Blast Finisher

Blast Finisher

in Engineer

Posted by: jingkangtan.6752

jingkangtan.6752

my might stacking rotation
1. place big ol bomb
2. fire bomb, place rifle turret, place healing turret
3. fire bomb explodes, i overcharge healing turret, healing for extra
4. detonate both turrets
this gives like.. 9 stacks of might

the question i wanna ask is for my 3rd utility skill, what should i use for stacking more might?
i think thumper turret is a good choice but i always find it hard to squeeze in the last blast finisher (rumble) and end up blasting a water field instead
some people suggested throw mine but sometimes when i throw it before setting fire bomb and turrets it suddenly explodes for no reason and leaves me with one less finisher
elixir gun has also been suggested but its kinda hard to squeeze it acid bomb if u wanna set up turrets after fire bombto get extra healing from overcharging healing turret. furthermore the cooldown of acid bomb, traited or not doesnt really sync with firebomb’s cooldown
rocket boots kinda propels me too far even when cancelled

any advice ?

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Posted by: Rozbuska.5263

Rozbuska.5263

Thumper is great and shield ofc also supply drop is blast

Tekkit Mojo – Engineer
Tekkit’s Workshop

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Posted by: jingkangtan.6752

jingkangtan.6752

ok lemme ask another question, is there a way to overcharge ur healing turret and stack might while keeping fire bomb and turret (healing n rifle) cooldown in sync? (like every other fire bomb i detonate healing n rifle turret for might) ?

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Posted by: Depths.4051

Depths.4051

personally I don’t do a ton of stacking in combat, if you wanted to do a passive buff of might at 6 stacks, you could get 100% boon duration, add experimental turrets trait, and plop a fire turret down wherever. As long as your in its field you’ll get 6 stacks of might regardless of combo finishers.

If you’re going to be applying boons to yourself and others, you might want to consider boon duration gear set and food buffs. If you get 100% increased duration (which is the cap btw, you can’t get over 100%) then your might stacks will last 40 seconds instead of 20.

throw on about 13 platinum dubloons onto your character (52% duration), max traits in vitality (30% duration), and add on the chocolate omnomberry cream (+20% duration), and your at 102% duration increase (even if it would say 102% the game will passively stop it at 100% regardless).

(edited by Depths.4051)

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Posted by: Depths.4051

Depths.4051

ok lemme ask another question, is there a way to overcharge ur healing turret and stack might while keeping fire bomb and turret (healing n rifle) cooldown in sync? (like every other fire bomb i detonate healing n rifle turret for might) ?

cooldown for rifle turret and healing turret is the same at 20 seconds, as long as you pop them at the same time (cooldown starts when you pop them) you shouldn’t have any problems with synchronizing them. Firebomb is a 10 second cooldown so as long as you only use it for the combo, it shouldn’t be your bottleneck.

(edited by Depths.4051)

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Posted by: jingkangtan.6752

jingkangtan.6752

is there any option to like reduce button sensitivity? WoW has an option like that based on sensitivity adjusted according to latency
like sometimes after i place fire bomb i use rifle turret and spam healong turret my rifle turret gets cancelled out and gets placed on a 3sec cooldown
anyway to stop that?

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Posted by: Depths.4051

Depths.4051

I think your problem is more with the 1/2 second cast time on the turret deployment, because it sounds like your interrupting the cast. Some skills have a cast time you have to be aware of, like try using box of nails on tool kit… has a 3/4 of a second cast and trust me, you feel that cast. Unfortunately this may be something you have to work around and get the timing on.

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Posted by: Axelwarrior.9084

Axelwarrior.9084

You should be placing the turrets before the big ol’ bomb. There’s no issue with timing, since detonating them is instant and on-command.

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Posted by: Ario.8964

Ario.8964

Your last skill could be rocket boots, good for the blast combo and its a great escape when you need it.

[Teef] Dragonbrand Thief and Engi main www.twitch.tv/ariodoesgaming and Ario Does Gaming on Youtube!

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Posted by: Shaogin.2679

Shaogin.2679

As Axelwarrior mentioned, put your turrets down first. Even if you are overcharging healing turret, the water field will be gone before the blast finishers start going off. Then you can include elixir gun and shield the into your rotation with ease, getting you up to 15 stacks. The elixir guns blast cd is incredibly short and will be available every rotation and is a great addition to any build. The shield is optional of course, but if you want more might I’d take it.

