Dungeon build without grenades?

Dungeon build without grenades?

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Posted by: Wowbagger.3176

Wowbagger.3176

Well… Like the title says. All dungeon builds I’ve seen seems to be based around the grenades and the bomb kit. Is there a viable build without those two kits?

Cheers!

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Posted by: Cabpoint.5826

Cabpoint.5826

You tricked me! I thought you meant just grenades. Bomb kits work better in dungeons.

um…. Flamethrower works great on the Fractal Grawl Boss!

and duel-wielding pistols looks awesome all the time.

SAO Sword Art Online Kings guild will be revived! Msg me in-game for invite or guild info

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Posted by: Chaith.8256

Chaith.8256

Your non-grenade non-bomb kit PvE build won’t be as good. Bomb/Nade are the only damage focused kits, as opposed to utility. So, just think about it from a pure damage output perspective – par for the course, which every profession usually has, that’s two offensive weapon skill bars. Bringing say, a Rifle and then bringing .5 of a damage kit generally makes one sub-par.

I feel that An Elixir Gun / Flamethrower power build is probably the closest PvE contender. This is just a build I threw together:

http://gw2skills.net/editor/?fcAQFAUl0pqbnpSrF17IyIFdGpB6Rd5XjoIF5XjB-TkAg0CnI4SxljLDXSuscNsA

Modified Amunition will be decent after the patch, as it will affect your damage in Kits. Good PvE trait. No Nades or Bombs as promised.

Forum Lord Chaith
Twitch.tv/chaithh
New Twitter: @chaithhh

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Posted by: DesertRose.2031

DesertRose.2031

All dungeon builds I’ve seen seems to be based around the grenades and the bomb kit. Is there a viable build without those two kits?

You could try a Flamethrower build, however you’ll have considerably less damage and support.

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Posted by: Susulemon.3204

Susulemon.3204

I am here to give you my most earnest advice.

If you don’t want grenades or bomb kit, you need static discharge, if you go static discharge, you have to take something gross like rifle turret which has so little utility in dungeons that it’s so sad to waste a spot for it. Why does it work in spvp or wvw? Because you can burst people down so it matters less.

So after some thought, I came up with a build just for you!
http://en.gw2skills.net/editor/?fcAQFAUl0pKeH5yuF17IyoHdGptZgekX+1I+pw8B

I call it the “get in, and get out!”

You might not know this, but on a stationary object, acid bomb in the EG kit does the most damage of all engineer skills, yes even more than grenade barrage. It’s also much easier to land on dungeon targets because many fights will be rather stationary.

So you jump in with jump shot (high dps skill), attack with blunderbluss (high dps skill), then get out with acid bomb ( high dps skill ), THEN launch your ram head, and throw your wrench for damage + static discharge proc. <- it’s important to take the cd reduction on rifle so the combo is easy to carry out, 16cd jump shot, 15 cd acid bomb, you get the picture.

Keeping distance while doing good damge will keep you alive in dungeons and not lose efficiency. I choose ram head skill because it’s a CC to keep mobs away from you. On the other hand if you pick rifle turret, the turret won’t do much for you, and the few second lower cd tool belt kit won’t boost your dps that much either.

Tool kit is a easy choice because the tool belt skill has huge dps if you don’t throw it into a wall, and the shield, magnet, caltrops will give you much defensive and CC. I mean, 3 second block is useful in many dungeon instances from running through a hallway with fire or blocking some nasty big projectiles from lupicoius.

So yeah, ur main damage would come from rifle 2 and 5, then EG 4. Then ram head and tool kit tool belt skills. Riflel 2 is on a really low CD at 8 seconds. Tool Kit 3 is also good dps, just not as good compare to blunderbluss.. (use it anway~! rwar!)

Defense wise you got your stun break, your cond removal, your block, and endurance regen.

For CC you have your net shot, your overcharged shot, your ram head, your ramhead tool belt, your EG 2, your wrench 2 and 5

I think you will do well in dungeon with this.

Gear set up you can do what ever you want, if you want dps, sure go full berserker, you won’t die in dungeons cuz of it. BUT since we didn’t go deep in the alchemy line, you do have less HP than other builds, and since you already have extra precision from traits, I’d suggest you wear valkyrie gears for power,vit, crit damage.

As for runes… Too many options work, you can pitch a few and I can say if I think they are good or not

p.s
I didn’t consider flamethrower at all because that kit’s auto attack does like no damage and misses all the time, and forces you to be in close range without outputting enough damage to justify it, tool belt skill is also useless; save yourself the trouble!

