i7 5775c @ 4.1GHz – 12GB RAM @ 2400MHz – RX 480 @ 1390/2140MHz
Engineer builds for zergs HoT
i7 5775c @ 4.1GHz – 12GB RAM @ 2400MHz – RX 480 @ 1390/2140MHz
Frontline Zerging is not so good, if you are in a guild and have guardians in a group then it can work. For Zerging i would stay on mesmer with wells, i can see it be part of the meta.
It is to early to say what build is good, because there may be some changes at release.
I played this Build (iron blooded can be switch with hgh if you need more might, elixier s can be switch with elixier u if you need more wall of reflections/smoke walls)
and a heavy gyros focused build for cc Build.
You can also play with flamethrower but with retaliation it was not so good for me, but you have high might up and stability which is needed if you dont have a guardian in your group.
This was my build with flamethrower:
But it has no swiftness out of combat.
[Skol]
(edited by Haralin.1473)
If I would go as a frontline engineer I would take somthing like this:
Alchemy traitline, adaptive armor, hammer and Toolkit should give you enough survivability. You can choose the last traitline for yourself. Tools, inventions, explosives, firearms, they all have their pro’s and cons. It’s also a matter of what you like, if you can survive like this etc. Elixir B can also be changed out for something else, like elixir U, bombkit, bulwark gyro, maybe even blast gyro if they fix it, throw mine etc. This should give a good base ‘template’ to build on further.
I currently run somethingsimilar to this with p/s frontline zerg
http://gw2skills.net/editor/?vdAQFASlcThqrY5VwWLQ7FL3FF9qH7zO4CGhBgYB1D5AA-TFjDwAyUPA/+DvUxBqShBPAAgKxAcBACYi7pSiR6A4qMIhSwAAHAM9v/GSBwkQL-w
equip FT for might & stab staks, elixer B on autocast, F1+F2(extra stab) while running in, elixer U just before the clash, air blast + smoke vent+ 1111spam, self regulating defense saves a spot on your skillbar & is a lifesaver, after the initial push swap to hammer & finish em off, F3 s also a nice smokewall/wall of reflection, mortar for ranged pressure & the waterfield, invigorating speed with heavy armor exploit and all other group speed buffs u recieve means u will have vigor almost constantly up, elixer B and no scope means fury s also constantly up, in short u’ll have alot of boons constantly up, thinking about traveler runes for the +25movement speed (wich I lose from invention mecha legs) and the +15% boon duration s nice to, but well Hoelbrak s good to,
& when the enemys start dropping sigil of restoration gets u back up
engi s not my main so the gear s not the best, but after playing alot of S/Wh-Hammer warrior and staff/hammer guardian, my current engi build feels really solid frontline, and with hammer gonna be even better (since I currently never actually use my p/s :p)
Seaferer’s Rest berserker of the Mists – VOLT -
(edited by Bertenburny.5103)
Currently a FT build:
http://en.gw2skills.net/editor/?vdAQFAUlUUh+uYtWw+KQ7FL3FFYDWABQ4EGQZm4B1D5AA-TliFABqoiAM7PciqAVpEEgLAgRK/IUtgz0BcoKMJ8AACAgAczbGAOahWoDthO0bucbO0yAUsFA-w Looking to trade alchemy for scrapper
I play in t3 wvw and thus it is meant for that sort of blobbing but it was also secretly tested in a t1 zerg environment.
Unfortunately, I’ve not found any good backline builds. The only thing I thought of was throw mine and that’s just really unreliable and relies on them being asleep. Mortar hits way too unreliably and is used for the water field. Reflects negate you and thus you are horrifically outclassed by eles and necros.
The key here is a few things
- Rocket boots get you out and in of trouble. I found it too easy to get whatever’d and stuck, and thus destroyed so Rocket Boots solves all of that.
- Elixir Gun is a viable alternative to rocket boots. You become more support based. Do not use Elixir Gun 5 when your group restacks, or people will get angry when you put a light field out. On the move is a good place to try it.
