[RUN] solo/duo roamer
Build questions
[RUN] solo/duo roamer
Hello, I don’t post at all in the forums (I have been lurking here for ages though) but since no one answered this yet I took your build and played a bit with it: Build Link
I checked your sign and it looks like this build is for wvw, right? I usually don’t run with grenades (just a personal preference) So the extra points in the explosives line would probably go to the firearms and inventions for me.
As for your original build, I have some things to comment about:
- You should have sigil of battle on the main weapon, it has great synergy with runes of strength.
- You had invigorating speed but no way to obtain swiftness (considering if you’re running solo)
- Empowering Adrenaline is good but whenever I go with grenades, even with a power set, I would choose Shrapnel instead. (the might will give you a small amount of cond damage but the most important, it will add a good deal of pressure).
Don’t forget to experiment with other types of gear and utilities, I love bomb kit for example and I would never trade grenades for it, this kind of variety is what makes engis special for me.
I’m sure more experienced power engis will post their thoughts as well, so good luck.
Several things my power engineer does that I find might work for you and are different than your build.
First, take grenades AND bombs. Bomb #1 scales extremely well with power and is remarkable damage when the enemy gets close or can help you deny an area. You also will benefit quite a bit from the utility skills of bomb. I often use the smoke grenade with blasts to reset a fight in stealth.
Secondly, Elixir C is ok but not nearly as important as say Rocket Boots. Engineers struggle escaping and again this allows you to reset the fight very easily. If you are really swift, I tend to think that Elixir Gun and the leap skill is actually better because of all the other utility of the weapon but that takes a lot of time to learn to play well.
Finally, your traits. If taking bombs (and you should), then 10% damage increase for explosions is quite useful. (Works for Grenades too). Much better than implants. Forceful explosions is not to be overlooked either with bombs. If sticking to just grenades (boo hiss), then shrapnel.
Short fuse is tempting and if only using nades is a toss up in damage (your harder hitting nades can be thrown more often), but it has greater utility (faster CC). However, with bombs, adding 10% to all explosions and the auto attack is better I find.
Thanks Arcem and Bombsaway, I’ll play with calculator a bit more and give it a try!
[RUN] solo/duo roamer
i run this these days (well my earrings are cavalier but its now an inferior combo to knight by a little)
a few things…
first, you have practically no defense against condis. 1 full clear every 40 sec + 15 sec cd soft cc removal is not enough to survive while roaming. personally i think i could ditch the melandru runes for say strength or earth or monk or whatever if i went for generosity + purity sigils, but then i would also prolly need to find a source of vigor/dodges. you will die while roaming to condi builds. and part of that is because…
second, you have no mobility. you really need to take 1 of speedy kits, swift-on-crit, power shoes, traveler/speed runes, or a guardian/ele partner. and if you find yourself roaming a lot (as opposed to say pugzerging), rocketboots are very strong. if you find yourself dueling, elixir gun. if you find yourself zerging, S might be a bit better than rocket boots.
finally, unlike bombsaway here, i swear by toolkit. bombs are good damage for camps but in basically every pvp situation i would rather have toolkit than bombs and when im caught with bomb kit on my bar im sad and i rather just run away and switch back to tk.
head here to discuss wvw without fear of infractions
Toolkit is more or less 1v1. Bomb kit is always AE and very helpful with things that are hard to target like thieves. Both are good. . . situationally.
I prefer bombs because of the AE perplexity, smoke bomb blindness and power scaling of the auto attack. Glue is an excellent escape if you have something like rocket boots too. It helps more in outnumbered situations.
TK is excellent if you are dealing with a single target. It is excellent in dealing with a single runner with pull. But even in a 1v2 you simply will do better with the AE of bombs as well as all the fields and the enormous utility of Big Ol Bomb.
In a zerg, you could argue easily that the block on TK is essential. In that case, I might go with the mine (boon stripping) and an escape (elixir, rocket boots, etc) to reset the fight. The larger the zerg, the less utility bombs tends to run because you won’t effectively area deny nor will you get close enough typically.
1v1 TK is a great kit. . . if not one of the best.
Here’s my power build. Getting those 3 guaranteed crits every 10 sec when you switch to rifle is huge as thats where most of the burst comes from (overcharged shot, net shot, jump shot, blunderbuss) having all 3 of those guaranteed to crit is insane, especially since they have nearly the same cooldown as the sigil. You’ve also got perma fury from pack runes and hidden flask
(edited by Carpboy.7145)