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Posted by: Y u mad its vydia.6324

Y u mad its vydia.6324

http://www.gw2db.com/skills/calc/engineer#10|9|3187|14959|4682|6383|4065|20|1422|1423|0|10|2268|0|0|0|0|0|0|10|1015|0|0|30|1446|1882|2191|0|0|2|0|0|0|0|0|0|0|0|0|0|0|0|0|

(work in progress)

The selected utility skills would be : Healing Turret – Mine – Flame Thrower – Elixir R
Stats would be geared towards condition damage > vitality > toughness = healing power.

It is EASY to get at least 15-25 stacks of Might on yourself (and allies) in record time. How many exactly depends on your how many of your Tool Belt Mines are in range (luck). This is another reason why the radius explosion trait is mandatory, it increases your chances of getting Might. It has been confirmed that mine explosions must be directly inside the fire field for the combo to be performed, so this trait does not fit the build.

Instructions: drop Fire wall (FT). Use Mine Toolbelt skill, Mine, Healing Turret and Shield 4 (reflect) on top of your Fire Wall and blow them all up for blast combos that, if you’re lucky with Mine Tool Belt skill, will add up to 25 might stacks from the Fire / Blast combo. You can never have fewer than 15 or more than 25. Don’t waste any more finishers if you already have 20+ and are or will be focused, it’s enough.

Do not waste all your cooldowns on this in PvP! There are many other sources for Might. If possible, use a larger Fire Field than your own Fire Wall for greater effect. A Guardian’s consecration or Elementalist’s large fire field will guarantee that all of your Mine Field mines are inside the field if you are close to the center of the field.

The cooldown on all your skills is very low. You won’t miss the Mine tool belt skill until it’s time to rebuff, and it will be ready by then. You don’t have to permanently buff might in this fashion, but it’s easy to do, even when under fire from melee attackers because of all the knock backs. Your fire wall lasts long enough not to worry about having to this in a 2 second timeframe.

If you are under focus, you can still use Healing Turret to buff Might, but do so smartly – either closer to the end of the combo to get most out of the heal or to get the melee attacker away from you.

Use your mine to avoid melee attackers / bring ranged attackers closer to you or inside the fire wall (by throwing the mine behind them) . Use FT for AoE situations (in PvE) or to blast an immobilized or stationary target with the 2 skill. Use FT’s 3 and 5 for defense (remember FT Airblast WILL reflect grenades and possibly other stuff, which is mind blowing and amazing). The FT’s 5 attack does not interrupt casting, which is important especially when reviving a downed ally or stomping an enemy in PvP.

Use your primary weapon and shield for offense and defense. You can use the shield 5 to block a huge amount of attacks (Thief Unload comes to mind) if there is no enemy in melee range, as the block only ends if there is an enemy in melee or two seconds pass. Use shield 4 for knockback / blast field when needed. Use Incendiary Ammo on cooldown, preferably on Static Shock.

Use your healing turret defensively even if you don’t need the healing, as the knockback from trait is yet another control option at your disposal. Blow it up at the right time (when you see the large white circle) for an Area Healing water combo with itself for extra healing. Remember that the Healing Turret’s Tool belt skill also provides a very short Water field, which can be exploited by any blast attack for healing. Used with the Mine’s Tool belt skill, the healing provided is VERY high. Use Overcharge to clear all your conditions (if needed).

The Healing Turret’s Tool Belt skill’s water combo WILL save your life many times.

Elixir R: Use throw for downed allies / very strong condition removal / Light combo field. The AoE retaliation is nice if you can get it, in PvP against a ranged attacker use your Shield reflect and blow it up at the end. His conditions will be all gone because of the 8 second duration elixir and at the end you will have Retaliation. Use the actual Elixir it to break stuns and get your endurance back.

This build is INSANE in both PvE and PvP and I see no reason to ever change to anything else. There’s a lot of dodging from vigor, condition clearing and high damage from conditions and Might.

With some changes to stats and traits, you can replace FT with Elixir Gun and support your allies. You will be a very hard to kill support, but you will rely on allied fire fields to get Might up. Replace Scope with Kit Refinement.

