Dire Engineer, which runes?
Perplexity until they “fix” them. Keep farming the nobles while you play w/the perplexity runes. I’ve thought about the noble runes if/when they nerf perplexity. I run a 30/10/0/20/10 kit build with a sigil of battle. With fire bomb + blast finisher combos and the sigil I can already stack 9 stacks right off the bat. That rune would give me 60% might duration and another method of might. O_o
I just tinkering with Dire+Noble build and its pretty kitten:-) With battle sigil and enhanced performance you can keep lots of might with jugg. even more
Tekkit’s Workshop
LOL, I feel dumb but I can’t figure out if you’re saying pretty poop or complimenting it.
He was saying it was kitten. Er, kitten. I mean kitten. Oh kitten what the kitten, nvm.
I’m not going to pretend that I can put the effort into farming for Rune of the Noble so I was thinking of using Rune of Perplexity as well.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
Bunker roaming is all about Rabid and Perplexity.
Apothecary and Runes of Altruism is nice as well.
For a Dire set I’d say runes of the Noble are a favored set when combined with Enhance Performance, Sigil of Battle, HGH, and Juggernaut (20/20/0/30/0), though it’s a very specific build and only generates swiftness off of Drop Stimulant. Might in heavy doses is a fair trade for the loss of permanent swiftness from speedy kits.
I don’t know if things have changed but when I ran 20/0/20/30/0, I didn’t suffer from lack of speed at all. In fact, I almost had perma sprint from the duration on sprint from Elixir B, and the rng from Elixir H and the toolbelt skill. Also, with Alchemy VIII, and the first minor in Alchemy, u’re proc’ing a lot of sprint/fury/whatever else. I’m going off the top of my head so I could be wrong.
Bunker roaming is all about Rabid and Perplexity.
Please explain…
Bunker roaming is all about Rabid and Perplexity.
Please explain…
Lol it’s a bit of a contradiction to bunker and roam, but in the condition meta it’s viable for Necromancers, Warriors, and Engineers to spec heavy into survivability and let the conditions burn down the enemy. I.E. “bunker roaming”, very hard to kill, yet suitable for soloing or small group play as it maintains high DPS through conditions.
this sounds a lot like what I was looking for in a post of mine but can someone go into the details of some of the runes and trait trees. I am basically brand new to GW2 and been having difficulty even finding an active guild which caused me to delete the characters I had and transfer to a new server in hopes of better luck finding a home.
I would love for someone to go into some detail on the rune selection traits weapon and gear/tool kit combos they use for their engineer.
Also is it best to just wait till level 80 to join in WvW since unlike PvP you don’t get all of your traits unlocked etc.
All constructive feedback welcome!
Thanks,
Schmitty
Runes of scavenging with condition damage, life steal procs and condition damage based on vitality. Probably more a Necro rune, but worth considering for the price.
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD
Bunker roaming is all about Rabid and Perplexity.
Please explain…
Lol it’s a bit of a contradiction to bunker and roam, but in the condition meta it’s viable for Necromancers, Warriors, and Engineers to spec heavy into survivability and let the conditions burn down the enemy. I.E. “bunker roaming”, very hard to kill, yet suitable for soloing or small group play as it maintains high DPS through conditions.
LOL, I know what a condi bunker roaming is. I should have stated that better, why is it all about rabid and perplexity. What advantage does rabid/perplexity have over dire/perplexity? Just curious, as I don’t understand why the precision makes a better bunker roamer as they have the same toughness and the procs from Incendiary powder(2912/4secs) and Sharpshooter (367/3secs) and Sigil of Earth (612/5secs) don’t seem to be that much additional dps but I guess over time they add up (728+122.5+122.5 =973/sec). Where as w/ a full dire setup, u’re sitting on anywhere from 21k to 24k hp while maintaining 3k armor.
Or am I just bad at theory crafting, those numbers were based on 1600 condi dmg w/ 0 duration boost.
Runes of scavenging with condition damage, life steal procs and condition damage based on vitality. Probably more a Necro rune, but worth considering for the price.
Nice find, the 6 pc. translates into 120 condi dmg @ 1719 vitality. The 2 and 4 piece hit for 974 but I don’t think it’s affected by cond dmg.