(edited by Susulemon.3204)

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Posted by: bromi.7809

bromi.7809

I’d suggest using wrech 3 and rifle 3 also in rotation when you jump on target – when zerk specced, its damage is very nice.

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Posted by: Wowbagger.3176

Wowbagger.3176

Thanks for all the response! If we don’t focus on pure damage builds, but rather some kind of semi-damage support build. Any viable options then?

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Posted by: Krag.6210

Krag.6210

The problem is, by dropping grenades, you lose your ranged weapon, sure you still have your rifle/pistol but without a static discharge build, which means losing all your utilities for one gimmicky not-even-that-strong build that doesn’t even come close to other classes ranged options.

Now the other problem is, if you want to use grenades, you absolutely need Grenadier other wise you lose a third of your damage and some range.
What other classes loses more than a third of their weapon efficiency by not spending 30 points in a specific traitline? None.

I wish they would just get rid of grenadier in some way and give the basic grenade kit 3 grenades so it would become our ranged weapon no matter the build.

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Posted by: DesertRose.2031

DesertRose.2031

If we don’t focus on pure damage builds, but rather some kind of semi-damage support build. Any viable options then?

Grenade Kit, Bomb Kit, Elixir Gun, Healing Turret.
With Grenade Kit you’ll inflict 20+ stacks of Vulnerability, give your team 9-15 stacks of Might with Bomb Kit #2 and blast finisher, group healing and condition remove with Healing Turret and Elixir Gun, a lot of Blind with Grenade Kit #3, Bomb Kit #4 and potentially Pistol #3.
However it makes heavy use of Grenade Kit and Bomb Kit which you don’t want to use.

As an alternative you could use Flamethrower, Elixir Gun, Healing Turret and another blast finisher, however you will inflict no or next to no Vulnerability, no or next to no snares/slows, far less Blind and everything else at best as good as the above build.

The Engineer’s best build for damage is also the Engineer’s best build for support; that’s why pretty much everyone suggests to run Grenade Kit/Bomb Kit.

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Posted by: Forestnator.6298

Forestnator.6298

No bombs, no grenades? No Sir. No option.

um…. Flamethrower works great on the Fractal Grawl Boss!

No. Because 10 ticks count as 1 decrease for shield.

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Posted by: Phineas Poe.3018

Phineas Poe.3018

I’d recommend trying out the current FT/EG combo setup. Less damage, but better support.

Click me.

[EG] Ethereal Guardians

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Posted by: Phineas Poe.3018

Phineas Poe.3018

The problem is, by dropping grenades, you lose your ranged weapon

When do you absolutely need a ranged weapon except for Grawl Shaman and the F/U Nightmare tree?

[EG] Ethereal Guardians

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Posted by: Forestnator.6298

Forestnator.6298

I’d recommend trying out the current FT/EG combo setup. Less damage, but better support.

Click me.

But better support? How better support compared to Healing turret + grenades + bombs + EG?

Your build gives:

- less vulnerability
- less slow down
- less party heal
- less blast finisher (means less aoe might and less aoe heal)
- less damage
- less blind

It gives more:

- nothing.

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Posted by: Phineas Poe.3018

Phineas Poe.3018

But better support? How better support compared to Healing turret + grenades + bombs + EG?

Your build gives:

- less vulnerability
- less slow down
- less party heal
- less blast finisher (means less aoe might and less aoe heal)
- less damage
- less blind

It gives more:

- nothing.

…?

What do you mean, “less Blast finishers?”

The Flamethrower doesn’t have a blast finisher, but neither does the Grenade Kit. All things being equal, they offer the same contribution. The FT actually has a Fire field of its own, so ideally it offers more “support” on that end than the Grenade Kit does; FT Engineers also take 20 Alchemy for Deadly Mixture, so their Might boons lasts longer.

This build actually contributes more Might thanks to Altruism, and simultaneously gives everyone group Fury.

But ultimately, it comes down to the fact that FT Engineers simply use their Elixir Gun more often. Fireforged Trigger is not commonly taken with GK builds, and even if it was they’re often not within range of allies to properly utilize Fumigate for condition removal.

Also not sure what you mean about less party heals. I put the Med Kit in my ITM guide, but I use both it and the Healing Turret—which I explicitly said, if you had actually bothered to read it.

[EG] Ethereal Guardians

(edited by Phineas Poe.3018)

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Posted by: Stinson.5972

Stinson.5972

OP, the thing is for dungeons there’s no way to ignore the loss of the 20+ stacks of perma vulnerability from grenades. That’s such an enormous boost to team DPS that whatever you run is going to be weaker from a damage support perspective.

