runes you can get up to 6 might from this trait. Sigils giving during fight 3 for swap and 1 for 10s (30% on crit).
1 might from Alchemy adept.
So I see ~12 might not 18+. Am I wrong?
Might duration : Alchemy +20% & runes +40% ==> +60% might duration
Explosive X give 3 might for 15s => 24s with runes + Alchemy Boon Bonus ==> 6 might
Sigil of Battle give 3 might for 20s => 32s with runes + Alchemy Boon Bonus ==> 9 might
Altruism rune give 3 might for 10s => 16s with runes + Alchemy Boon Bonus ==> 3 might
==> Sum = 6+9+3 = 18 Might non Stop just by swapping Medkit and another kit !
(edited by Luc Willem.2865)
Out of curiosity, why not use the mine or the elixer gun (acid bomb) for the blast finisher instead of one of your turrets? The will both have a lower cooldown if all you’re doing is blowing them up. Also both give increased utility over just 1 turret.
(edit) does altruism give might to us too? if so, holy crap, where have you been all my life!
Dr Hoppenheimer – Engi / Meowzir – Guard /
Mulcibur Nox – Ele / Mr Directed – Mes
I’ve been using 6 runes of altruism since they came out. In dungeons I usually wait till a boss has a bunch of vuln from grenades and them pop it to team for a kind of ‘team burst’.
I’ve been wanting to switch to a more condition oriented build tho with more might stacking and this may be the way to go as I really don’t like HGH, I would like to use flamethrower Jugg but its really not worth it.
One thing I’ve been meaning to try out was using 2x superior altruism runes and 2x major altruism runes for 5x might on the team. Has anybody tested this? I would myself but haven’t had time
I do love HGH builds, they are possibly one of the best things engineers have alongside supply crates and speedy kits. If anything I would recommend any engineer take on the HGH trait line. Might is an engineers best buddy I would also say X on explosives is a great trait too, but I like my speedy kits and pistols really need all the full 30 in firearms to make it worthwhile. But I am not really into swapping runes, for other classes they are good but for engies they end up messy. Keep sigils passive as best you can, some good precision somewhere in your trinkets and some life steal food and you should be ok with HGH.
(edited by mzt.3270)
I’ve been debating something like this for a long time, but it’s hard to settle on. I really don’t like the 30 points in Alchemy – as it’s all primarily for boon duration above all else. I’m aware of how many stacks of might you can beef up just off medkit – I’ve been using the explosives trait and a battle sigil for a bit, as well as Napalm + Acid Bomb in almost every fight. With my good group (as in they see Napalm and instantly shove their banners into it), I’m hitting 22-25 stacks of might pretty quick – although with PUGs, it’s 9-12 on average.
I’m just trying to mentally tabulate if, alone, 6 ruby orbs versus the 2/2/2 setup of altruism/hoelbrak/fire, who would win out? I’m coming up with orb on repeat tests, but it’s hard to say – 3 stacks of 14 second might on medkit is pretty nice, along with pumping up my battle sigil to 28 seconds, and the trait to 21 seconds!
Just use Enhance Performance for an actual alternative to HGH.
One thing I’ve been meaning to try out was using 2x superior altruism runes and 2x major altruism runes for 5x might on the team. Has anybody tested this?
Oh man. Someone with x2 Superior Altruism needs to try this! Should be easy/cheap to drop 2 Majors into some crappy blue armors for a test.
Tbh I’ve been running with this for awhile in WvW for my guild. Really effective and with all the blast finishers for 18 aoe stacks of might (21 for yourself). Also once the fight is begun the blast finishers are nice for chaos armor.
https://forum-en.gw2archive.eu/forum/professions/engineer/Boon-Spiking-Engineer
Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)
One thing I’ve been meaning to try out was using 2x superior altruism runes and 2x major altruism runes for 5x might on the team. Has anybody tested this?
Oh man. Someone with x2 Superior Altruism needs to try this! Should be easy/cheap to drop 2 Majors into some crappy blue armors for a test.
The effects don’t stack. In fact, the 2 stacks by the major runes will take precedence over the 3 stacks of the superiour ones, so if you equip 2xmajor and 2xsuperiour you’ll actually get one stack less than using 2xsuperiour only.
