Did i go overboard on condition duration?
We’re really going to need to know what gamemode you’re aiming to play with that build. Solo PvE, dungeons or WvW?
oh solo pve i guess are diffrent builds ment for diffrent modes, again just hit 80
You can never have to much condition duration! In special PvE where the enemies have no condition removal, you want them to last for as long as you can! (Okay more then 100% duration is to much, but you get the point!) Tho most will state Conditions ain’t that good in dungeons, so keep that in mind!
WvW Roaming movies!
good to know thanks amadeus
For solo PvE, whatever you find fun will do. No sensible person is going to bash you for doing things your way in solo content.
Where you may be criticised is in teamwork content such as dungeons, where you could encounter people who will expect a level 80 to be able to pull his/her own weight.
There really aren’t different builds for different gamemodes as you can run the same build throughout all modes, but rather it’s about how efficient a build is.
A tip for most pve content : every class performs best in berserker/assassins stats, and an 80 engineer performs best when their build is centered around explosives (primarily grenades).
id probly do that if grenades had an auto attack, why dont they by the way? they have one underwater.
Various reasons.
Reason 1: they are grenades. So ground-targeting all of them only is natural.
Reason 2: they are slow projectiles. Even tho they have a 1.5k range if traited, their aim becomes worse the farther your target is away, since enemies easily can outrun the impact-areas by just moving in circles. Therefore it is actually an advantage to place their target manually, so you can aim at their movement-destination / actual position.
Reason 3: Buffing their projectiles’ speed, and turning them into directly targeted attacks would be rather easy for the devs, but currently nades are extremely effective in a proper build and would potentially break the engineer as a class, making it OP to all other classes. It is a intentional situation that movement and proper positioning is valid counter-play to nade-engis. Which means in turn that the skill-ceiling for the engineer is quite high, mostly involving predicting and properly aiming at the point where your enemy most likely will go next.
Underwater combat is also a different story since there are no maps in PvP that feature underwater-combat, therefore balance-decisions are less important for it. And the way nades currently behave underwater also make them far from being OP in WvW as well.
On top of that it is impossible to implement an aiming-system for nades to hit a specific point in a 3-dimensional environment, that is also intuitive and fluid to use for a player. Across all classes, there are no skills underwater that feature ground-targeted attacks. tough you can decide to blow up projectiles manually mid-flight from certain skills.
id probly do that if grenades had an auto attack, why dont they by the way? they have one underwater.
It doesn’t fit the playstyle they provide. Honestly though, if you’re having any trouble with the no auto-attack feature of grenades (which actually is very, very useful), go to the options and change your targeting to either instant or fast with range indicator (my personal favorite). Grenades are useless without these features, since on the default mode you must click twice to throw your grenades whereas with the changed targeting you only need to click once.
To maximize DPS with Rampagers use Grenades/Tool Kit/Flame Turret w/Rifle. 6/2/0/0/6. You have to cycle through all your highest damage abilities as soon as they are off cooldown. Rifle 3n5, Grenades 124, TK3 and use your Tool Belt skills with Static Discharge trait. I tested this on a stationary/static target and it performed equally to zerker gear. This won’t hold true in dungeons or most other environments though, things will die fast and you may have to compete with other condition appliers but you should still pull your own weight if you are good at cycling abilities. Bombs can be substituted for Grenades, you’ll lose some Vulnerability stacking but will gain fire fields for Might stacking. Switch Flame Turret with another source for Burning like Rocket Boots or FT.
Again, key to Engi DPS is cycling through all your top damaging abilities. Never just sit there in Grenade Kit or Rifle alone. Its tough at first but with practice it gets easier.
For dungeon runs and conditions you want less duration and more damage, things will die quickly and you’ll waste the duration stat. Zerker/Assassin gear will perform better though.
For open world PvE play anything you want that’s fun. Conditions still suck though on any group event. I run around camping Flame Thrower simply for the fun of it when others aren’t counting on me
(edited by Bloodgruve.6038)