Bomber effective PvE Builds...
Add elixir gun to your bar and kit refinement to your traits. Double super elixir plus aoe bomb heals work pretty well. I don’t even use + healing gear, I simply use Rabid and it works fine.
Zaragoz[SS] – 80 engineer
Bomb 1 seems to have great power coefficients:
https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-skill-coeffs/first#post814903
Imo, build for power and toughness and completely scrap +healing. No matter where, +healing never seems to be worth it. If you want to play bombs, just go for dps and take the healing as a side aspect rather than the core of the build.
I use a similar build only I run full cleric gear + runes of dwayna, take 10 in tools, and kit refinement for a double Super Elixir. Right now the healing bomb engineer isn’t really good at being a static tank. Depending on the boss, I can go from thinking healing bombs are alright to outright resenting how weak they are when I tank. So my play style comes down to this, If my health runs low on a boss then I let a guard or a warrior do the tanking and I support him with grenade vuln staking and SE heals. If I can take the heat then I keep at it with healing bombs.
It irks me a little that I have to go support the “true” tanks sometimes, but I run these dungeons with guildies so there’s never any bad blood. In fact, the vuln stacking I do is appreciated.
Anyway, as a final say on the healing bombs I deffer to a better healer engi on their issues:
Elixir- Infused Bombs have a 0.1 coefficient and with approximately 1700 Healing Power, the most I saw them heal for was ~300 health a bomb. This is also a ridiculously low amount and it goes to show you how limited, weak, and un-rewarding our heals are. Coupled with the fact that allies are constantly moving and you have to be standing extremely close to them for the bomb to land (as well as the delay for the bomb to explode), makes this an incredibly difficult trait to work around as well.
[…]
For now I use Med Kits which are pretty powerful in of their own…if you want to support allies, I suggest using Med Kit for now (with ~1700 Healing Power, each bandage heals for ~1800 HP. Placing a stack of 3 of them gives a burst heal of roughly ~5400 which is excellent). However, there is a very high burden of knowledge with Med Kits since the visual cue is incredibly small, the area is also incredibly small, and the audio signal is low. If you want to support allies in dungeons, try using the Med Kit. I wouldn’t recommend taking the Elixir-Infused Bomb Trait as it is far too weak for a Grandmaster Trait and generally not worth it for ally support. Furthermore, combine the Medkit with a Six Piece Rune of Dwayna which should give you near permanent AoE-Regen (and surpassing the Healing Turret).
He suggested a 10/0/30/20/10 to me (for backpack regenerator and self regulating defenses). It boosts survivability but takes away the vuln stacking.
I use a 30/0/30/0/10 build with medkit/bomb kit/EG and elixir S. I have knight gear (pow/tough/precision) along with Dwayna runes. I generally melee but when I know I won’t be able to do so, I switch the bomb kit for grenades and take grenadier and shrapnel traits instead of bomb traits in explosive. I like the vuln stacking too so I prefer to keep this setup as it also allow me to switch for grenades for some encounters.
I’m running 25/0/10/20/15 atm. Bombs, FT (or EG) and Med Kit. All Power/Vit/Crit Dmg gear. With runes of the pack. Trinkets are a mix of rabid, and soldier with the karka accessory in there.
Fun times…
Before the grenade and elixir gun nerf, I ran full knight’s armor, 30/0/30/0/10 with the grenade, bomb and elxir gun kits. It had something like 2.2k toughness and had great damage, conditions and survivability. The 300 healing from inventions was enough without needing any gear with healing power. That’s been nerfed pretty hard though so I switched to a flamethrower build for PvE which is working pretty well atm.
Toyed around with it a little and can’t decide between a defensive build and an offensive build. I especially don’t know which runes and sigils to use with it.
Tell me what you thing about it… maybe I undervalue 25 in explosion (seems to stack to nearly constant 7 vulnerability) in them, what do you think?
Only tested them outside, so no dungeon/fractal tests up to now.
Defensive build: 20/0/30/20/0
Healing Turret, Bombs, Elixir R, open slot
Pistol/shield for dual sigils and shield’s skill, equip knight’s+soldier’s, maybe with rubies, mango pies for additional regen
All the passive healing really stacks up pretty nicely, damage is not great but at least you’re durable. Regenerating Mist (2000 over 10) + Big Ol’ Bomb/Supply Crate comboes for additional AoE healing (~1470) with some timing, Healing Turret + Explode Healing Turret comboes for more AoE healing.
Power Shoes keeps mobility in-combat.