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Posted by: Forestnator.6298

Forestnator.6298

But better support? How better support compared to Healing turret + grenades + bombs + EG?

Your build gives:

- less vulnerability
- less slow down
- less party heal
- less blast finisher (means less aoe might and less aoe heal)
- less damage
- less blind

It gives more:

- nothing.

…?

What do you mean, “less Blast finishers?”

The Flamethrower doesn’t have a blast finisher, but neither does the Grenade Kit. All things being equal, they offer the same contribution. The FT actually has a Fire field of its own, so ideally it offers more “support” on that end than the Grenade Kit does; FT Engineers also take 20 Alchemy for Deadly Mixture, so their Might boons lasts longer.

This build actually contributes more Might thanks to Altruism, and simultaneously gives everyone group Fury.

But ultimately, it comes down to the fact that FT Engineers simply use their Elixir Gun more often. Fireforged Trigger is not commonly taken with GK builds, and even if it was they’re often not within range of allies to properly utilize Fumigate for condition removal.

Also not sure what you mean about less party heals. I put the Med Kit in my ITM guide, but I use both it and the Healing Turret—which I explicitly said, if you had actually bothered to read it.

Please read what I worte: the actual meta is healing turret+ grenades + bombs+ EG. You see bombs? Bombs, yes = blast finisher = Fire field = burning.

Range is no argument. If you play grenades and bombs u simply use grenades on close range or middle range.

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Posted by: Bloodgruve.6038

Bloodgruve.6038

You could do something a bit different and try 10/30/0/0/30 TK. Damage is actually quite good, competitive with most other good DPS builds. You’ll be bringing Vulnerability to the group with TK, Jump Shot and Rifle Turret. I’ve just started using Rocket Turret and really like it. Helps keep burning on and the toolbelt hits really hard, great for grouped up mobs. If you manage the turrets right it can be pretty effective.

I run Knights and Zerker armor with it since it’s mostly melee, but with a few trait changes you can run ranged when you need to.

GL
Blood~

“Real knowledge is to know the extent of one’s ignorance”

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Please read what I worte: the actual meta is healing turret+ grenades + bombs+ EG. You see bombs? Bombs, yes = blast finisher = Fire field = burning.

Yes, and?

That still doesn’t explain your argument that a GK/BK/EG build offers more blast finishers. In my mind it’s exactly the same contributions, except with Runes of Altruism and 20 Alchemy, mine last longer. If you’re really that concerned with maximizing your Might stacking, you shouldn’t run the Grenade Kit at all and just go with the Bomb Kit, Elixir Gun, and Rocket Boots/Throw Mine similar to the other build I run (which is also in my signature).

You miss out on a few stacks of Vulnerability, but it’s a worthy exchange. But the OP wasn’t looking for that type of build, so I didn’t intend to post it here until you started breathing down my neck about Grenade Kit doing better (lol) “support.”

Range is no argument. If you play grenades and bombs u simply use grenades on close range or middle range.

I’d say range is an argument, because Fumigate is at 450 range while Grenade Kit users will many times put themselves at 1500. You can argue that using the Bomb Kit will put you close to mobs at times, but that’s not where you spend the majority of your time unless you feel like dodging a lot and making Enduring Damage worthless.

[EG] Ethereal Guardians

(edited by Phineas Poe.3018)

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Posted by: Direksone.3867

Direksone.3867

Yea I use a Flamethrower+HGH build as well myself as shown here: http://gw2skills.net/editor/?fcAQFAUlspSXHvSrF1LJxYBgZU37K6xjb8k/UY+A-jAyAYfAKDQyrIasVuoV6CSFMs6aMlLRUtUARsMC-e

Might not be the best, but I like it so whatever. If you have a stable group that can might stack for you you can swap out some things here or there, I don’t always run with the same group so this enables me to be at 25 stacks of might almost the entire time.

Weapon is up to you, I use rifle cause of the knockback, immobilize and gapcloser(which is also a decent finisher). Pistol/Shield or Pistol/Pistol would work as well I guess.

Elixir U can be swapped out to whatever other Utility you need, though another Elixir is the most beneficial cause of the trait. Make sure you throw your Elixirs as well for the Endurance and buffs (mostly might). Also you can swap out some gear with Knights gear if you feel squishy.

Beauty is though that you are in melee range buff wise and what not, but can distance yourself a little so you don’t take the majority of the hits. If you need any more info send me a PM. Enjoy!

