Community Cooperation- Lets pool our minds together to think up builds for
in Engineer
Posted by: Deified.7520
in Engineer
Posted by: Deified.7520
So I wanted to get the forum goers together and see if we can manage to push out builds that use the things no one else uses.
Here are a few skills that I see go unnoticed and unused on a daily bases.
1. All turrets.
2. Tool Kit
3. Satchel kit (in non sPvP)
4. Utility Goggles
5. Personal Battling Ram
6. Slick Shoes
I’d love to get to use these since I have found no one ever uses them, at least not in the popular builds. So what do you guys think? Start tossing around idea.s
in Engineer
Posted by: StevoSupremo.4037
I actually am currently running a build in PvP using battering ram and tool kit (below). Using the discharge trait in Tools, if you net shot and follow up with the gadgets for PBR and Tool Kit, it does a solid amount of burst on a pretty low timer. Rifle turret is also good in this (instant damage tool belt skill and lower cooldown) but I opted for Elixir S for the escaping/stomping. I have been using it alot in sPvP because it is pretty solid for a buff steal, then escaping with tool kit (swiftness from trait) to block/whatever the move that throws nails up and cripples. Takes a reasonable amount of skill to run it and I haven’t really mastered it yet, but its damage output is pretty sick and I’ve found it to be pretty fun so far. Tool kit adds some interesting utility with the magnet pull move (5) that it has. I have pulled people off a point, then overcharged shot them away/off a cliff or something like that. Having a double knockdown is pretty sick too because no one sees that coming from an engineer. If you get stability off an elixir S toss, you can overcharged shot/PBR them without stopping all the other burst (blunderbuss, jump shot, gadgets, etc).
Would like to add that I really wish they would make elixir S toss (and most of the elixir moves) not random because it sucks having to hope for one in a given situation and getting the opposite. Also, PBR could use a tad more range- 180 is pretty low, and I have missed with it a decent amount (still getting used to using it). Lastly, I don’t know if anyone agrees or if this would be too much, but I kinda think jump shot needs a larger radius on the landing, or at least needs to not have the pause before hand. I seem to miss a solid amount with that from people simply strafing out of its radius if immobilize wears off or whatever. Anyway, that’s my “rant” segment.
in Engineer
Posted by: Deified.7520
Yeah, i’ve seen a build similar to this in a video when he used rifle turrent, and grenades. However it was in WvW with orb buffs haha. i looked at the rifle turret as probably the only good one. With cooldown reduction it’s CD is like 7 seconds. A pretty solid way to do 2 attacks at once. Do you ever actually place the turret down? I can only see using it for a quick damage bush with self destruct.
in Engineer
Posted by: PotatoOverdose.6583
Slick shoes is used all the time, particularly in spvp. It’s one of the best knockdowns in the game, when combined with it’s own toolbelt. It is possible to knock down everyone on a point, some times more than once with said skill.
Utility Goggles is the most popular stunbreaker for rifle-grenade and general rifle-toolbelt builds. Personal battering ram is also quite popular in rifle-toolbelt builds.
in Engineer
Posted by: StevoSupremo.4037
I used the turret before in a crappier version that I initially tried, probably the same-ish build as the one you were watching in that vid. It is solid, but I wanted to try running PBR for the double knock back. There have been times when I have solo’d guardians before they can even really respond because they are just on their kitten the whole time. Also makes soloing Svan/Chief a breeze. I think the best engi build out there is just the bomb/flamethrower/pistol/shield point defense build (and this build was losing to that last night), but I like the rifle alot and am gonna stick to experimenting with ways to provide decent support with it’s CCing and such. It’s a good feeling when someone goes to stomp your buddy and you blast the back with PBR/overcharged shot and pick them up =)
In terms of other options, I have tried switching in Elixir R in place of Elixir S, as its solid for support and such, and can be used for self rez, but I am more used to elixir S and find it covers a similar range of support (i.e. you can use it to rez allies just as easy as tossing elixir R on them).
in Engineer
Posted by: Lyuben.2613
I don’t see much use for elixir C.
Its outclassed by simply taking a few elixirs and cleaning formula. And its not really worth it in non elixir builds.
