Crazy Condition Flamernaut Build

Crazy Condition Flamernaut Build

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Posted by: Drunkwizard.9173

Drunkwizard.9173

Sooooo i’ve been theorycrafting trying to balance good survivability and mobility without sacrificing too much damage and i’ve come around with the following.

http://www.guildhead.com/skill-calc#McMzM9cmorLMmorLMax0Ga0Vkqzso

It is imperative to wear 60% bleed on crit in main hand and 60% condition removal on crit in offhand as the build can unload lots of crits and it only flaws is the lack of condition removal. You’ll also want the Precision/Condition damage amulet as well for better effectiveness and synergy with the overall build. You can swap the shield for another pistol if you feel safe and want moar burnz.

Point allocation favors heavy condition damage on base attack AND crit hit.

Survivability is paramount on Flamernaut mode, which gives you Regeneration, Swiftness, Vigor, 200 Toughness and Stability (holy crap)

Permanent Swiftness and Vigor allows lots of mobility and dodges which trigger bombs from Explosives trait. That helps buying you time to switch for Med Kit, renewing Vigor/Swiftness while running away regenerating and healing yourself.

Usually the gig would be unloading belt goggles + belt flame then 123 pistol until opponent get in range (assuming melee), then switch to Flamernaut and buuuuuuuuuurn your foe to oblivion (each of the 10 hits on first skill can crit, having a chance to apply bleed, burn, vulnerability and remove your conditions). If things get ugly you can loltwack your enemy away with the third skill (knockback), then switch to Med Kit (renewing vigor/swiftness and enabling regeneration) and get some distance while healing, rinse and repeat.

Didn’t get the chance to test this build yet but i think it’ll do pretty well as pretty much every skill and trait synergizes with each other for a very solid condition-damage dealing engineer who can get up and close never really getting CC’ed at all providing you manage your stuff correctly.

Tell me what you guys think

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Posted by: Apostle.3180

Apostle.3180

I like the idea will have to try it.

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Posted by: Quetz.4389

Quetz.4389

Hate to break it to you, but Juggernaut no longer has stability and sigils don’t affect kits.

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Posted by: Raok.9710

Raok.9710

AFAIK weapon sigils don’t apply when using a kit. So the 60% bleed/condition removal on crit does nothing for the flamethrower.

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Posted by: Drunkwizard.9173

Drunkwizard.9173

/\ it does not?kitten i must have been using an outdated calculator =( that really hurts the build, may have to rethink it then lol

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Posted by: Drunkwizard.9173

Drunkwizard.9173

Well about the sigils, you still can remove conds with your pistols and i guess you can proc at least the traits with the kits?

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Posted by: Raok.9710

Raok.9710

Yeah most of them are outdated. The one I use is at gw2skills.net. The site isn’t in english but there’s an English option for the build-editor/calculator thingy.

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Posted by: Casia.4281

Casia.4281

with so many broken traits, inaccurate tooltips, and/or hidden cooldowns, etc. I would suggest confirming a build in game first.. Dont rely on any builder.

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Posted by: quantum.7586

quantum.7586

Vulnerabilty, like from precise sights, doesn’t effect conditions from what I have seen on the forums. With that in mind you could swap out precise sights for infused precision maybe, and then replace speedy kits with something, prolly going down the elixier tree further would be better than the tools tree.

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Posted by: Tigger.8035

Tigger.8035

Should get some crit and use the traits that apply conditions on criticals.

Flamethrower attacks 10 times, and that’s a lot of chances to crit AND proc those conditions ontop of your own burns

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Posted by: CptCosmic.3156

CptCosmic.3156

imho after alot of playtesting thoughness/power/precision is the way to go. the bleed and burns are just a bonus.
http://tinyurl.com/8prlrz7
runes of the engineer and all traits would provide 30% (depending on how many vulnerability stacks you achieve) or more damage bonus making crits and every point of power more effective. sigils dont matter as they dont affect kits at the moment.

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Posted by: Sporadicus.1028

Sporadicus.1028

Flamethrower does much better as a mixture of power and condition. Mine is a 30/20/20 with Firearms/Explosives/Alchemy.

http://www.guildhead.com/skill-calc#McMzM9cmorLMmorLMGx0G0VoVRqMk

With the Master major trait of Explosives, you can either use it to buff yourself on a heal (#6) or you can deny people that last bit of escape before you kill them (#10).