Blood And Metal is a guild on Gunnars Hold that is all about metal, punk,hard rock etc.. Join us!

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Posted by: Forestnator.6298

Forestnator.6298

Please read what I worte: the actual meta is healing turret+ grenades + bombs+ EG. You see bombs? Bombs, yes = blast finisher = Fire field = burning.

Yes, and?

That still doesn’t explain your argument that a GK/BK/EG build offers more blast finishers. In my mind it’s exactly the same contributions, except with Runes of Altruism and 20 Alchemy, mine last longer. If you’re really that concerned with maximizing your Might stacking, you shouldn’t run the Grenade Kit at all and just go with the Bomb Kit, Elixir Gun, and Rocket Boots/Throw Mine similar to the other build I run (which is also in my signature).

You miss out on a few stacks of Vulnerability, but it’s a worthy exchange. But the OP wasn’t looking for that type of build, so I didn’t intend to post it here until you started breathing down my neck about Grenade Kit doing better (lol) “support.”

Range is no argument. If you play grenades and bombs u simply use grenades on close range or middle range.

I’d say range is an argument, because Fumigate is at 450 range while Grenade Kit users will many times put themselves at 1500. You can argue that using the Bomb Kit will put you close to mobs at times, but that’s not where you spend the majority of your time unless you feel like dodging a lot and making Enduring Damage worthless.

Troll or not I try to explain. The build you posted is without healing turret, right? so 1 blast finisher less. Additional, using rocket boots as a blast finisher for might seems really wasted for me and also worse to handle for boss fights. I also did not tell grenades have better support, I reffered on a full build. Anyway, I would also prefer blind and chill for offensive support then FT which gives… nothing if you use bomb kit. The hidden secret about runes of altruismus which seems like can only be used with FT and not with grenades was not on my radar, sorry.
I am not sure if u ever played grenades, but if you play with bombs u will never spend much time in range because bomb#1 is you strongest autoattack. Maybe with bad playstyle but sorry again I didn’t have this on my radar again.

Remember I just answered to your post, not to OP post. And I do still have the opinion: FT/EG provides not more support then grenades + bombs + EG – especially if you take medikit instead of healing turret (which makes no sense if you talk about support, lol).

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Troll or not I try to explain. The build you posted is without healing turret, right? so 1 blast finisher less.

Well that proves you definitely didn’t bother to actually read anything within the guide. You just saw the skills I listed and zipped right back here and filled this thread with pointless vitriol.

Under “Weapon and Skill Details” it says quite explicitly:

“Though ITM’s template tethered me to these options, I wish to emphasize that I switch in and out different utilities to complement my FT and EG as necessary. I similarly drop the Med Kit in favor of the Healing Turret in certain situations, and will wield the Rifle over the Pistol/Shield as needed. Rather than explaining why I made the choices I did above, I will list below all relevant options to each subset, and when to choose them for the proper situation.”

And to what I say specifically regarding how I utilize the Healing Turret:

“Healing Turret: Beyond the fact that it can be used as a group heal, it provides 2 conditions removed per overcharge across your entire group (as long as they’re within range). Because detonating your Healing Turret additionally counts as a Blast finisher, it can be used not only as a self-combo Area Heal within its own Water field, but also to help stack Might when detonated within Napalm. Because both Jump Shot and Magnetic Inversion provide additional finishers for Area Heals, actively integrate Regenerating Mist into your rotation, followed by a second Area Heal through Rocket Boots.”

Additional, using rocket boots as a blast finisher for might seems really wasted for me and also worse to handle for boss fights.

If you, again, had actually bothered to read the guide you’d understand why I made the choice I did:

“Acid Bomb + Rocket Boots is a good combo, especially if you’re leaping back and forth between Napalm triggering Might stacks. Keep in mind, however, that the distance between Acid Bomb’s leap FROM Napalm and Rocket Boots’ leap TO Napalm are different distances.”

In essence, it’s a perfect combination that can easily proc in Napalm—and Napalm lasts long enough that you can easily fit this combination in along with Magnetic Inversion or detonating your Healing Turret. You may see it as a “waste” but in the grander scheme of things it makes perfect sense for how the build’s Might rotation is designed and similarly is quite fun to use.

I also did not tell grenades have better support, I reffered on a full build.

