Criticize my pyro

Criticize my pyro

in Engineer

Posted by: LCV.7245

LCV.7245

I’m an experienced PvP engineer player, having somewhere in the ballpark of 300 games as engi. However, my engi is still level 39 and I recently discovered that the flamethrower is REALLY COOL! I want to grind out max level then use the flamethrower for farming the Cursed Shore and other PvE stuff. I threw together a build just now and I want to see what everyone thinks. This build is intended strictly for flash farming mobs in the Cursed Shore events (and other similar stuff).

http://gw2skills.net/editor/?fdQQFAUlcTpArVXxWLseRSdBNqoEqdCyAUARXjY0DA-TBiDABup+DUKDIUJIAXAAKeAAcp07DdA3t/AA-e

I have a question about how the flamethrow’s burn works. The flamethrower’s AA takes 2.25 seconds to complete and it says it applies 1 second of burning and applies power damage 10 times. I want to know if this means that 1 second of burning gets applied 10 times, or just once…

Thanks!

The Pleb Army | 80 Sylvari Mesmer | 80 Norn Warrior | 80 Asura Ranger | 80 Asura Necromancer |
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Criticize my pyro

in Engineer

Posted by: Depths.4051

Depths.4051

Lol that’d be nice, but no. 1 second burn after the last hit. Seems silly considering its a friggen flame thrower Lol.

Criticize my pyro

in Engineer

Posted by: MonMalthias.4763

MonMalthias.4763

If you’d played with Flamethrower, then you would know that the FT applies Burning only for 1 second on the last tick.

Interrupts, dodges, even cancelling the channel will net you zero burning. Due to the FT’s propensity to miss a lot on uneven terrain or even the most paltry of obstacles causing “Obstructed!”, the Burning is lost more often than not.

FT’s strength lies within the 2,3 and 5 skill. The FT4 Napalm effect requires that enemies stand within the effect to burn as it pulses only 1 second of Burning per pulse. Great for counterplay, but terrible for the rest of the kit without CC to keep enemies within the Field.

With regards to the build, Celestial accessories are not as efficient as the armour or weapons. You’d be better off getting more specialised trinkets and making up for whatever is lacking with food.

Finally, PvE demands practically zero condition cleanse. Healing Turret picked up on cooldown is more than enough. Elixir C is overkill; especially given a standard HGH build that would run CF409 over Deadly Mixture. You can run Deadly Mixture; but I feel that Elixir R with its immobilise cleanse and lower cooldown (and pulsing Condition removal) more than sufficient.

Secondly, Sigil of Battle and Juggernaut don’t really synergise with each other. Swapping in and out of kits to proc it also resets the timer on your Juggernaut Might tick. It may be better to run Sigil of Strength instead; especially given that you have FT1 for crit-seeking. 75% Might Duration nets you 17.5 second Might Stacks and it is easy to stack to 15+ from the Sigil alone – something that Battle cannot reach in the current state of the game.

With HGH and Noble Runes giving you a Might floor of 2 stacks as long as you are using your heal once per ~37 seconds (plus 3 for 17.5 seconds = 5 spike, 3.67 average); then adding the 15+ stacks from Strength sigil, you should be averaging 18 stacks of Might before Juggernaut in combat.

Factoring in Elixir H and B tosses and drinking which raises the Might Floor by 2+2+3 (7) means that really, Juggernaut is already superfluous – you can already reach 25 stacks without requiring Elixir C, or Juggernaut. This means you have a free slot to slot anything you like. Unless of course, you like the extra tankiness that equipping FT gives you with Juggernaut.

What I’d be doing is taking 2 from Inventions and 2 from Firearms and putting it into Explosives for Enhance Performance. This raises your Might floor even further to 13 stacks; thereby reducing the time Strength sigil needs to get you to maximum Might. Incendiary Powder also works to boost your FT1 damage. If you are running IP, consider Condition duration food in WvW but in PvE you probably don’t need food in open world, and just Power/Crit food in dungeons.

Now that Might is sorted, you can look at sustain. You have a free slot (you can use Elixir C still, but there are better options) so what I would run is Elixir Gun for the classic FT/EG combo. This gives you 1 cleanse per 12, Blast Finisher to combo with Napalm (Because you know, more might), extra damage with Elixir F when FT2 is on cooldown. There are a lot of things you can choose.

The second Sigil can be whatever, just not Life. On-Kill sigils generally aren’t useful even in PvE because they’re either contributing too much, or too little. I would suggest either Sigil of Air or Fire or Blood.

Finally with regards to gear, I think that whilst Celestial Armor and weapons might be efficient, Trinkets are probably less so. 25 Might stacks will make any gear set feel powerful, but in PvE, Berserker is the most efficient. Even in WvW, once you get a certain minimum level of Toughness/Vitality, the rest of the stats should be damage, because defense only prolongs fights, whilst damage ends them.

http://gw2skills.net/editor/?fdQQFAUlcTpdrVXxWLseRSdBNqoAqAI6aEje8x+VTA-TxBGwABuAAkV/hoyvK6AA8AAav/wUlgAA-e

http://gw2skills.net/editor/?fdQQFAUlcTpdrVXxWLseNSdBNqoA6AchuK6aEjeA-TxBGwABuAAkV/hoyvK6AA8AAav/wUlgAA-e

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