Builds/Playstyles for dungeons
Running a static burster p/s build, I usually keep myself in optimal position to unleash burst damage (even if it’s low) on a target while being able to detonate any combo fields with my shield, or drop a area heal with the healing turret/detonate healing spray/shield 4 blast skill.
I drop a supply crate on targets when my party needs to disengage and get a breather on a target. While combo fields heal for a bit, it counts when your party is on >50 health and no support toon is present.
Right now, Engineers are in limbo when it comes to dungeons. We lost our biggest, safest source of steady damage when the Grenades got nerfed. Sure we might be able to dominate using CC and stack Weakness and Vulnerability but all that is almost worthless against bosses. A Profession that does negligible damage but applies stacks of Vulnerability instead isn’t going to find much to do in boss fights considering our 12-15 stacks at best could easily be replaced by someone who just does 15%-20% more damage instead. Top that with our “support” is severely limited in range, consistency, and potency. The “fix” that was applied to the Elixir Gun made Super Elixir incapable of keeping up with damage that dungeons spit out; the only way that Thrown Elixirs can be useful is to have everybody stack for some measly 10 second buff; and like always Turrets lack the range, toughness, and power to be worth anything in dungeons. Med Kit can help someone hurt with the three Drop Bandages skills but most of the time when you drop them for somebody they either ignore them or you’re unable to drop it on them because people are almost always moving in dungeons. Flamethrowers and Bomb Kits aren’t able to keep us alive when we lack the survival mechanics that Thieves or Mesmers have and also the armor and skill bulk that Warriors and especially Guardians have. When in dungeons, the best job I feel I can do is revive 1-2 people with Toss Elixir R or pressure giant groups of mobs like in Ascalonian Catacombs Path 2 or the Dredge Fractal. I feel more than useless in boss fights and it’s pretty lame considering I play the silly game because of PvE.
Combo Fields are kind of valuable in dungeons when you have a coordinated team that will listen to you when you say get inside the field. Elementalist can easily stack 20 seconds of 15-25 stacks of Might when everybody dives into a Ring of Fire and starts spamming Blast Finishers but the fields provided from the Bomb Kit are painfully short and nothing the Super Elixir’s Light Field provides is worthwhile (Retaliation is a PvP buff, not very useful in PvE) except for the Projectile finishers (removes 1 condition maybe once or twice a person).
(edited by GoZero.9708)
Right now, Engineers are in limbo when it comes to dungeons. We lost our biggest, safest source of steady damage when the Grenades got nerfed. Sure we might be able to dominate using CC and stack Weakness and Vulnerability but all that is almost worthless against bosses. A Profession that does negligible damage but applies stacks of Vulnerability instead isn’t going to find much to do in boss fights considering our 12-15 stacks at best could easily be replaced by someone who just does 15%-20% more damage instead. Top that with our “support” is severely limited in range, consistency, and potency. The “fix” that was applied to the Elixir Gun made Super Elixir incapable of keeping up with damage that dungeons spit out; the only way that Thrown Elixirs can be useful is to have everybody stack for some measly 10 second buff; and like always Turrets lack the range, toughness, and power to be worth anything in dungeons. Med Kit can help someone hurt with the three Drop Bandages skills but most of the time when you drop them for somebody they either ignore them or you’re unable to drop it on them because people are almost always moving in dungeons. Flamethrowers and Bomb Kits aren’t able to keep us alive when we lack the survival mechanics that Thieves or Mesmers have and also the armor and skill bulk that Warriors and especially Guardians have. When in dungeons, the best job I feel I can do is revive 1-2 people with Toss Elixir R or pressure giant groups of mobs like in Ascalonian Catacombs Path 2 or the Dredge Fractal. I feel more than useless in boss fights and it’s pretty lame considering I play the silly game because of PvE.
Combo Fields are kind of valuable in dungeons when you have a coordinated team that will listen to you when you say get inside the field. Elementalist can easily stack 20 seconds of 15-25 stacks of Might when everybody dives into a Ring of Fire and starts spamming Blast Finishers but the fields provided from the Bomb Kit are painfully short and nothing the Super Elixir’s Light Field provides is worthwhile (Retaliation is a PvP buff, not very useful in PvE) except for the Projectile finishers (removes 1 condition maybe once or twice a person).
“slow clap”
bravo sir, well said well said
to bad it’s been said a million times and nothing is going to be done about it.
FOR THE GLORY AND PRIDE OF THE ENGINEER!
Running
http://gw2skills.net/editor/?fcAQFAUlIqqbnpSyF17IxIFk+zgek362XRKqs+B
myself in dungeons & fractals.
With a mix of berserker & healing gear. It’s condition removal is superb, damage very nice (when played right) and healing is somewhat good.
Damage rotation: static discharges > jumpshot > blunderbuss > crowbar (+equip spell) > acid bomb
Support rotation: drop healing turret, drop rifle turret, detonate both for 3k area heal. Toolbelt area regeneration + 10s regeneration from initial healing turret drop = perma regen for everyone. Drop super elixir where needed.
It’s a very solid hybrid build, very fun to play and great survivability. Great aoe damage, but positioning and timing is important.
Grenades are still the best DPS we can bring to dungeon. Don’t be fooled.
Some sigils, some might stacking and it will give you a nice AOE damage. Sometimes I even grab the aggro (woot).
FT is a joke. Please don’t use it in dungeons.
FT a joke? Hahaha, you can’t be serious. I carry groups through dungeons. With the right armor, traits, food (you know the one, will be nerfed soon) I am virtually unkillable.
Sometimes I even grab the aggro (woot).
Hmm, I get aggro most of the time, I thought the aggro was just random though.
I’ve gotten to scale 30 in fractals and done a smattering of other dungeons with a grenade/elixir build. I am traited 30/0/0/30/10 for might stacking and condition removal and usually run elixir b and r, but throw in elixir s and u as needed. Not the most exciting build, but I still think grenades are the easiest way to be effective as an engineer in a dungeon.
Beatrice The Bloody, Norn Engineer
Gate of Madness
As for aggro, a large part of the calculation is proximity and armor rating. Often my guardian friend is doing the least amount of damage in a group, but still holds aggro comfortably.
Beatrice The Bloody, Norn Engineer
Gate of Madness
As for aggro, a large part of the calculation is proximity and armor rating.
The thing is, I’m geared for damage so not a lot of toughness. And also I always try to abuse my 1500 range. So it’s not about it.
Granted, this happens mostly in “bad” parties that are clueless and deal no damage.
I carry groups through dungeons.
You a free to continue believing in your illusions. I just hope to never have the likes of you in my party.
Grenades are still the best DPS we can bring to dungeon. Don’t be fooled.
Incorrect, that honor now falls to Static Discharge Rifle when dealing with bosses.
As for aggro, a large part of the calculation is proximity and armor rating.
The thing is, I’m geared for damage so not a lot of toughness. And also I always try to abuse my 1500 range. So it’s not about it.
Granted, this happens mostly in “bad” parties that are clueless and deal no damage.
I carry groups through dungeons.
You a free to continue believing in your illusions. I just hope to never have the likes of you in my party.
Just added you to my ignore list, won’t be seeing you around