You referred to a “full build” that could just as easily be combined with the Flamethrower in favor of the Grenade Kit. I can easily take the Bomb Kit and Elixir Gun with the Flamethrower. There’s nothing stopping me from doing that. Therefore, your claims that the FT/EG combo does “less” support is on the basis that the Grenade Kit is the difference-maker. Truth of the matter is, outside of Vulnerability stacking, there’s nothing significantly “supportive” about the kit that’s worth mentioning.

Anyway, I would also prefer blind and chill for offensive support then FT which gives… nothing if you use bomb kit.

Not sure why you’d ever need Chilled for anything, but even if you did, the Elixir Gun has Crippled on a significantly shorter cooldown (8 versus 20) through Elixir F for upkeep coverage.

I also think it’s important to add that the Flamethrower offers a blind as well, though I’m not sure why this really matters. Unshakable is very common in PvE, and is pretty much on every champion and legendary mob in dungeons. It reduces Blinds to 10% effectiveness, so I’m not sure how much “support” blinding really offers in the first place.

The hidden secret about runes of altruismus which seems like can only be used with FT and not with grenades was not on my radar, sorry.

Well, do you use them?

I am not sure if u ever played grenades, but if you play with bombs u will never spend much time in range because bomb#1 is you strongest autoattack. Maybe with bad playstyle but sorry again I didn’t have this on my radar again.

OK. This doesn’t make any sense. The Grenade Kit only offers superior Vulnerability stacking if you actually use it. All the time. If you’re only using it for Shrapnel Grenade and Freeze Grenade, the difference is marginal. Why even use it at all, then?

Remember I just answered to your post, not to OP post. And I do still have the opinion: FT/EG provides not more support then grenades + bombs + EG – especially if you take medikit instead of healing turret (which makes no sense if you talk about support, lol).

Already explained this point.

[EG] Ethereal Guardians

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

- Chilled is superior to cripple because it also increases skill cooldowns and the movement speed reduction is greater. Also EG 2 almost never hits more than 2 enemies, it’s great vs bosses though.
- Water field + leap combo finisher (Jump Shot) is not an area heal
- Blind is for trash not for bosses. Static Shot + Smoke Bomb + Flash Grenade = 5 x blind on 4-5 enemies, FT only gives 1 blind.

Imo a build without EG, HT and shield can’t be considered a support build. Rifle is great for damage in power builds but in my opinion offers very little support.

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

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Posted by: Seras.5702

Seras.5702

FT/EG support with Altruism Runes lets you blast fire & water fields, cleanse conditions, throw out a large number of control conditions, and deal constant damage. Rough build here

SD/Rifle is a great bursty build. Unlike FT/EG, it let’s you still deal effective damage at >600 range when necessary. Although SD bounces, it’s a single target build.
Rough idea here Swap Rocket Boots and Rifle Turret according to encounter. I like RB for the kick and movement, but RT when long range is needed.

The builds are frameworks. Fill in the traits/utilities/gear with what you need to stay alive and maximize your effectiveness.

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

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Posted by: DesertRose.2031

DesertRose.2031

I’d recommend trying out the current FT/EG combo setup. Less damage, but better support.

Click me.

But better support? How better support compared to Healing turret + grenades + bombs + EG?

Assuming the GK/BK Engineer doesn’t put 10+ points in Firearms the recharge of Elixir Gun skills will be faster; however I neither understand how that’s more support than roughly three times as much Blind and 20+ stacks of Vulnerability.

I’d say range is an argument, because Fumigate is at 450 range while Grenade Kit users will many times put themselves at 1500. You can argue that using the Bomb Kit will put you close to mobs at times, but that’s not where you spend the majority of your time unless you feel like dodging a lot and making Enduring Damage worthless.

If a GK Engineer puts himself 1.5k away from the mobs/his allies he’s a top candidate for a kick, or at least to be not invited for a second run.
You need to dodge very rarely in dungeons, usually mobs/bosses die too fast to deal significant damage, and if so that’s where Blind, reflection, Aegis and/or Protection comes in.

(edited by DesertRose.2031)

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Posted by: Seras.5702

Seras.5702

FT/EG works well because their traits overlap. You can build for more effective FT & EG and still have plenty of trait points left to put elsewhere, like 409 for instance. Also, with reduced CDs on EG you get faster access to group cleanse, a healing aoe field, a high damage blast finisher, and weakness.

The nice thing about engi is that almost every build can bring along Healing Turret and a couple blast finishers for great aoe heals. FT happens to also bring one of the longest lasting fire fields in the game.

Oh yea, and the OP asked for non-GK/BK builds.