I wanted the Explosives tier 1 trait #5 to give an extra bit of burntime, which stacks with the burn at the end of your FT #1 burst. Burn is your friend. Burn ticks for a high amount twice a second.

You don’t really need bonus crit damage with this build since it uses crit procs to do a lot of condition damage. I suggest Power/Condition/Precision stacks for armor, with toughness/vitality for your trinkets, amulets, and rings.

As for weapons, have two pistols with the same trio as your armor. This will let you increase your poison damage and your flame damage from your #2 and #4 pistol shots. As for sigils, I would choose Corruption as your primary and whatever you want for your secondary (since stacking sigils don’t work in the offhand).

FT is an extremely hard kit to use because of its range. You shouldn’t be staying in FT, either, just to keep that Might boon going. Swap in and out of it to utilize the pistol’s condition attacks (#2 and #4 mainly) and the very effective lightning shot (an extra blindness for long distance) and glue gun (to keep the enemies from leaving).

Utilize your elixirs often. Don’t let the Alchemy line go wasted. Elixir B will increase your might stack, give you retaliation (which can be evil for melee types that in to try to finish you), Fury (more crit chance!), and swiftness. Reduced CD lets you maintain a constant Might stack if you need it, and the Adept minor trait will give you a free Elixir B (because it doesn’t start the CD on a slotted elixir).
Elixir R or S is good to have as well, and Elixir R is a great for its toss skill (+20%/sec revive skill for 6 secs! Toss it at your feet before you die to jump right back up and surprise the folks mid-finisher!)
Elixir C is good for a switcheroo on condition dealers, shifting conditions to boons. Pop it when you are bogged down by conditions, and you can use the Master major trait to drop another row of conditions and heal yourself with Elixir H.

I’ve rambled enough.

Have fun!

Malkin Rawl – Charr Engineer, Tarnished Coast
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play

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Posted by: iYosh.9802

iYosh.9802

i’ve grown rather fond of this build

http://gw2skills.net/editor/en/?fcAQJAqelspSXX3SrF17IyIFk2EC6BgVX3lIFVWjB

although i’m contemplating on switching to

http://gw2skills.net/editor/en/?fcAQJAqelspSXX3SrF17IBoHAuu3V0jK3YL/pAbB

i love flamethrower to pieces, it’s just kinda sad that we lose the stats on our weapons when we equip a kit.
skill can be switched on a whim ofc, but i like the elixier gun’s belt skill as another heal quite a lot actually.

the first spec has actually about a second of 7 stacks of might which is nice but both have a constant 6+ stacks if you don’t unequip the kit.

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Posted by: Sporadicus.1028

Sporadicus.1028

I’d be careful trying to take advantage of that first set’s Tools Master major trait. You really don’t want to be standing still in an FT build, especially since you’re usually within closing or melee range.

But if you can make it work (especially since you get 200 toughness from the Firearms/FT and 200 vitality from Alchemy), then you probably proc more often than me. That means more chances to proc conditions.

The second one looks a lot like mine. I like it, and you can switch out those major traits for more durability.

Malkin Rawl – Charr Engineer, Tarnished Coast
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play

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Posted by: Psaakyrn.5794

Psaakyrn.5794

Buffs granted by sigils remain after swapping the weapon out though, but this might be a bug.

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Posted by: Doctor Reason.4065

Doctor Reason.4065

Interesting id like to try this. but Use grenade kit under water(must)

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Posted by: Riot Inducer.8964

Riot Inducer.8964

Buffs granted by sigils remain after swapping the weapon out though, but this might be a bug.

At the very least, it’s a design oversight that will hopefully be looked at soon. I could be wrong but I’ve heard that sigils that apply effects on weapon swapping also don’t work with engineers swapping from kits to weapons.

At any rate even at low levels I’m enjoying this style of build precision/condition flamethrower iskittenfun. I’ve only got the firearms bleeding trait and precise sights so far but even with that a flame blast can inflict very noticeable stacks of bleeding and vulnerability.

Hopefully they’ll fix sigils to work with weapon kits as that’ll make this style of build all the more fun.