Unsure about the third utility skill slot. Maybe Elixir gun for another 10of40 secs of regeneration plus the option to use #4 for escape and #5 for some additional healing/cd removal? Hm… that’d probably fit it. Or some elixir or even mines? Hm…
Offensive build: 20/20/0/0/30
Medkit, Elixir Gun, Bombs, Elixir R
Rifle to keep ranged DPS and control, Knight’s+Soldier’s gear with rubies, Mango Pies or lifesteal food
Pretty glassy, but the toughness equip, the low cd F1 heal, the healing mist from Elixir Gun, dual Super Elixir and if all else fails the, the medkit, should keep you alive.
Plus the ranged damage is pretty good. Compared to my rifle build (10/30/0/0/30, pretty much the same setup) the rifle dps seems to be roughly the same, the bomb dps of course is higher because of having the same multipliers and a higher power coefficient.
Mobility is boosted by speedy kits and #4 of rifle and elixir gun. 50% more endurance regen helps with both mobility and survival.
Playstyle is kinda interesting with a lot of kit swaps for super elixirs as well as rifle #2(sitting duck),#3,#5.
Really thinking about testing this setup with (25/20/0/0/25) in fractals… 10% less crit dmg and the lost endurance regen might hurt, though. On the other hand, 6-7 vulnerability -assuming you don’t have to go ranged too often- are a huge (party) dps increase.
Other than that… Kit Refinement for the bomb kit doesn’t seem to work properly, no idea if it is in the bug list already. Each swap places a bomb but only every third or fourth or so actually deals damage.
I think that Bomb kit has the strongest skills in the game as I kill foes in seconds.
My build is focused on explosions >> http://tinyurl.com/d9eb3sl
If you get power shoes + speedy kits traits you can just spamming its last 4 skills and the normal attack while just running ( melee foes won’t catch you ). Even If I stand and don’t move , the auto attack will kill any foe faster than any weapon in the game.
Elixir infused bombs is very good , don’t forget that the Med kit is one of the best healing skills.
guard ,nades eng ,Trap thief \ranger ,signet\shout warrior, zerk mes\ele & shiro rev.
(edited by The Demonic Spirit.3157)
Bomb 1 seems to have great power coefficients:
https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-skill-coeffs/first#post814903Imo, build for power and toughness and completely scrap +healing. No matter where, +healing never seems to be worth it. If you want to play bombs, just go for dps and take the healing as a side aspect rather than the core of the build.
It does, but it also forces you into melee, with no inherent evade, protection, etc.
full dps is not a good idea I think.
I do not have a recommended build.
I love using bomb kit as well. Although haven’t found a way to make it work in pve. Being melee is too dangerous.
I’m currently sitting close to 1,500 healing and honestly am not seeing much benefit to the heal associated with each explosion. Right now I’m averaging ~260 health per explosion. The rate of spamming #1 bomb isn’t all that amazing.
Weapon sigil is Sigil of Life (+7 healing for every kill, stack to 25) and even with an added 175 healing, its still not enough.
Thanks!
Part of the big problems is kits don’t scale with stats so we are nerfed even in healing. your kit regen only gives you 120 per tick…check it out it sucks.
I love using bomb kit as well. Although haven’t found a way to make it work in pve. Being melee is too dangerous.
Who said any thing about being in melee range and getting hurt ?
Bomb kit is my main weapon , the good thing is that my foes can’t catch me ( thanks to speedy kits and power shoes traits )
guard ,nades eng ,Trap thief \ranger ,signet\shout warrior, zerk mes\ele & shiro rev.
Backpack Regenerator doesnt scale with Healing power. Although having weapon stats scale with kits will help give us extra heal power that other classes enjoy that is true.
It is possible to use bomb kit in fractal and such but it takes way more effort to me. It is also very danagerous without other luxuries other classes have like stability, protection and aegis etc. This game isnt kind to melee players.
I love using bomb kit as well. Although haven’t found a way to make it work in pve. Being melee is too dangerous.
Who said any thing about being in melee range and getting hurt ?
Bomb kit is my main weapon , the good thing is that my foes can’t catch me ( thanks to speedy kits and power shoes traits )
well this is a pve thread…
well this is a pve thread…
I was talking about PvE !!!
guard ,nades eng ,Trap thief \ranger ,signet\shout warrior, zerk mes\ele & shiro rev.
well this is a pve thread…
I was talking about PvE !!!
endgame pve, fractals and dungeons .. not leveling
Melee isn’t that hard to deal with. #4 and #5 from bomb kit help keep me in melee long enough to at least drop all my other bombs a couple auto attacks and then switch to EG and use the #4 skill to drop back, #2 slows down any followers use #5 if necessary while auto attacking for a bit (I sometimes use EG #1 or switch to med kit for #5), switch to rifle auto attack back into melee use 3 and or 5 and then back into bombs.
It all flows so nicely together and all the other options I have (med kit, rocket boots, BoB) in there give me something to handle any situation and or manage other cooldowns. The key is to move in and out of melee range like a thief or ele. Hang around too long and you’ll occasionally get downed.