Engineers still viable outside kits?
Engineer’s weapons are balanced to use together with kits iirc. Can’t speak for pve but in pvp you will need a kit to be able to keep up :p
What Clip said applies to WvW and PvE as well (can’t speak for PvP myself).
You could try the Pistols and Elixir Gun in a full condition build as a support and conditions spreader. It’s not as much damage output as Grenades or FT so it’s not so good for soloing, but it’s useful in groups.
I used to be like you and preferred non-kit builds. I finally succumbed and invested the time to learn kits – result: I love them now and wouldn’t go back. One major bonus for Wvw and PvE is the Speedy Kit trait (Tools, adept) gives you access to 100% swiftness when you run kits = faster/easier roaming.
I’ve been under the impression for a while that:
0 kit = awful and you will be far behind everyone else
1 kit = what areanet wants you to do
2 kit = ok but it hurts to lose that utility compared to 1 kit
3 kit = you haven’t played the game since before kit refinement change
(note: for utilities, not including heal/medkit)
Ars Est Mortem ~ Necromancer
1 kit = what areanet wants you to do
This is exactly what I plan to do if I ever run kits… but until they implement the hiding of kit backpacks (which, btw, I’m thrilled anet announced to plan to implement), I can’t bring myself to do it because the backpack looks horrendous with my armor >_>
lol list sounds pretty spot on to me lucky. Needs a sticky imho.
1 kit to have the same number of weapons as other professions at the cost of a utility slot. Keep that hybrid tax coming Anet.
So what’s the best way to build grenades, condition? What armor set should I buy with dungeon tokens?
There are places a non kit engineer is preferred PVE, for example certain boss fights where you’re better off taking more stunbreakers or such or where the enemies move around too quickly or unpredictably to land nades. But these situations are pretty few and far in between.
lol list sounds pretty spot on to me lucky. Needs a sticky imho.
1 kit to have the same number of weapons as other professions at the cost of a utility slot. Keep that hybrid tax coming Anet.
Whilst we get a low cooldown swap, we do loose stat and sigil choices, and only 3 weapon combinations is frankly lazy.
I’ve been under the impression for a while that:
0 kit = awful and you will be far behind everyone else
1 kit = what areanet wants you to do
2 kit = ok but it hurts to lose that utility compared to 1 kit
3 kit = you haven’t played the game since before kit refinement change(note: for utilities, not including heal/medkit)
Whilst we get a low cooldown swap, we do loose stat and sigil choices, and only 3 weapon combinations is frankly lazy.
That seems like a disturbingly good summary.