(edited by blurps.2340)
Out of curiosity, why not use the mine or the elixer gun (acid bomb) for the blast finisher instead of one of your turrets? The will both have a lower cooldown if all you’re doing is blowing them up. Also both give increased utility over just 1 turret.
(edit) does altruism give might to us too? if so, holy crap, where have you been all my life!
I’m currently using EG some one suggested so i tried and its a lot better but rifle turrent tool belt ability is too awesome to trade of with static discharge :P
and yes it does, you get the might from altruism as well
I’ve been meaning to try out was using 2x superior altruism runes and 2x major altruism runes for 5x might on the team. Has anybody tested this? I would myself but haven’t had time
nah, sadly it doesnt work, would be nice tho :P
I’ve been debating something like this for a long time, but it’s hard to settle on. I really don’t like the 30 points in Alchemy – as it’s all primarily for boon duration above all else. I’m aware of how many stacks of might you can beef up just off medkit – I’ve been using the explosives trait and a battle sigil for a bit, as well as Napalm + Acid Bomb in almost every fight. With my good group (as in they see Napalm and instantly shove their banners into it), I’m hitting 22-25 stacks of might pretty quick – although with PUGs, it’s 9-12 on average.
I’m just trying to mentally tabulate if, alone, 6 ruby orbs versus the 2/2/2 setup of altruism/hoelbrak/fire, who would win out? I’m coming up with orb on repeat tests, but it’s hard to say – 3 stacks of 14 second might on medkit is pretty nice, along with pumping up my battle sigil to 28 seconds, and the trait to 21 seconds!
2/2/2 set up would work out nicer since every might is 35 more power, at 10 might you get 350 more attack which more than pumping 30 trait point into explosives, also even tho you lose some critical damage, you get more attack which will scale much nicer with your lower crit dmg and as for precision, thanks to med kit, you can take advantage of free fury
2/2/2 set up would work out nicer since every might is 35 more power, at 10 might you get 350 more attack which more than pumping 30 trait point into explosives, also even tho you lose some critical damage, you get more attack which will scale much nicer with your lower crit dmg and as for precision, thanks to med kit, you can take advantage of free fury
12 rubies = 120 power, 4% more crit chance, and 12% more crit damage.
2/2/2 setup = 3 stacks of might (105 power), 50 power, and 40% longer might duration.
Across different sources of might, this ramps up my personalized blast finisher to 28 seconds (100% uptime on the might I create, given the waiting is on Napalm’s cooldown), Sigil of Battle to a similar 28 seconds, and the trait from 15 to 21 seconds. I’m not going to take alchemy into account because this is strictly analyzing rune comparisons. From a purely mathematical viewpoint:
35 more power from the rune, no crit chance increase (I already use drop stimulant, this isn’t up for discussion), 12% less crit damage, but more might uptime. The combination of crit chance and crit damage is roughly a little more than a 7% damage increase. The power is debatable, but not ignorable – my primary issue however is the mixed up cooldowns I’m seeing. I’m fine with swapping to medkit every 10 seconds, it’s not hard to remember – but that’s not the case. Altruism is on a 15 second cooldown, and the trait is on a 10 – swapping every 15 seconds is also fine with me, but at that point the Altruism might will fall off. Every 20 seconds (or 10, as I currently do) is also easy to remember, as it’s when I can use drop stimulant again.
I’m basically looking at the raw gains – I’ll have some moments where I have more might than usual, at which point it’ll probably translate into a 10% damage increase beyond the norm. However, with a clever group, hitting 12-15 AoE might stacks isn’t hard from other players taking advantage of Napalm – and at that point, I’d be losing out on ~9% damage (only 50 power is from runes versus 120 with rubies, so it’s like 2 might stacks being lost).
It’s definitely an interesting build, but from a min/max point of view, the differences are so minimal and based on moments of time, producing an average is hard – sure, you can try to use skills like Fire Blast during your 15-18 stacks of might moments, but what if you go into those moments and FB is halfway through cooldown, or you just popped grenade barrage? Waiting to use those skills is also losing DPS, so it’s a prickly slope.