Currently you will not beat running perplexity w/ pistol shield. However its a matter of time before it gets nerfed and when that happens I have a feeling that runes of the noble will pull ahead as far as being better. With the whole set bonus + enhanced performance and sigil of battle you will sit on 18 stacks of might fairly easily. As far as rabid vs dire I feel like in a prolonged fight the crit from earth, incendiary, and sharpshooter really add up, although I might be wrong. I will also admit that I’ve really considered dire, but am still on the fence about giving up incendiary and am unsure of what to take in its place. I’m looking forward to what other engineers think about this.
Zaragoz[SS] – 80 engineer
Good points, another thing that just popped in my head is that @ 24K hp, AR pops a lot earlier and so does Self Regulating Defenses, pops at 6K instead of a little under 4K. U really put the bunker in bunker roaming but u do lose a bit of dps. Sigil of Earth could be swapped w/ Sigil of Geomancy of u can land it. I don’t know what other sigil u run with since I keep reading that on crit sigils share cds w/ weapon swap cds, (Sigil of malice?)
This is an untraited build w/ all dire stats…
Bunker roaming is all about Rabid and Perplexity.
Please explain…
Lol it’s a bit of a contradiction to bunker and roam, but in the condition meta it’s viable for Necromancers, Warriors, and Engineers to spec heavy into survivability and let the conditions burn down the enemy. I.E. “bunker roaming”, very hard to kill, yet suitable for soloing or small group play as it maintains high DPS through conditions.
LOL, I know what a condi bunker roaming is. I should have stated that better, why is it all about rabid and perplexity. What advantage does rabid/perplexity have over dire/perplexity? Just curious, as I don’t understand why the precision makes a better bunker roamer as they have the same toughness and the procs from Incendiary powder(2912/4secs) and Sharpshooter (367/3secs) and Sigil of Earth (612/5secs) don’t seem to be that much additional dps but I guess over time they add up (728+122.5+122.5 =973/sec). Where as w/ a full dire setup, u’re sitting on anywhere from 21k to 24k hp while maintaining 3k armor.
Or am I just bad at theory crafting, those numbers were based on 1600 condi dmg w/ 0 duration boost.
It’s not bad theory crafting, Dire isn’t bad rabid is just an optimal spread for engineers. Precision and Condition damage share a trait line, simple as that. Smaller overall investment for maximum results I.E. 10/30/20/0/10 (my condi roam spec) will be more optimized with Rabid armor than Dire if for nothing more than the higher crit rate for bleed and vulnerability procs before counting in the higher DPS from critical hits over time. The overall HP difference is not without noting and with a % of both it and toughness contributing to precision via oils Dire does marginally make up for a lower native precision.
That being said, I’m not seeing a reason to use Dire to reduce DPS in the name of a health pool that wouldn’t need to be larger if I could kill it faster anyhow. Armed with Rabid and Perplexity runes an Engineer is flat out disturbing, with Dire he’d have less bite and more bunker.
Now it may be clever to use Dire trinkets with Rabid armor, but I’ve never tested the numbers. Suffice it to say I’m a slave to critical chance on my Engineer and if it dips below 50% I’m not happy.
Cool, btw, did I miss any crit procs?
I don’t see any reason for rabid on engineer. 30% for bleed on crit? u will get 1-2 bleeds from this. Nothing. Burn on crit is 100%. You can proc this with passive Elixir B and low crit chance. If You play HGH, you got active Elixir B too. If you dont’ use Sigill of Intelligence: 100% crit after weapon switch. Vulnerability on crit? It’s easy to stack with grenades.
I’ve testing this set in last few days with different builds in WvW and I end up for solo/small scale roaming with this:
- You dont need HGH build at all because Battle Sigil, trait and runes + might duration can handle between 15 to 20 stacks of might (depends on practice).
- With Oil and stacks you have 36% crit chance thats more than enough imo.
- Survability is simply perfect, lots of heals, cleanses and escape mechanics.
- You can easily switch Grenades for Bombs or FT for Toolkit.
- Also you can switch shield for pistol if you wanna be a bit more offensive.
Tekkit’s Workshop