Hey there! I wanted an opinion from everyone if this build would be viable in PvP.
Let me explain what this build is all about. I have been tired of seeing mostly all classes in sPvP going to Condition now. Every match its all about condition wars and it’s really getting irritating and annoying that players run so much condition classes. So I was up all night trying to theory craft and tried to find the best class that is a Nightmare to Conditions because of their condition cleanses, and I found Engineer to be the one. Let me explain the build that I created.
In a match, you are rarely going to use the Pistol/Shield I have as my weapons on that build. You’ll mainly rock the Elixir Gun, because of its very excellent condition cleanses. Glob Shot is a good ability to start off the match so you give your allies the Swiftness boon, it’s also a good get-away as well to you or your allies. Fumigate is the skill you will have to aim carefully, since this skill can absolutely save a life since it cleanses 5 conditions from someone, and the number of targets it can cleanse is 5 people as well. Acid Bomb is a good AoE attack. Super Elixir is another good skill that Elixir Gun has, removing 2 conditions on allies inside the Light Field while also healing allies for every pulse they stay in that light field.
For my heal, I chose healing turret because its a no-brainer. It provides the boons protection and vigor to my allies (protection on me only), it also cures the conditions of burning, poison, torment, confusion, and bleeding and can cure one condition on an ally. It also is very durable because of the specializations I used (i’ll get to that later) and not only heals but grants good Regeneration to allies. This is all given to allies every ten seconds, so in team fights against high pressure condition classes keeping this healing turret alive is key. Also, if you overcharge the healing turret, not only does it do good heal, it gives Regeneration to allies again and cures 2 conditions.
As for Elixir C, that is a no-brainer as well. Not only does it convert all conditions on you to boons making it very good to survivability, but if you aim it right the tool belt skill Toss Elixer C can turn 3 conditions on allies into boons. As for the last utility skill, the Purge Gyro, that’s a no-brainer as well, since it can remove 2 conditions on allies every 3 seconds and not to mention grants Stability to you when activated and Superspeed when it’s destroyed.
For the Elite Skill, I personally choose Sneak Gyro, because not only does it give you and allies an ability to get away, but it can also revive an ally with the combination of Function Gyro. This Elite Skill can be changed though if you want to go full boon giving to allies with Supply Crate, since all turrets give boons to allies on this build.
Let’s get to the Tool Belt. Regenerating Mist you want to use before you drop your Healing Turret on allies, since the extra Regen will stack and can give a long Regen boon to allies. Healing Mist is a powerful Tool Belt utility, and you want to make sure you get as much allies in your vicinity as possible since not only does it remove a condition on allies, it grants 17 seconds of Regeneration! Not to mention it can also be used a CC breaker if you need to get away. Toss Elixir C I already gone over so let’s talk about Chemical Field. This tool belt skill is going to be used for the Poison condition it gives. It won’t do much damage, but this is a great skill to use if most enemies are low on health since Poison also decreases heal effectiveness on enemies by 33%. And the last one, Detection Pulse is very handy against thieves or any class that can stealth as it can reveal unknown threats in team fights.
For the Function Gyro, sometimes it doesn’t work the way we want it too work. You have to be really in close range to be able to either revive an ally or a fallen enemy. The easiest solution is to use your Sneak Gyro and Function Gyro to revive an ally, but if your Sneak Gyro is on cooldown, use your Shield’s #5 ability and revive your ally, but if there is too much pressure and you might go down as well, then cut your losses since you don’t want two people going down at the same time.
Speaking of Pistol and Shield, when are you going to use those weapons? Well if you feel comfortable enough that no conditions are spreading out you can use it in various of ways. You can spam your #1 ability to pressure enemies with bleeding stacks, you can use #2 when enemies are low on health because of the poison since it decreases healing effectiveness, and your #3 ability can be used as a nice crowd control with blindness and confusion conditions. As for your shield the #4 ability is a good knockback crowd control, and #5 is a good stun and can give you block for about 1 second.
Now for the specializations I chose, Inventions, Alchemy, and Scrapper!
Inventions:
Automated Medical Response- All heal skills recharge while below the health threshold, a no-brainer to take since not only does it give you all your heals back to heal yourself, but nearby allies as well.
Experimental Turrets- If you take the elite skill Supply Crate, definitely take this, but the reason why I chose this is because the healing turret grants Vigor to allies. You could take Mecha Legs to get to places faster and reduce the condition duration on immobilize, chill, and cripple, but since this is a team support build I decided to people that know what Evade can do and know that it saves lives the extra endurance regeneration is vital.
Advanced Turrets- This is another no-brainer trait, as I said before keeping your Healing Turret alive can play a huge role if your team will win a team fight or not. So the reflective barrier shield that lasts for 4 seconds and the damage reduction by 33% is very essential on your best friend and maybe will become your allies best friend as well, Healing Turret.
Cleansing Synergy: This is a trait that is given to you automatically when you pick the Inventions specialization, but its a very useful trait. Every time you use a heal skill, you trigger a cleansing pulse around you in a 300 radius that can cure burning, poison, torment, confusion, and bleeding and can also cure one condition that is not named. It also only has a 10 second cooldown, so using this passive skill near you allies is another great way to cure conditions.
Heal Resonator- This is a trait that is given to you automatically when you pick the Inventions specialization, but it’s a very useful trait. Every time you use a heal skill, you apply 9 seconds of Regen to nearby allies in a 240 radius. So again, being near your allies is essential for this build.
