Engineer PVE dps builds
If only they added that NPC in GW1 that would tell you how fast you killed him and your DPS per second. That was so freaking helpful.
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
If only they added that NPC in GW1 that would tell you how fast you killed him and your DPS per second. That was so freaking helpful.
Agreed
Hi RuBarBZ, wait me, I need 30 sheets of paper to calculate the dps for those Builds – wait, this is to long. Means calculation dps for one Build and different equipment is hard enought – comparing two builds with different options of equipment and operation areas is like a 8 week simulation project.
Combat is too fluid in GW2 too have a set rotation. You have your hard hitting attacks and condition skills, but generally you use what’s needed at the time. Open up with a set couple skills in a row, but then the fights take shape as they unfold. I haven’t any dungeon experience, so I can’t say what combat is like there. But I’d have to assume it’s more than just spamming your damage skills. Depending on your group makeup, you would want to synergize as much as possible. Don’t use that high damage blast finisher yet…ally’s fire field down….now use it. You take a personal dps hit for a couple secs but your group benefits as a whole.
There are no dps meters and I’m glad. If there were, people would theorycraft ideal rotations and combat would lose its synergy. Everyone would be doing it themselves with allies next to them, rather than operating as a team. Team play doesn’t happen enough, I don’t want anything to lessen it further.
There are good threads on the forums that detail effective builds for all situations. Do a search and try em all out. See what you like.
[TTBH] [HATE], Yak’s Bend(NA)
Lately on my Engi I have been running Grenades again. In PVE, they are very powerful.
I run full zerker gear (rifle, but you could use 2 pistols or p/s for 2 sigils). I use Sigil of Fire. My build is based around survivability and dps, using MH weapons for control/conditions.
http://www.intothemists.com/calc/index.php?build=-V70;2Z-Vg0k5FQkw0;9;4TJ-J-16A24;201P
I use 30/20/0/20/0
It’s not a maximum dps build but it has some real staying power. For reference w/o link:
EXPLOSIVES — I am setup for explosions cause bleeding, 10% more dmg from explosions, and extra grenade and distance. (for control fights, you can use reduce cooldowns).
FIREARMS — I use swiftness on crit, and vulnerability.
ALCHEMY — Using vigor when gaining swiftness, reduce elixir CD.
Skills are Elixir H, U, B and X. U can be replaced with S, R, C.
I maintain almost permanent vigor, mobs have several stacks of invulnerability to help out group. Although for solo running I would put 10 more in alchemy from firearms and run HGH.
This is just my personal build that carries all the points I think I might need to change out without worrying about boon stacking.
I also use a 0/30/0/30/10 build for flamethrower that is semi-tanky and allows for 25 stacks of might. I use the 10 in tools to be able to buff with toss elixir more often and for the extra dps from static discharge, and it has the most valuable minor trait out of the 3 other lines I could put my 10 into.
I will say the down side to running HGH is you will constantly be tossing elixirs for buffs of might instead of uses of elixirs to maximize dps. Which generally means you will lose some DPS during the fight as the casts for toss can add up quickly. I try to keep myself buffed by burning all elixirs and tosses between fights. And as a human I often run FT, elixir B, and Prayer to Lyssa for the AoE buff/condition. Often I get retal or fury procs. I wouldn’t say you are a main dps with this build in PVE, but it works well in WvW for me.
(edited by dirtyshame.1863)
For PvE I run 10 30 0 30 0 most of the time.
HGH is just to good in pve not to run it… I swap things around and run either Flame with Jug… or Coated bullets with tool kit.
Coated bullets are underrated I think for pve. The pistol #1 will decimate grouped enemies. Pop in for the pry bar smack on anything larger and presto. If I am fighting big things I can’t get close to I’ll run Elixir R, That way I can dodge into range… and dodge back out with no issues. Its nice to have the Toss R as well. Teammates love getting downed healing… and once or twice I was even fast enough to drop it on the ground just as I went down which will make you smile for an hour after.
Hi RuBarBZ, wait me, I need 30 sheets of paper to calculate the dps for those Builds – wait, this is to long. Means calculation dps for one Build and different equipment is hard enought – comparing two builds with different options of equipment and operation areas is like a 8 week simulation project.
Obviously It’d be to measure optimal rotation… and probably minimal rotation with skills i’m bound to get off.
Combat is too fluid in GW2 too have a set rotation. You have your hard hitting attacks and condition skills, but generally you use what’s needed at the time. Open up with a set couple skills in a row, but then the fights take shape as they unfold. I haven’t any dungeon experience, so I can’t say what combat is like there. But I’d have to assume it’s more than just spamming your damage skills. Depending on your group makeup, you would want to synergize as much as possible. Don’t use that high damage blast finisher yet…ally’s fire field down….now use it. You take a personal dps hit for a couple secs but your group benefits as a whole.
There are no dps meters and I’m glad. If there were, people would theorycraft ideal rotations and combat would lose its synergy. Everyone would be doing it themselves with allies next to them, rather than operating as a team. Team play doesn’t happen enough, I don’t want anything to lessen it further.
There are good threads on the forums that detail effective builds for all situations. Do a search and try em all out. See what you like.
I agree with you that there shouldn’t be too much “ultimate rotation” in this game but it’d be nice to know 100% sure that your dps would be higher if you add or skip a skill when just trying to put out your maximal damage. I mean you have to have some form of measuring if you’re planning to run 5 builds and changing up frequently other than feeling and utility?
I will say the down side to running HGH is you will constantly be tossing elixirs for buffs of might instead of uses of elixirs to maximize dps. Which generally means you will lose some DPS during the fight as the casts for toss can add up quickly.
I’ve been wondering about using SD and Acidic Elixirs with an HGH grenadier build, wouldn’t that make the throwing of elixirs more of a guaranteed bonus to your play?
I will say the down side to running HGH is you will constantly be tossing elixirs for buffs of might instead of uses of elixirs to maximize dps. Which generally means you will lose some DPS during the fight as the casts for toss can add up quickly.
I’ve been wondering about using SD and Acidic Elixirs with an HGH grenadier build, wouldn’t that make the throwing of elixirs more of a guaranteed bonus to your play?
Going to take a guess and say you’ve never used the Acidic Elixirs trait before? It’s absolutely awful. One of the most worthless traits in the game.
I will say the down side to running HGH is you will constantly be tossing elixirs for buffs of might instead of uses of elixirs to maximize dps. Which generally means you will lose some DPS during the fight as the casts for toss can add up quickly.
I’ve been wondering about using SD and Acidic Elixirs with an HGH grenadier build, wouldn’t that make the throwing of elixirs more of a guaranteed bonus to your play?
Going to take a guess and say you’ve never used the Acidic Elixirs trait before? It’s absolutely awful. One of the most worthless traits in the game.
I heard it does about 500 damage, if you’re throwing the elixir for the buff or whatever anyways adding 500 AOE + a chain lightning hardly seems completely worthless