Dungeon Build Advice

Dungeon Build Advice

in Engineer

Posted by: roachsrealm.9284

roachsrealm.9284

Hey. I just started my 8th and final character (for now) and engineer is it.

I PvE mostly, doing dungeons, fractals, and large-scale events.

Engineer is by far the most complex class when it comes to theorycrafting. I’m asking for some advice from the experts here.

I’m looking for a damaging support role in dungeons. After looking through everything, Dire stats or Apoth stats both look appealing.. am I crazy?

Elixir Gun and Grenades with healing traits also look good on paper, but are they good in practice?

I know there will be a few of those “PvE lol run anything” responses, but I’m really looking for something constructive. What is the best support role you can fulfill with the wide, complex variety the Engineer offers in dungeon groups?

Smitten Mittens (The Gothic Embrace [Goth], Fort Aspenwood)

Dungeon Build Advice

in Engineer

Posted by: Sins.4782

Sins.4782

Yes, you’re crazy. As always, damage is king in dungeons, and there’s really no need for much party healing— condi cleanses in some places, yes, but rarely healing. We do, however, provide a lot of damage support, in the way of might stacks (we have quite a few blast finishers, and a fire field on bomb kit) and vulnerability (traited, explosions cause vulnerability, each grenade autoattack counts for 3 explosions, each crit can cause vulnerability). Our damage really isn’t too bad either. 30/30/0/x/x is the current meta, sometimes with giver’s pistol/shield, +condition duration food, or +condition duration runes, if your party is having a hard time getting those vulnerability stacks on bosses. We can provide quite a bit of burst healing when needed through blast finishers on Healing Turret’s water field, as well as condi removal (2x on healing turret, 1x on super elixir, 5x on fumigate), so it is quite possible to fill all necessary defensive roles while still putting out optimal damage.

(Please don’t use condition damage for anything. It scales terribly when compared to power/precision/crit, and is hard capped, so having multiple condition players in a party essentially makes one useless).

Dungeon Build Advice

in Engineer

Posted by: roachsrealm.9284

roachsrealm.9284

Thanks for the advice.

What’s the feeling about perplexity runes? I notice Engi’s have a lot of stun/interrupt options and a few fast apply high stack confusion skills.

Also: is it just me or are turrets almost completely useless unless you are doing a “defend a static area” type of event?

Smitten Mittens (The Gothic Embrace [Goth], Fort Aspenwood)

Dungeon Build Advice

in Engineer

Posted by: ellesee.8297

ellesee.8297

this is my dungeon build.
http://gw2skills.net/editor/?fcAQJAqelIqSYX3SiF17IyoCdGoH1FgNife8WtFEC-jwBBYfBkEBgKAMzsIasVOFRjVXDT5iIqGA-e
high damage and support through vuln stacking, team condition removal and heals, and revives on downed people.

#1 Engi NA and world first rank 80!
#1 Frandliest person NA!
http://www.twitch.tv/Livskis

Dungeon Build Advice

in Engineer

Posted by: Sins.4782

Sins.4782

Perplexity runes are amazing in world vs world, because of all the CCs we have. Turrets are most commonly used for their blast finishers, notably rifle turret an thumper turret(a lot of finishers, but long cooldowns). Rifle turret is also taken in burst damage static discharge builds due to its low cooldown damage toolbelt skill, and sometimes in PvP decap builds with accelerant-packed turrets for keeping players off points with its knockback.