PS: I won’t go into runes / specifics because they’re not the point. This build has A LOT of damage, defense, control and healing and that’s where I want the focus to be.

Malaakh. [EU] Desolation.

(edited by Y u mad its vydia.6324)

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Posted by: Minilys.4765

Minilys.4765

This is only theory, right? Because from my point of view, it’s really, really bad.

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Posted by: Y u mad its vydia.6324

Y u mad its vydia.6324

LOL no, I’ve been playing this a lot in both PvE and PvP and it’s very effective.

Malaakh. [EU] Desolation.

(edited by Y u mad its vydia.6324)

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Posted by: Minilys.4765

Minilys.4765

Lol no, I’ve been playing this a lot and it’s very effective.

So, for your might stacks, you’re mostly relying on being lucky with mine field. I guess you really need to be lucky to get those mine both in an almost perfect line as well as being in range of their explosion. Also, you can only get 24 stacks of might at most with the combo you posted 3 from Enhance Performance, 3 from turret explosion, 3 from throw mine and 15 from mine field, again if you’re lucky enough to get them all inside the rather narrow combo field from Napalm.

At the same time you’re supposed to “Use your mine to avoid melee attackers / bring ranged attackers closer to you or inside the fire wall (by throwing the mine behind them”, I assume you’re talking only about throw mine since mines from minefield don’t have a knockback, but the cooldown on throw mine is 18 seconds which means you already lost Might from the combo field by the time the cooldown is up again so you can’t do both. Also, you’re expecting ranged to just sit there while you knock them inside the fire, that’s some pretty high expectations.

Well, and other things but I wonder if it’s really worth trying to convince you …

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Posted by: Y u mad its vydia.6324

Y u mad its vydia.6324

Do you even play engineer?

The Mine fields gives 15 stacks MINIMUM, the luck is getting extra mines inside the fire wall. Because of how the mines are thrown, you will always have at least a few inside the wall, plus the extra ones outside the wall. With the explosion radius trait that will be a lot of mines finishing the combo. If you would have read my post you would have noticed you can also use Shield 4 for an extra blast combo. I don’t even know how you can complain about this, other classes can barely go up to 16 stacks with a lot of time spent and weapon switch, the engineer can get all this in 3 seconds. There’s no problem with stacking finishers on top of the fire wall, even under fire.

18 seconds is nothing. You can use mine 3-4 times even in 1v1.

Accord to my post, the player isn’t bad and can throw a mine and detonate it in mid-air at the right time. Sorry for the confusion. I don’t want to have to post my PvP rank, so if you want to discuss how bad this build is, bring arguments. I mostly posted this so devs can have a look at it, because the only thing that’s worth switching to from this is DPS grenade build in PvE.

Malaakh. [EU] Desolation.

(edited by Y u mad its vydia.6324)

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Posted by: Berglekut.5041

Berglekut.5041

I don’t like it very much and nothing about it seems op to me for pretty much the same reasons that others have stated.

I would rather use these condi builds (Referring to PvP as well, I don’t PvE in GW2 much as of now)

http://www.gw2build.com/builds/simulator.php#1.4.6.0.19.0.21.0.4.0.81.95.94.91.102.4.4.12.230.228.233.246.243.0.0.0.0.276.271.0.0.0.0.30.20.0.20.0

http://www.gw2build.com/builds/simulator.php#1.4.6.0.20.0.21.0.11.0.79.94.92.87.102.9.9.15.228.233.236.246.0.0.0.0.0.272.278.280.0.0.0.30.10.0.30.0

(Edit: original links were bad, fixed.)

(edited by Berglekut.5041)

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Posted by: JonnyBigBoss.2071

JonnyBigBoss.2071

Don’t like this build at all.

JonnyBigBoss – 80 Engineer
Fort Aspenwood
The Ancient Order [TAO]

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Posted by: Minilys.4765

Minilys.4765

Do you even play engineer?

The Mine fields gives 15 stacks MINIMUM, the luck is getting extra mines inside the fire wall. Because of how the mines are thrown, you will always have at least a few inside the wall, plus the extra ones outside the wall. With the explosion radius trait that will be a lot of mines finishing the combo. If you would have read my post you would have noticed you can also use Shield 4 for an extra blast combo. I don’t even know how you can complain about this, other classes can barely go up to 16 stacks with a lot of time spent and weapon switch, the engineer can get all this in 3 seconds. There’s no problem with stacking finishers on top of the fire wall, even under fire.