- Do not fire FT 1 in their frontline. You will regret it. Use FT 2 and orbital strike. If you are able to reach their casters, just fire whatever.
- Self Regulating Defenses is great for a number of things, like preventing yourself from dying to retaliation. There is one problem with this and elixir S, and that is condis beyond applied as you lose control to all skills when it procs. Fortunately, there is enough -condi and any kind of competent cleanse from allies renders this only a small issue.
- HGH synergies with2 of the alchemy minors and self regulating defense so that is swell.
- You can also ditch the actual Elixir S. I don’t know what exactly, but I prefer it having a stunbreak. (eg Elixir Gun, Elixir U, Super Speed)
- Recently, I’ve been messing with Elixir X. It’s pretty funny when you get rampage, tornado not so much. Toss Elixir X is great for trolling but I think Mortar is better overall.
- Rocket Boots + Overcharge Healing Turret, blast it again is pretty epic.
- Use Regenerating Mist right before you engage, and then use it whenever.
- Do not randomly fire off Orbital Strike. It’s too telegraphed, so you want to basically use it when you’re practically in their face.
- Sneak in rifle attacks in whenever possible. I’m talking literally switching to rifle just to use skills 2 or 3 and then back again. If you’re not being pressured and in range , the AA is more effective than mortar.
- Neither Bunker Down nor Medical Dispersion Field is really that hot for Inventions GM, try either and see what works. I remain skeptical of the later, even after the buff.
- Healing turret should be used pretty aggressively whenever possible. Pick it up if you need more condi clear, blast it if you need heals. Zergplay tends to favor the blast, but maybe your eles and warriors suck.
- I use saffron bread, because I don’t feel like using more expensive food. Lemongrass/Poultry Leek are the typical favorites. If you want to be really dirt cheap, you might want to look into roasted lotus root/roasted parsnip for -40%/-36% stun duration which is sorta humorous when used, if anything because you can run through almost anything. Only do so if you’re broke and your group has excellent cleansing.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
i will prolly try this first
i wont really be there for damage, ill be there as a cc bot more or less. it prolly looks like its all over the place.. but i thought about it pretty carefully. nomad + a commander tag might be better than soldier + depending on someone else to tell me when to engage. inventions might be better than tools, but its hard to really take advantage of the heal reset with SRD. and gadgeteer might be too bad to take over adrenal, even though a big slick shoes can be a complete rout.
head here to discuss wvw without fear of infractions
i will prolly try this first
i wont really be there for damage, ill be there as a cc bot more or less. it prolly looks like its all over the place.. but i thought about it pretty carefully. nomad + a commander tag might be better than soldier + depending on someone else to tell me when to engage. inventions might be better than tools, but its hard to really take advantage of the heal reset with SRD. and gadgeteer might be too bad to take over adrenal, even though a big slick shoes can be a complete rout.
If you not focus on damage than i would change HGH with Iron Blooded you only have 3 Elixirs in you build. And the reduced cooldown is not needed cause you have the elixir s trait too.
[Skol]
i will prolly try this first
i wont really be there for damage, ill be there as a cc bot more or less. it prolly looks like its all over the place.. but i thought about it pretty carefully. nomad + a commander tag might be better than soldier + depending on someone else to tell me when to engage. inventions might be better than tools, but its hard to really take advantage of the heal reset with SRD. and gadgeteer might be too bad to take over adrenal, even though a big slick shoes can be a complete rout.
If you not focus on damage than i would change HGH with Iron Blooded you only have 3 Elixirs in you build. And the reduced cooldown is not needed cause you have the elixir s trait too.
my reasoning is that the cdr is amazing — the sooner i have my 2 S’s, the sooner im completely ready to zerg dive. the sooner i can dive, the sooner i can make a play. and i do frequently use both on a dive, especially if the commander is noncommittal. plus i have pretty much perma prot on 3.3-3.7k armor, thanks to scrapper spec.
more flat reduction is always useful and its something to consider. ill have 5+ boons most of the time when im diving.
head here to discuss wvw without fear of infractions