Greetings my fellow engineers! This build came from me messing around with the skill builder and I’d like to see what others think of it. The build is more of a tanky build but with a potential for some nice damage.
Here’s the link:
http://gw2skills.net/editor/?fcAQJAqelIqqbH5SrF1LJxIFdW0hKUYQFqroH6vxOG-TsAA2CuIwShlDLDWSssYNW40x8DA
There isn’t so much of a main focus to this build as it is more of a compilation of a few ideas that I’ve seen (and used) in other builds. The pistol/shield weapon set is my favorite choice just because I really like the shield’s versatility and vast number of uses.
Utilities
I normally choose Med kit because I like how the toolbelt heal synchronizes with the recharge traits at 25% health, but I chose healing turret this time because of the condition removal on the overcharge skill. And with the 15 sec recharge it gets from picking it up instead of blowing it up that means I can clear more conditions more often.
Elixir Gun is a really nice skill overall in my opinion. The stun break and the regen on the toolbelt skill is really handy for whenever needed (I used to almost never use a stun break, so the added stun break was a sweet bonus for me). Dropping Super Elixir is a sweet heal, and you can use Acid bomb to get retaliation and if the conditions are running rampant and the other skills are on cooldown you can use the auto attack to remove conditions in the light field. The 3 skill Fumigate is nice because it removes 5 conditions at the end of the duration, so if you’re with a buddy you can help them out. I tend to switch this around with bomb kit for the CC depending on the situation.
Tool Kit is used because the block just keeps you alive longer and burns the enemies at the same time because of the runes of the guardian. The rest of the skills are just really nice and handy in different situations.
Flamethrower is where more damage can come. Napalm is just a really great (and satisfying) skill that can do some fairly nice damage even with a bunker build. The knockback is really great overall (when the enemy is lying on their face on the ground their not doing any damage to you. :p )
Supply Crate is just there because the build doesn’t have a specific need for the other two skills.
Traits
Fireforged Trigger is there because is lets me use fumigate and super elixir, and napalm, and all of those skills even more often. Now just with fumigate you can remove a condition every two seconds.
Protective shield is really nice to counter burst and just reduce damage.
Protection Injection is one of my favorite traits for countering burst builds because it can keep protection up on you for a while and give you a chance to recover.
Deadly Mixture is nice for the extra damage and is more useful since I’m using both FT and EG.
Automated Response System is there because it is great for countering heavy condition builds. With this build it’ll go off at approx. 6,703 hp, and that is a decent amount of health to stay alive with, especially since all of the toolbelt skills will recharge and you get regen when hit.
Speedy kits is just all around useful for the extra mobility
Power wrench is there so I can block more often (therefore taking much less damage) and magnet people more often. The cripple is also nice.
Runes/Gear
I decided to not build so tanky and add a little more damage to this build, so I chose a knights with a carrion jewel on it and the overall stats bring me to more of a hybrid damage dealing/tanking build. The runes of the guardian are so that when I use the gear shield block and the off hand shield block I can burn people down so I don’t lose as much DPS while blocking. The sigil of corruption is there so that the burning actually does noticeable damage, and the sigil of energy is for more dodges which equals less damage I take.
Let me know what you all think of this build and comment/critique. Feel free to test it out if you want.
(edited by JuniorSB.7089)