18 seconds is nothing. You can use mine 3-4 times even in 1v1.

Accord to my post, the player isn’t bad and can throw a mine and detonate it in mid-air at the right time. Sorry for the confusion. I don’t want to have to post my PvP rank, so if you want to discuss how bad this build is, bring arguments. I mostly posted this so devs can have a look at it, because the only thing that’s worth switching to from this is DPS grenade build in PvE.

I don’t want to rain on your parade but mine field always only spawn 5 mines, I don’t know where those “extra mines” are supposed to be coming from. And in case you’re confused, the mines are supposed to be inside the fire wall to trigger the combo field, if they’re outside, even if the explosion can hit targets inside the combo field, it won’t trigger the might stacks. While I’ll admit that I overlooked the shield 4 for an extra stack, it seems really complex for not much and you do spend quite some time getting them as well. Throw mine, mine field and healing turret aren’t instant.

And spending 1 minute killing someone in 1v1, isn’t anywhere near fast. In fact it’s pretty extreme turtling, you might not be dying and killing your enemy but if you think it’s fast, you’re totally mistaken.

And exploding the mine in mid air is fine and all, but the knock back is only of 300 so pushing someone inside the firewall would need your target to be at 300 or less range of your firewall (and you, assuming you set up your combo field). A 300 range hardly qualify as ranged combat.

(edited by Minilys.4765)

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Posted by: CptCosmic.3156

CptCosmic.3156

nice on paper bad in reality. you have only 1 high cooldown delayed condition removal. you dont have the elixir S for oh shiat moments. you waste alot of points in explosion tree without actually using grenades but just for a few might stacks.

beside that an elixir pistol build with HGH and a single sigil of strength will constantly have a high amount of might stacks during combat. not only that but will have better damage projection at range, offers AOE with coated bullets, has alot more utility and does not rely on clunky flamethrower mechanics.

if anything I would go for a flamethrower HGH build and rune for might duration. you would have 9x might just from juggernaut + all the additional might applications from elixirs. much easier, has alot more utility and does not waste so many points in explosion tree.

in short: there is no reason to go for it.

(edited by CptCosmic.3156)

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Posted by: Warmage Timeraider.5861

Warmage Timeraider.5861

well, it might work for him… but i kinda find this build not efficient. All the traits only have 1 target spell…
exploding turrets .. only for the healing turret since you dont have any more.
radius on bombs and mines.. only for your mine because you have nothing else

and so on.. in my opinion a build that has minimal 2 spells benefitting from each trait would be more efficient.. but thats yust my opinion ofcourse

Timeraider- 80 Norn Elementalist – 80 Norn Engineer
epic-timeraider.weebly.com

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Posted by: Karast.1927

Karast.1927

Elixir R is nice but to be honest you have no real effective counter to CC or condition removal. Your gonna need heavy support to run this build or you’ll simply be focus’d or kited to death.

There are similar builds that use FT with elixirs that work much better since elixirs give you constant stacks of might and condition removal. While with the mine setup your gonna have dead time on might stacks. Which means it will only take someone wiping or stealing your boons to shut it down.

It’s not a bad build but in a group setting engineers are forced into elixir S and elixir C or into spec’ing full into alchemy.

We just do not have the same escape / survivability tools of the other classes. When an enemy team focuses you, you will die if you do not have on demand condition removal and elixir S.

It’s not like we can teleport, go into stealth, drop an immunity / reflect bubble, or go into mist form. You get 4s of elixir S for your group to do something and that’s about it.

Once you start doing a lot of 5v5 and actual group on group fights in WvW you realize just how pigeon holed engineers are.

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Posted by: Destroyer.1306

Destroyer.1306

nice on paper bad in reality.

Only on the internet can someone shoot down someone else’s tried and true build without actually testing it and then claim that it’s nice on paper, bad in reality.

Seems like no one in this thread besides OP has even tried it?

Great thread, guys.