Energy Amplifier- This is a trait that is given to you automatically when you pick the Inventions specialization, but it’s a very useful trait. When you have Regen on you, healing power is increased by 250+ more, making your heals do much more making this another trait that can really be used effectively in team fights.
Alchemy:
Protection Injection: Since you are a support class, most of the time people come after you and try to stun fest you. This trait gives you survivability as it gives you protection every time you are stunned, dazed, knock downed, knock backed, launched, or feared.
Inversion Enzyme: Another no-brainer trait as you will be using Elixir Gun most of the time, so why wouldn’t you want the abilities that already remove conditions, also convert those conditions to boons on allies?
HGH: Another no-brainer trait, as it reduces cooldown time on ALL elixirs, and gives all of your elixirs abilities that you use give might to you. Win-win. Oh and it also increases all your elixir duration time by 20%. So win-win-win!
Hidden Flask: This is a trait that is given to you automatically when you pick the Alchemy specialization, but it’s a very useful trait. You drink an Elixir B when struck below the health threshold, giving you Fury, Might, Retaliation, and Swiftness. This passive trait has a 40 second cooldown.
Transmute: This is a trait that is automatically given to you when you pick the Alchemy specialization, but it’s a very useful trait. Incoming conditions have a 100% chance of being converted into boons. This passive trait has a 15 second cooldown.
Alchemical Tinctures: This is a trait that is automatically given to you when you pick the Alchemy specialization, but it’s a very useful trait. It gives all the elixirs you put down in the ground or consume yourself an extra +1 condition cleanse and increases your boon duration by 20%.
Scrapper:
Recovery Matrix- Every time you put down your healing turret, grant protection to yourself. Great for survivability.
Rapid Regeneration: Every time you are affected by the boons Superspeed or Swiftness, you rapidly regenerate health. Great for survivability.
Final Salvo: When you summon a Gyro, you and that Gyro gain Stability making you immune to crowd control for 3 seconds. Great for using your Function Gyro to an ally you are trying to revive so you don’t get crowd controlled, and when your Gyros die, it makes a lightning field and grants you Superspeed.
Function Gyro: This is a trait that is automatically given to you when you pick the Scrapper specialization, but it’s a very useful trait. Function Gyro is sometimes a pain to get the hang off, since sometimes it won’t work, but it’s very useful to reviving allies so they can get back into the fight. This passive trait has a 20 second cooldown.
Decisive Renown: This is a trait that is automatically given to you when you pick the Scrapper specialization, but it’s a very useful trait. When you successfully revive an ally or finish a downed enemy, you grant Superspeed and 5 stacks of might to your allies in a 240 radius.
Impact Savant: This is a trait that is automatically given to you when you pick the Scrapper specialization. but it’s a very useful trait. The duration of the stuns and dazes you give to enemies are increased by 25%, while incoming stuns and dazes enemies give to you have a decrease duration of 25%.
Sigils on Weapons:
Sigil of Purity- 60% chance on hit to remove a condition on you.
Sigil of Water: 30% chance on hit to heal allies in a 360 radius around your target.
Rune: Rune of the Dwayna. No-brainer since not only does it increase healing power, it also increases Regeneration Duration. 25% when you are struck to gain Regen for 10 seconds. (45 second cooldown on this passive) Also, when you use a heal skill, you and all nearby allies gain Regen for 5 seconds. (10 second cooldown on this passive)
Amulet: Magi Amulet for the increased health, increased critical chance on your attacks, and maximum healing power.
How to maximize the Usage on this build:
At the start of the match, equip your Elixir Gun and use Glob Shot to give your allies Swiftness. You’re focus is the main middle fight at the start of the match, place your Healing Turret at a smart place, then look carefully at your team’s status on the Top Left bar during PvP. If you see them getting many conditions, then use your condition cleansing magic which you have many off to use. If there’s a thief or any stealth class that you see in the mid fight, be ready to use Detection Pulse, as that can save a life.
If your team gets condition pressured at this mid fight, use Fumigate and aim it correctly to convert 5 conditions to 5 boons on them. Then if this isn’t enough use it with combination of Super Elixir so the Light Field not only cleanses 2 conditions from them, but heals them as well. Not to mention if your smart or your team is smart and they are protecting the Healing Turret, that can also ease the pressure of Conditions. If a teammate goes down during this mid fight, you know what to do. Sneak Gyro and Function Gyro are a nasty combination, giving you 6 seconds of Stability and not to mention Stealth.
When you win the mid fight, always rotate to where the next team fight is. As an Engineer you rarely have any single player burst heals, so always move to where the team fight is to maximize the effectiveness of this support build.
Pros of this build:
Great Condition Cleanse
Great Regen uptime
Great AoE Healing
Can dictate whether or not you win mid fight
Cons of this build:
Do not use if there are no condition classes on the other team
Idiotic Teammates make this build harder to do
Not keeping your turret alive or placing it at the right place
Overall, the main purpose of this build is to adapt and get used to the new meta of Condition Wars. I personally don’t like the Condition Wars happening in Guild Wars 2 PvP, but there is nothing we can do about it but adapt. Criticizing this build, giving feedback and suggestions and recommendations are much appreciated since I truly want to perfect this build so that we can take the fight to these Condition Wars.
(edited by Divine.3279)