Engineer Builds (Need advice)
I didn’t bother to read about builds while leveling my Engie to 80. I think it is better to experiment because you will naturally gravitate towards your own personal playing style. Sometimes using another person’s build is difficult without knowing how they actually play that build. Now that I’ve been playing such a long time with my Engie, it’s time to start reading builds and theory craft with a skills editor.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
IMO Acidic Elixirs not good because it does like 100dmg. Kind lame when compared to oh say Mug from thief triats that hits for 2-6K(top end if GC). 4×100 and cool-downs just are not worth it. You will get much much more mileage out of Incendiary Powder. ~400 per application.
@ elixir build:
for world exploration you dont really need elixir C… id go S or R if you find yourself taking too much damage or … well i dunno, maybe a specific kit for its 2/3/4/5 skills. in dungeons id definitely have R most (if not all) of the time for its toolbelt.
@ underwater:
if you hate harpoon gun, grenades autotargets. its lame untraited, but its an option. otherwise ive found harpoon gun to do just fine damage, especially when 2 hits all 3 shots (melee that kitten). in fact… harpoon gun does better (single target) damage than rifle. underwater combat just sucks balls.
head here to discuss wvw without fear of infractions
The other problem with Acidic Elixirs is aggro-ing the wildlife… LOL!
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
Thanks for all the replies! Appreciate them. About the rifle + elixir build, I will swap Acidic Elixirs to Incendiary Powder then. Apart from that, is the build ok? How about the flamethrower build? It seems kinda messed up to me >.<
@ elixir build:
for world exploration you dont really need elixir C… id go S or R if you find yourself taking too much damage or … well i dunno, maybe a specific kit for its 2/3/4/5 skills. in dungeons id definitely have R most (if not all) of the time for its toolbelt.@ underwater:
if you hate harpoon gun, grenades autotargets. its lame untraited, but its an option. otherwise ive found harpoon gun to do just fine damage, especially when 2 hits all 3 shots (melee that kitten). in fact… harpoon gun does better (single target) damage than rifle. underwater combat just sucks balls.
If doing cond dmg a elixir gun is good choice too. And if using a alchemy build it would add lots power to elixir(yes that last sentence was sarcasm.)
Noted, just roughly build an elixir gun condition damage build while ignoring my flamethrower build(I really have no idea what to do with this).
Utilities: Elixir H (Heal), Elixir Gun, Utility Goggles, Elixir B
Traits:
Firearms (30): V (Precise Strike), VIII (Fireforged Trigger), VII (Napalm Specialist)
Alchemy (30): V (Blood Injection), VII (Deadly Mixture), XI (HGH)
Explosives (10): V (Incendiary Powder)
A little dependent on critical strike cause of precise strike and incendiary powder. Trying to get some fury from goggles and elixir B, plus I heard analyse is pretty useful too (Goggle’s toolbelt skill). Try and get some might from elixir H and elixir B by HGH. How is this build?
However, a question, is Rifled Barrels(Firearm’s trait) which increases range useful? If yes, I planned to swap with Napalm Specialist trait.
Thanks again.