Q:
Engineer Dungeon Build?
it depends on the dungeon i’d say and what type of gameplay you’re used
I agree with Rezzet, for the most part, it does depend on the dungeon and how you like to play. There are things you can do as an engineer that have very high skill ceilings, and there are other things you can do that let you auto attack and stand back a bit.
That being said, there are things engineers have excellent access to that make runs a bit easier, whichever spec you decide to run. For instance, we have at least 2 traits and a few skills on different weapons/kits that allow for deep stacking of Vulnerability. That is a condition that for each stack, a target receives +1% incoming damage, to a max of 25 stacks (25%). This is an EXCELLENT boss fight mechanic in every dungeon in the game.
We can also spec to remove conditions, for at least a bit of support. With the Formula 409 trait, super elixir/fumigate from the elixir gun(neither count as elixirs, btw), and changes to the heal turret, we can remove a number of conditions in regular rotation and that doesn’t include projectile finishers in our light fields (which should not be counted on TOO much in a fight).
There are also specific mechanics in certain fights that we can equip appropriately for, and our versatility becomes a strength in runs like fractals, where you don’t KNOW what you are walking into, and the ability to have max range (grenades), a LOT of CC (rifle+net turret tool belt skill), keeping up condition removal as I mentioned before, projectile walls (toss Elixir U/magnetic bubble in front of other players), op running skills (slick shoes, yes, I use them in the swamp fractal), etc. is an excellent contribution to the group.
What you should be focusing on first is survival, however, and what your best options are for that. No matter how little DPS or control or support you bring to the table, you never sankitten a group as bad as if you spend most of your time on the ground.
My personal rule has always been, gear for DPS and runes for survival, split your traits down the middle and always food (and applicable consumable) up.
If you want to start with a more tanky gear set, there is soldier stat karma armor in Orr at the temples when they clear, and even if you go half soldier’s and half knights, it is a good start for a tankier build.
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD
I take Elixir B for the awesome buffs, Elixir R for the toolbelt skill (resurrect party members) and the grenade kit (+grenadier trait) for easy vulnerability stacking. I think this is a good setup for dungeons, although i used to run a VERY tanky build before i switched. I had around 3.4k armor, 30k HP, 2 blocks, an invulnerable skill, and almost constant uptime on protection. I could pretty much facetank anything while the rest of my party dished out damage, and if one of them went down, it was no problem for me to get them up. Anyway, i think all in all it comes down to this: What EXACTLY do you want to do for your party?
I take Elixir B for the awesome buffs, Elixir R for the toolbelt skill (resurrect party members) and the grenade kit (+grenadier trait) for easy vulnerability stacking. I think this is a good setup for dungeons, although i used to run a VERY tanky build before i switched. I had around 3.4k armor, 30k HP, 2 blocks, an invulnerable skill, and almost constant uptime on protection. I could pretty much facetank anything while the rest of my party dished out damage, and if one of them went down, it was no problem for me to get them up. Anyway, i think all in all it comes down to this: What EXACTLY do you want to do for your party?
How in the world did you hit 30k hp? I tried for weeks (before the sentinel’s gear) to get above 26k, but couldn’t ever break it, at least not by much, even with mostly Shaman gear…
Anyway, I would love to have a link to the build, just to see how you did it, and what I was doing wrong. Thanks in advance.
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD
I was looking for some kind of support build as nearly everyone runs full DPS.
Though I don’t want to be throwing spit balls at the enemies.
I was looking for some kind of support build as nearly everyone runs full DPS.
Though I don’t want to be throwing spit balls at the enemies.
I haven’t had much luck with focused support, but have found that incidental support works pretty well in most situations. I have tried the Shaman, Apothecary and Giver’s gear to boost heals and condition damage, but with an engineer, the heal boost just doesn’t seem to do a lot.
When I want to be more support oriented, I run p/s, zerker/soldier gear, runes of altruism (x4) and water (x2) for the might and boon bonuses, heal turret, my grenades, elixir gun and elixir R for the rez/light field (swapping out for elixir S or elixir U situation-dependent).
With the grenades, I can keep poison, chill and blind on mobs in regular rotation, and stack vulnerability at range, switch to EG and keep weakness up while popping super elixir and heal turret maybe even Toss Elixir U for a “safe zone” in harder fights.