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

The problem is, that an untraited bomb kit still outdamages a fully traited FT (Fireforged Trigger + Juggernaut + Deadly Mixture), hits 2 more targets, has a better blind, a comparable fire field (that is larger = easier to blast), a root/cripple and a smoke field for group stealth.
FT has a knockback on a very short cooldown, which is great in PvP but not very desirable in dungeons.
FT toolbelt skill is a 3s burn that can hit up to 3 times.
BK toolbelt skill has a shorter cooldown, is a blast finisher with a launch and very high damage that hits 5 targets.

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

(edited by Mork vom Ork.2598)

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Posted by: Sarahfull.4930

Sarahfull.4930

Im sorry, I think its saver to use Gk and Bk in fractals so I would miss them too much.

The blind bomb reduces soo much damge during stacking and the BoB can create space to res/breath and provide healing/might at the same time

While you can out range the canons on the gredge fractal ( left side ) wih the Gk. You can also agro the colossus in the jade from 1500 range if you target the ground under neath them

Sarah

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Posted by: coglin.1867

coglin.1867

WTH is wrong with you people, that you derail every freaking thread with this foolish explosives vs FT discussion.

Now if the OP desires to try to see if there is anything to learn from all of this gibberish, he has to sort through this entire pile of crud you constant derailers do every single time someone mentions using anything but the nades/bomb kit.

The answer is OP, yes. There are full elixir builds with solid damage and great utility. FT/EG build is very good as well, do not let the pointless debate fool you. Static Discharge builds are quit viable. Tell us more about what your looking for and we will see if we can offer more specific guidance.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

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Posted by: DesertRose.2031

DesertRose.2031

Like I said in the other thread, the “elitists” will come forth if one says a false or misleading statement; and claiming FT/EG offers more/better support than GK/BK is a very debatable statement.

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Like I said in the other thread, the “elitists” will come forth if one says a false or misleading statement; and claiming FT/EG offers more/better support than GK/BK is a very debatable statement.

Well, if you’d like to show me all the GK guides out there on IntoTheMists and Guru with Fireforged Trigger, 20 points in Alchemy for longer boons, and Altruism runes, I’ll more than happy to see you link them.

Unfortunately, I don’t believe they exist. Is it possible to dress up your Engineer with Altruism runes the same as the FT/EG combo does? Certainly. Could you construct a supportive build around the Bomb Kit? Absolutely. Elixir-Infused Bombs is one of the best group-supportive traits across the entire game. You want something fairly original that Engineers bring to a group? It’s that. But does anyone actually take it? Not really. Because 30 Inventions would “kitten ” your damage, right?

That’s the underlying difference between general GK builds and mine. I believe that the FT/EG combo provides superior support precisely because it isn’t a “damage over all else” mindset. You can claim on the forums that slotting the Elixir Gun into your build offers the same support, but the fact of the matter is that juggling the skills of three different kits is not as specialized or as focused as one that swaps between only two.

Have a moment of honesty: do you actually use Fumigate regularly?

[EG] Ethereal Guardians

(edited by Phineas Poe.3018)

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

Like I said in the other thread, the “elitists” will come forth if one says a false or misleading statement; and claiming FT/EG offers more/better support than GK/BK is a very debatable statement.

Well, if you’d like to show me all the GK guides out there on IntoTheMists and Guru with Fireforged Trigger, 20 points in Alchemy for longer boons, and Altruism runes, I’ll more than happy to see you link them.

Unfortunately, I don’t believe they exist. Is it possible to dress up your Engineer with Altruism runes the same as the FT/EG combo does? Certainly. Could you construct a supportive build around the Bomb Kit? Absolutely. Elixir-Infused Bombs is one of the best group-supportive traits across the entire game. You want something fairly original that Engineers bring to a group? It’s that. But does anyone actually take it? Not really. Because 30 Inventions would “kitten ” your damage, right?

That’s the underlying difference between general GK builds and mine. I believe that the FT/EG combo provides superior support precisely because it isn’t a “damage over all else” mindset. You can claim on the forums that slotting the Elixir Gun into your build offers the same support, but the fact of the matter is that juggling the skills of three different kits is not as specialized or as focused as one that swaps between only two.

Have a moment of honesty: do you actually use Fumigate regularly?

