Build: Rifle, CC, might and retal stacking

Build: Rifle, CC, might and retal stacking

in Engineer

Posted by: Zamzonite Ironbeard.5762

Zamzonite Ironbeard.5762

This is my first build thread so please bear with me. I have read and used countless builds from these forums so I felt it was my duty to give back to the engineering community by posting a build that I enjoy playing. Engineer is the first profession I created; it has and will be my main profession. I guess the reason behind this is that no other class has to work as hard as the engineering class to get the same results. I have started other classes but usually get bored very quickly. Now on to the build.

Rifle: I choose this because it has the control options I want along with a bit more power.

Healing Turrent: drop, overcharge immediately for condition cleanse and water field, blast if you want the extra heals or pick it up for a 15 second cool down. Also the F1 ability from healing turrent has a 1 second water field it seems. So if you have a blast finisher ready pop F1 and blast it.

Flamethrower Kit: The main purpose of this kit is to use #2 skill as often as possible, #3 for knockback, #4 fire field for might stacking, #5 area blind is rather nice when you are about to get burst and it works when you are stunned as well.

Elixir Gun Kit: I think this kit is almost a must have for the condition removal on impact of #5 (also a light field for retaliation stacking), blast finisher of #4 and the stun breaker on the utility belt. #3 can also be nice for the vulnerability and poison.

Thumper Turrent: I usually save this for when I’m trying to use it as a blast finisher on the fire, light, or water fields that I’m pumping out. Drop it and overcharge it. Wait for enemies to come back to it and then detonate for another CC (see Explosives V). The tool belt skill is also a stun breaker and blast finisher.

Elite: Supply Crate because what else is there?

Now onto the traits portion of the build.
Explosives: 10 (accelerant-packed turrents) since this build has two turrents getting the extra CC from the knockback is rather nice and has the human pinball effect.

Firearms: 30 (hairtrigger, fireforged trigger, juggernaut) 20% cooldown on rifle, flamethrower, and exilir gun. The extra toughness and might stacking are rather nice.

Alchemy: 20 (projection injection, deadly mixture) getting protection when you get CC’d is always rather nice because a big combo usually follows that. Also the 15% extra damage on flamethrower and exilir gun comes in handy since you will spam flamethrower #2 as often as possible.

Tools: 10 (speedy kits) 10 second swiftness on kit swap is awesome and I just can’t live without it. Also the Adrenaline Pump at 5 points in is a tool belt recharge at 25% health. This can be helpful as you have two stun breakers in your tool belt. Did someone put up the Bat signal?!

Playstyle: I usually open up with placing FK #4 between myself opponent. If they cross the field then I will use FK #3 and push them back through the fire field. FK #2 and detonate after it goes through them; they take damage as it goes through so why detonate before? I switch to rifle and use #2 to immobilize then rifle #5 onto target followed by rifle #3. By this time FK #2 is almost charged again so I swap back to maintain the might stacking of juggernaut. Then I just spam FK#2 and Rifle #3 as much as possible or set up bursts like above. If I get in a bind I will drop the thumper turrent and over charge for the launch and blast finisher; usually within a fire, light or water field to maximize the use. If I’m looking for a heal and escape I will drop healing turrent, overcharge it, detonate, and then EG #4 away from enemy. Cures two conditions and you can place EG #5 down for a third when you have landed in your destination.

I think the real pain for this build is conditions being spammed on you by necros to be honest. You just have to use your conditional cleanse wisely. Most engineers barely have a stunbreak while this build has 2 of them and stability. I would save rifle #4 for the immob break but only have you pop stability from thumper tool belt skill.

Edit for gear:
The gear depends on what you want to play. For PVE I usually go with Beserker’s gear as conditions on group events don’t really stack up to zerker. For WvW I usually go with PVT as I need the extra vitality and toughness for zerg trains. PVP I’m usually with Beserker or Barbarian’s. I also like 6 runes of Hoelbrak for the reduced condition duration and might stacking.

http://gw2skills.net/editor/?fcAQFAUlIqyaX3SZF1LJxoCdG0j6m37KSh+b8nC0F-ToAg0CmICSFkLITQygsBNE5IC

Anyways have fun and enjoy!

(edited by Zamzonite Ironbeard.5762)

Build: Rifle, CC, might and retal stacking

in Engineer

Posted by: Adamantium.3682

Adamantium.3682

Gear? Also use a builder (www.gw2skills.net) it makes it a lot easier for people to read and see what you’ve done, what kind of stats you have, etc.

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

Build: Rifle, CC, might and retal stacking

in Engineer

Posted by: Dredd Spirit Caller.4082

Dredd Spirit Caller.4082

try with a carrion or a rabbid amu in pvp
ft/eg is a condi build
also for a weapon sigil u can use the sigil of corruption to increase condition dmg
u gain might with judgernaut the sigil is useless

Engy:Turrets Nade/HgH Kit Bunker Zerker
Necro:MMMesmer:pve omniRanger:SpiritsThief:P/P

Build: Rifle, CC, might and retal stacking

in Engineer

Posted by: Stillshade.7634

Stillshade.7634

ft/eg is a condi build
u gain might with judgernaut the sigil is useless

any kit can be used for power or conditions, yes there are some good condition builds that utilize the fts rapid attack speed to proc conditions but that isn’t what op is going for. The ft is great for bursting and stacking might which works fantastically with op’s build.
And why would you want less might? The best you can get off of stacking might from juggernaut is 10 stacks so sigil of battle is better than sigil of corruption for either conditions or direct power for the extra might because it boosts both forms of damage

I really like this build, multiple cc skills help to bounce around a necro, and multiple blast finishers help sustain and might stacking.

Maguuma Engi Evvenna
Things that go BOOM

Build: Rifle, CC, might and retal stacking

in Engineer

Posted by: Dredd Spirit Caller.4082

Dredd Spirit Caller.4082

swap FT to EG to reset jugdernaut and reswap to FT
with this u can get 25 stacks of might without the sigil
with FT build u use FT 70% of the time because its a close combat style
some protection/blind, EG is used only for add condition, cc, heal and swapped to rifle for another CC and condition to long ranged atk

Engy:Turrets Nade/HgH Kit Bunker Zerker
Necro:MMMesmer:pve omniRanger:SpiritsThief:P/P