If the situation calls for more Van Dammage, I respec into HGH, run grenades, elixir B and elixir R on my bar, and make sure and baptize my party with RNG juice + Might on the regular.
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD
When running dungeons on an engi, i usually go for the healing/support style build. Not only can you splash heals all over the place with the new Healing turret Overcharge, but spamming your blast finishers can easily get your people back up to a survivable level of health. My engi, When traited and equiped with Clerics gear, can heal for roughly 8k on myself with a 5k~ aoe for the team just with a healing turret rotation (Rotation is Healing Turret—→Cleansing Burst——>Detonate Turret, once Cleansing burst goes off). Also your Toolbelt skill for your turret can be paired with EG #4 to create a water field blast finish whenever the team needs, and gets you out of close range.
Weapon Skills and Utilities: I go for Rifle on this build just in case i need to chain cc a mob from the group or just to interupt skill use on mobs. The damage is Meh for this build on it. Runes: Leeching or Energy, depends how you work.
Healing skill: Healing turret: Since the new update on its Overcharge lowered its cooldown and gave it a better heal its a viable team healing skill. Used correctly you can heal nearby teammates for 5k~ 2 waterfields built in (A must have for this build)
Utility 1 Bomb kit: Your main source of damage upclose, Conditions like Confusion rock when facing groups of mobs, Smokebomb is alright but BoB is where its at. Not to mention with traits right you have an active 300 heal every bomb, stack that with your regen, Backpack trait, and Super elixer pulse, you can easily heal up to 1.2k a sec. (Slightly OP in pvp).
Utility 2: EG all the way. Starting off its auto attack which inflicts Weakness and bleed every hit is just awesome in my oppinion. #2/#3 skills are supportive for teammates and detrimental to mobs, Win/Win. #4 is your Oh kitten button when too close to boss/hard hitting mob, It gets you out of there, and if used correctly, Just healed your melee fighters (Regenerating mist—→Acid Bomb). Last but not least you got Super Elixer, While not OP, can contribute to the build being slightly OP. Ground targeting heal/Light field, pair that with EG #4 now anyone around you just got Retaliation. All in all a good kit.
Utility 3: Your Choice. Ive used Elixer R for full support because of toolbelt, but i have used other utilities instead before, notably Elixer S and Elixer B.
Elite: Supply Crate, ’Nuf said.
Armor/Runes: I tend to run Clerics but it does work with Apothecary equip (hurts your wallet though, plus you swap out rifle for p/p or p/s with this set.) Runes i either run 6/6 water or Flock, depends what you want.
Traits: I go a more supportive less DPS build style, but still manageable dps when it comes down to it.
10 in Explosives for both Evasive Powder Keg/Forceful Explosions.
30 in Inventions for Low Health Response System, Protective Shield (Adept), Automated Medical Response (A must have in pvp/Fractals, that kitten agony ticks hard when you have no AR) Elite Supplies (Master) for those extra bandages/rifle turret, Performance Enhancement for extra power (Energized armor works well with this if you don’t like Protective Shield) and Elixer infused bombs for extra heals (Good but not a Must have if you want another 10 points somewhere else.)
30 in Alchemy for Hidden Flask/Self Regulating Defenses (Adept), Transmute (meh) and Cleansing formula 409 (Master), Energy Conv. Matrix (Meh, dont notice it, probably goes well with HGH builds) and Backpack Regenerator for my Grandmaster trait spot.
How this works: Essentially you have 2 waterfields, 4-5 Blast Finishers (P/S #4 for that extra Blast Finisher) 2 AoE heals (Cleansing Burst and Super Elixer), Multiple ways to lay down regen, Elite with 8 2.4k heals on the ground/healing turret regen. You have Bomb kits AoE conditions, namely Confuse, Immobilize and Knockback, Blind is ok too. Elixer gun has perma Weakness, Cripple, Condi removal and escape, plus ground target aoe healing. Rifle works well with this because of Overcharged shot and Net Shot for some extra CC.
Pros:
-Great for keeping yourself and your team alive and happy.
-Lots of Condi Removal
-Lots of Combo’s for your team to capitalize, (Fire,Water,Smoke,Light)
-Aoe Damaging conditions and Aoe healing at the same time, Great for helping any melee fighters out of the front line.
Cons:
-Low to Medium DPS capabilities
-Chain CC will hurt you, so watch out for knockbacks and such.
-Depending what gear/runes you go it can hurt your wallet pretty bad to set this up.