Funny you posted this, as it perfectly describes the build I run with in dungeons and open world:
http://gw2skills.net/editor/?fcQQJAqelIqiY3zyuF1LJyoCdGoCAmIF5nl95hc9gQIA-jwCBoeAYjgYLIkfgkIBJ5rIasFhBp6KslXRTVjIqWXDTIgFrBA-e

Well actually plan to run with, I’m waiting for the ascended armor to be released before making a full set, as getting those charged quartz crystals is so annoying. For now I have settled for a mix-up of Carrion and Rampager. I tend to switch traits according to the situation / group set-up. For strictly ranged fights Forceful Explosives makes way for Shrapnel. For more cleansing / healing Presice Sights turns into Fireforged Trigger.

Edit: The tuning crystal is actually left over from the WvW build, in dungeons it’s either oil or skale venom. If the group brings enough vulnerability the pizza/koi cake is replaced with Chocolate Omnom Cream. And I only just realized that getting 2 more Altruism runes instead of Monk/Water would get me another 25 healing.

Edit2: I would’t mind spending 30 points in Inventions if:
- Adept / Master tier had some traits that are really useful for pve (there are some really nice ones for pvp bunkers)
- Elixir Bombs scaled better with healing power

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

(edited by Mork vom Ork.2598)

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Posted by: Phineas Poe.3018

Phineas Poe.3018

I would’t mind spending 30 points in Inventions if:
- Adept / Master tier had some traits that are really useful for pve (there are some really nice ones for pvp bunkers)
- Elixir Bombs scaled better with healing power

I’d say the upcoming buff to Power Shoes will be “useful.” Having +25% movement speed all the time cuts out having to take Speedy Kits for Swiftness entirely. Elixir Infused Bombs is also getting buffed in the same patch on December 10.

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Posted by: djtool.8372

djtool.8372

Does it have to be about damage? I am new to dungeons and what I cobbled together was pis/shield , Heal Tur, Tk, Ek, Elix R. I thought having all that tanking and healing would be useful even if I couldn’t pound out dps.

If anyone has experience with it can you chain 3 heals from the turrets water field with that loadout? I haven’t yet but I have displayed poor timing.

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Does it have to be about damage? I am new to dungeons and what I cobbled together was pis/shield , Heal Tur, Tk, Ek, Elix R. I thought having all that tanking and healing would be useful even if I couldn’t pound out dps.

If anyone has experience with it can you chain 3 heals from the turrets water field with that loadout? I haven’t yet but I have displayed poor timing.

If you’re using skills you can detonate like turrets/mines, you can do as many as you can fit.

I generally do Detonate Healing Turret → Magnetic Inversion → Rocket Boots though.

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Posted by: Sarahfull.4930

Sarahfull.4930

If anyone has experience with it can you chain 3 heals from the turrets water field with that loadout? I haven’t yet but I have displayed poor timing.

Place your healing turret and overcharge it, drop your supply create, ‘pop’ your healing turret and use “throw wrench”
If you get the timing down you will have two blasts of water and regeneration from the throw wrench.

In stead of the “throw wrench” you can instead use Eg skill 4 ( anoher blast ), you can use you jumpshot from rifle, you can use your blast on the sheild or any other finisher you want to try

Sarah

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Here’s three I’ve used in dungeons before:

1. http://en.gw2skills.net/editor/?fcEQJAqalspSXH5SfF17ICoH5FfNiie8YU2k9pAbB-jUCBIhJEnBgWAgEJhpQFRjtKsIasKZCyqbY6YJVIgFrBA-w

This one is really just a p/p roamer type build that you used to come across frequently in WvW. Coated bullets allows you to do decent damage to stacks of mobs and you can provide all damaging conditions. Might not be the best choice if you’ve already got a lot of condi in the team, but it does decent direct damage as well due to the carrion gear.

2. http://en.gw2skills.net/editor/?fcEQJAqelIq6dn1yuF1bJxoCdOkiCbYQFqrIF5X/fKwWA-jwxAIOhQqBIFKI5xioxWdLiGremIqWdjJFAErBA-e

This is a healing/support type build that can also put out some supplemental condition damage (particularly burning). The high healing power allows for the healing turret and subsequent water blast finishers to heal a substantial amount of HP to allies, and you can clean up conditions on the group as well. I’ve used this build to solo some dungeon bosses such as that foreman guy in the TA Aetherpath, although it’s not really designed for tanking.

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Posted by: DesertRose.2031

DesertRose.2031

Well, if you’d like to show me all the GK guides out there on IntoTheMists and Guru with Fireforged Trigger, 20 points in Alchemy for longer boons, and Altruism runes, I’ll more than happy to see you link them.

30/10/0/20/10 is actually a fairly common trait distribution for GK; it’s even one of the builds in Guanglai Kangyi’s guide over at gw2guru.