Doc Von Doom – Asuran Necromancer
Gate of Madness
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Posted by: Dante.3754

Dante.3754

If you need low cd blast finishers throw mine, rocket boots, and later flamethrower kit are your best options. In fact the change to flamethrower kit will give a blast finisher on a potentially lower cd than your fire field bomb.

Otherwise if its self might you are looking for the trait enhanced performance will give 3 might when you place your healing turret, sigil of battle will give might swapping to kits in battle, and certain runes give might or other boons in an area on heal as well.

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Posted by: jingkangtan.6752

jingkangtan.6752

yeah i already took enhanced performance
does the pulses of glue bomb and smoke bomb proc vulnerability with steel packed powder?
btw does netshot have a cast time? it feels weird casting it

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Posted by: Dante.3754

Dante.3754

Bomb pulses do indeed proc steel packed powder. As for net shot the skill itself doesn’t have a cast time but the net itself is super slow and the skill does have an aftercast.

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Posted by: Depths.4051

Depths.4051

If you need low cd blast finishers throw mine, rocket boots, and later flamethrower kit are your best options. In fact the change to flamethrower kit will give a blast finisher on a potentially lower cd than your fire field bomb.

Otherwise if its self might you are looking for the trait enhanced performance will give 3 might when you place your healing turret, sigil of battle will give might swapping to kits in battle, and certain runes give might or other boons in an area on heal as well.

I don’t know what your talking about with flamethrower blast finishers, since it has none. It has a fire field that lasts 10 seconds, but has a 30 second cooldown, compared to fire bomb which has a 10 second cooldown and lasts for 3 seconds. The passive generation of might on flamethrower would be nice for him, but I can’t recommend flamethrower to anyone tbh. Have yet to find a wvw engineer that uses flamethrower, that wasn’t easy to kill.

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Posted by: Dimes.6024

Dimes.6024

later means later

2 on FT will be blast finisher with 6(4 when traited) cd

http://www.reddit.com/r/Guildwars2/comments/2bpy0i/ready_up_upcoming_engineer_ranger_changes/

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Posted by: Depths.4051

Depths.4051

awesome, some much needed stuff on its way. Now if they could change hobos sacks all would be well o-o

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Posted by: jingkangtan.6752

jingkangtan.6752

oh no wonder it feels so weird
so if im using purely bomb kit and rifle which is better?
sitting duck or precise sights (vuln on crit in firearms line)

edit
does static discharge require a target to shoot the chain lightning? if it doesnt, then how does the bolt travel ( in what direction ) ?

edit
does damage and knockback from accelerant packed turrets include when the turrets are killed by detonation? or isit only purely from whacktilldead turrets?

(edited by jingkangtan.6752)

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Posted by: Saturn.6591

Saturn.6591

so if im using purely bomb kit and rifle which is better?
sitting duck or precise sights (vuln on crit in firearms line)

I guess that’s pretty much up to personal preference.

edit
does static discharge require a target to shoot the chain lightning? if it doesnt, then how does the bolt travel ( in what direction ) ?

If the toolbelt-skill is targetted, it will fly to that target. If it’s a ground-targetted or not at all targetted skill, then it will go off in the direction you are facing. At least that’s how I remember it from when I was playing around with it last time for testing purposes.

edit
does damage and knockback from accelerant packed turrets include when the turrets are killed by detonation? or isit only purely from whacktilldead turrets?

It includes detonation via toolbelt-skill.

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Posted by: Xyonon.3987

Xyonon.3987

Greetings everyone! My favourite thematic here: BLAST FINISHER!

I wonder why noone here mentioned the elixier gun. It has a low CD, high dps blast finisher. Also it doesn’t just block a utility slot. The EG grants great condi cleanse, minor heal, the already mentioned burst + finisher and a good stunbreaker.

My buff rotation is Healing Turret → Big’Ol’Bomb → Fire Bomb → explode Healing Turret → 2 times Shield #4 → Elixiergun #4 → weaponswap. 12 stacks might.

I do not suggest the Thumper Turret for stacking might, since it’s CD is extremly high. It is great for stacking stealth though. However if you are sure you do not need the utility of the EG and you will not fight for a Thumper Turret CD duration of time and the fight will be over in one stack duration, yes, then the TT is a good option for 6 additional stacks of might.

Greez – glad to help!

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”