Stinky Garbage, Engineer. Meatbag, Guardian. Dum Dums, Elementalist.

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Posted by: Karast.1927

Karast.1927

I’ve run a lot of similar builds with FT. It has it’s nice aspects but the lack of condition removal / counter CC makes you free meat for any organized players that eye you.

Swapping elixir R for elixir C and taking protection injection for the protection on crit, could really help the build though, swapping 10 points from tools or explosives into alchemy can as well. To get elixir S at 25% or condition removal on elixir use.

But to be honest I think going 20 explosives, 30 alchemy, 20 tools is a bit better. You can trade out mines and still have might stacking with HGH. Toss in elixir B, replace R with C, and then take H over the healing turret.

The damage is going to be a little less, but the survivability will easily be 2-3 times better. When being CC’d this build lets you get perma protection up as well as 10-12 + stacks of might.

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Posted by: Nepocrates.3642

Nepocrates.3642

Interesting build. I may look into it just to try it out. Thanks

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Posted by: onzo.6987

onzo.6987

I’m not sure why you’re getting so many negative responses. This is a very clever build; and generally, this guy is giving you good tips on how to use your own combo fields to your advantage. If anything, I’d say the mine field+healing turret toolbelt combo is the most enlightening.

Being that each aoe healing combo is ~1300 healing, a 5 mine combo heal is a group 6500 heal. That’s the best group healing possible in this game as far as I know.

Kudos to you on this build. People hate to give credit to people for some reason, but this is really a smart build.

In general, I probably wouldn’t use this build in PVP strictly because I don’t like the sustained DPS of the build/reliance on several cool downs. However, this is a brilliant PVE spec (with a few adjustments).

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Posted by: achmed.6542

achmed.6542

had kinda like the same build when i used 4 kits. just to constantly keep up vigor by switching them.
problem is, vigor and the 50% recharge trait dont work well together since they dont stack. youve got 50% if vigor is not active and just 100% if it is. they dont add.
i rarely found myself withot the buff.

even if u just use one kit and if u use it at least every 10 secs, its still better then the 50% base recharge alone.

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Posted by: Nepocrates.3642

Nepocrates.3642

..

Being that each aoe healing combo is ~1300 healing, a 5 mine combo heal is a group 6500 heal. That’s the best group healing possible in this game as far as I know.

I learn something new on these forums everyday. however I do not understand this. Can someone explain how I get the healing combo with the 5 mines? I thought I could only get healing from a blast if there was a water AOE in place.

Thanks

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Posted by: Grizor.6543

Grizor.6543

Toolbelt skill for the healing turret is a water field. Also when the healing turret pulses (white ground ae) thats also a water field, so you can blow the turret up during that and get the ae heal too!

Grizor – Charr Engineer – Gandara

(edited by Grizor.6543)

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Posted by: PotatoOverdose.6583

PotatoOverdose.6583

Finally, people start using builds that use our combo fields. One of the few redeeming features of the engineer in it’s current buggy state.

+1 to the OP.

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Posted by: Y u mad its vydia.6324

Y u mad its vydia.6324

I have tested this more and Minilys is right when he says that the mines must be directly inside the fire field to give Might. With this information it’s possible to change the build. I will experiment more with how I can change it, and come back with results. Right now I’m looking into only investing 20 points into explosives and moving them to either Infused Precision for more damage output and vigor, or Protection Injection. 3 stacks of Might are lost with every heal, but it might be worth the extra survivability.

I am also looking into the possibility of removing the 50% extra endurance regen if I find myself under the effects of Vigor (as it seems to be the case right now) and adding those points somewhere else.

Malaakh. [EU] Desolation.

(edited by Y u mad its vydia.6324)

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Posted by: Nepocrates.3642

Nepocrates.3642

Toolbelt skill for the healing turret is a water field. Also when the healing turret pulses (white ground ae) thats also a water field, so you can blow the turret up during that and get the ae heal too!

Cool Thanks I did not know that was a water field

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Posted by: EpicFace.8096

EpicFace.8096

I dont know much about all this stuff, as i havent played gw2 yet, but ive read and watched alot and this seems very very very smart. I also dont know why you’re getting so much hate XD but +1 to you buddy