Most people advice against to use 6 Altruism runes for the same reason they advice against bringing Elixir B for Stability or Elixir U for reflects: Either your team has it already covered, then your contribution becomes redundant, or it hasn’t it covered, then your contributions doesn’t cut it.

I believe that the FT/EG combo provides superior support precisely because it isn’t a “damage over all else” mindset.

Just because it deals less damage doesn’t mean it provides better support.
- Your FT/EG provides faster recharging EG, 3 stacks more Might (2xAltruism), and short-lived Fury (6xAltruism); the Fury becomes redundant if there’s either one decent Ranger, Ele or Warrior in your party.
- GK/BK/EG provides two to four times as much Blind, and a 10-15% damage boost for the whole party against bosses.
- BK/EG provides as much Might, slightly more Blind, and a 3-4% damage boost for the whole party against bosses.

There are certainly group compositions where the support your FT/EG provides is the most useful, e.g. no Ranger/Ele/Warrior, a S/P Thief for Blind, and one or more who inflict a lot of Vulnerability. However, claiming that FT/EG provides “superior support” because of that is what many consider a false/misleading statement because for many group compositions it provides worse support.

Does it have to be about damage? I am new to dungeons and what I cobbled together was pis/shield , Heal Tur, Tk, Ek, Elix R. I thought having all that tanking and healing would be useful even if I couldn’t pound out dps.

What keeps your team alive in dungeons is active defensive, like reflects, Aegis, Protection etc.; passive stats like Toughness, Vitality, Healing Power or selfish active defensive like Tool Kit #4 might keep you alive but not your team, and if your team dies you die, too.
So it’s better to try to increase your team’s damage and survivability; in the case of the Engineer that would be with Vulnerability, Blind, fire fields, water fields and blast finishers.

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Posted by: ellesee.8297

ellesee.8297

occasionally i’ll run a wrench smacking build for lols. i like the 6k auto attacks and 13k jump shots. used it in fractal 48 multiple times no problem.

http://gw2skills.net/editor/?fcAQFAUlIq6dX7SyF17IyoHkWnJageAY+1IKqQ+B-jgxAYfAyCQyrIasthioxqrxUuER1A-e

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

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Either your team has it already covered, then your contribution becomes redundant, or it hasn’t it covered, then your contributions doesn’t cut it.

I very much disagree with this statement. There is no such thing as having too many projectile walls in fractals. And there’s definitely no such thing as having too much Stability in Harpy or Cliffside fractal.

- Your FT/EG provides faster recharging EG, 3 stacks more Might (2xAltruism), and short-lived Fury (6xAltruism); the Fury becomes redundant if there’s either one decent Ranger, Ele or Warrior in your party.
- GK/BK/EG provides two to four times as much Blind, and a 10-15% damage boost for the whole party against bosses.
- BK/EG provides as much Might, slightly more Blind, and a 3-4% damage boost for the whole party against bosses.

8 seconds of Fury is short lived? I guess I should stop taking For Great Justice on my Warrior. And as someone who plays a Warrior, the suggestion that one Warrior can make Altruism redundant is kind of ridiculous.

I also like how you assume X, Y, and Z is covered by other classes when it comes to projectile walls, Stability, or Fury, but you act like no one else can stack Vulnerability.

However, claiming that FT/EG provides “superior support” because of that is what many consider a false/misleading statement because for many group compositions it provides worse support.

There’s less “many” of you than you think.

[EG] Ethereal Guardians

(edited by Phineas Poe.3018)

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Posted by: djtool.8372

djtool.8372

I didn’t seem to suffer in the nightmare tower from my lower dmg output so that was nice (regarding quality of medal earned).

Toolkit woked ok. Its was mostly the block and caltrops that were of value. I recognize that the block is a selfish skill but it was good at keeping me on my feet so I didn’t need to be rez’d and for safe pausing while rezzing others.

I’m not sure about elixir gun. I question the value of the area heal. I was able to consistently chain 3 heals so that was nice. Egun4 is very damaging but I’m cond setup. 1 is good when you know you’re joining randoms. I found myself being the only source of weakness a few times.

Doubt I need to even explain elixir R’s usefulness.

So to tbe OP….. [shrug] seemed to work for me.

For soloing I had to swap elixir r for bombs.

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Posted by: Seras.5702

Seras.5702

I took my HGH/FT into the Tower and no problems. Flung condition cleanses around the place and even had one guy comment on how our small group would be a-ok since we had an elixir Engi with us. I smiled. We rolled through the place.

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)