I don’t see that it is worth it frankly.
in Engineer
Posted by: Deified.7520
Yeah I agree on C. @Steveo, my problem with your build is the toolkit. It seems as though you are going to be using rifle a lot with your trait setup (all those rifle buffs in firearms). So i changed up the build into this nice toolbelt/rifle combo. The rifle turret gives you a nice buff to the DPS with its ability to do 3 attacks (counting auto) instantly. So pop PBR toolbelt > rifles toolbelt > then follow up with whatever is necessary. Probably a blunderbuss and then a knockback. In the alchemy trait, i did that one for surviveablity it adds. In WvW i’d sub in for reduced cooldowns. in WvW there aren’t as many line of sight breakers, so having reduced cooldown would be better imo. Heres link, i think this should work.
in Engineer
Posted by: StevoSupremo.4037
@Lyuben- Agreed, especially sense you can just rock healing turret and clear conditions by overcharging it, and it gives the double healing burst if you detonate of the water field from it’s toolbelt skill.
in Engineer
Posted by: StevoSupremo.4037
Yeah the reason I don’t use that alchemy trait is that I don’t want it to trigger inopportunely. It can take you out of an offensive moment by making you unable to attack and allow what you are fighting to recover. Not a huge deal, but it happened to me a few times so I switched it. As far as the toolkit, the wrench throw is too good to pass up due to the fact that it hits twice (coming and going- which might double trigger discharge? haven’t noticed) AND you get some utility out of it with the block and magnet pull, plus it helps with swift kits or whatever it’s called. The swinging moves are simply too underpowered to use ever (which saddens me because I’d love to get some melee stuff on the engineer) so you are right there- not worth using, although the 3 does do decent damage. If anything, I would probably sub rifle turret in for PBR, which I believe is the standard for this build (and it generally uses utility goggles instead of elixir S, which also adds a toolbelt skill that increases burst, but elixir S is simply better in sPvP for stomps/rezzing and such).
in Engineer
Posted by: Lyuben.2613
Tool kit has problems.
Skill 1- too slow. Boring.
Skill 2- too slow, short duration.
Skill 3- Fine, high damage and some confusion.
Skill 4- Mostly fine. Bit boring. I’d prefer if they added something like “does bleeding for 5s for every melee hit”, just to differentiate it from other blocks.
Skill 5- Too short range, too long cast, suffers from pathing issues. It was once 900 range. Go back to that please.
Furthermore… power wrench as a trait is just… too mandatory.
20% cooldowns, bigger turret heals, cripple on toolbelt and auto attack.
I honestly think the turret healing component needs to not need traiting, and needs to be MUCH better.
Maybe healing 20% per hit.
in Engineer
Posted by: Deified.7520
Well with the tool kits toolbelt skill, you just have to dodge its return or just move out of the way. It doesn’t trigger anything twice. While the pull and shield does add something useful, the PBR i think offers a good enough advantage for closing in gaps, which isn’t too hard in sPvP. The swiftness just makes you go a bit faster, and again in sPvP and even WvW I dont find that very useful. I’d rather have the reduced cooldown to output more DPS. So the way I see it, you have a chance of hitting twice and doing 2 ticks of DPS with 14 seconds cooldown (with the reduced cooldown), or you can get the rifle and have a 100% chance to do 2 ticks of damage WITHIN 14 seconds. With teh CD reduction, the belt shot has a 7 second cooldown. That combined with static discharge is great. I can see your point on the alch trait. I dont know if you know this, but if you activate it, you can switch to a kit like the tool kit if you’re still using it. So that means you can hit people with your tool kit skills while you’re invulnerable. This goes with all of the kits. I just don’t think speedy kits is worth it compared to the DPS increase. One thing you can do is get the trait that makes it so when you gain swiftness you gain vigor. This makes it so you have an infinite amount of swiftness and vigor
in Engineer
Posted by: StevoSupremo.4037
I find swiftness to be incredibly useful in sPvP- getting to a buff steal, getting to help allies at a point, and just being more mobile about the map really makes this build shine to me. Also, I almost always start with net before the toolbelt unloading, so both parts of the wrench generally hit, especially with PBR cripple. Toolkit is strictly for utility- I am only blocking when I am running away from something (after a buff steal or something) so yes it’s kinda weak, but it adds a lot of interesting little tricks that can make a big difference imo. I definitely do find the turret worth it though in some regards. I literally started running this build last night, so I still haven’t optimized it yet by any means and have a bit more experimenting to do. So far I am enjoying what the toolkit adds and find it give a bit more defense that can come in handy, but we’ll see. I used the vigor trait before and didn’t find it to help much, but maybe I was just sucking at remembering to trigger it haha.
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