Q:
Ever tried a Settler Engineer for PvE?
A:
It does not, the amount of healing you have to do to offset your massive DPS loss simply isn’t good enough. That’s if your group even takes damage, you’ll feel pretty cool in some situations, but it’s generally ineffective as your heals in even 66002 full DPS gear can keep a decent/good group relatively topped off when it counts most.
As an example, if you’re running that gear, the fight is much slower and you’ll only bring decent burst healing, very low Vuln for your party, mediocre HPS. Your party will have way more opportunities to make mistakes that will cost them more than you can heal without having high Protection up-time on them.
Perplexity runes also are not very good, CCing mobs is usually a bad idea as an Engi since it’s usually knockbacks. Mobs also attack so slow that you may get more DPS out of running power runes in a condi build than confusion runes that require you to CC and continuously interrupt the mob from hitting through confusion.
Kluzukaze – Mesmer
Rhomulos Prime – Revenant
+healing is just awful.
Let me try and articulate.
Super elixir, which I would assume you intend to use. With Elixir gun.
20s CD default. 16s cd with 20% trait.
Impact heal .4 skill coeff.
Pulse heal .1skill coeff. (11 pulses)
Healing turret. .5 skill coeff. 20s cd.
Cleansing burst .5 15 cd.
So, you have a stat dedicated to 3 skills, which each have a 15-20s cd. and each also has a poor skill coeff on top of that.
Meanwhile damage stats get used by 14 skills over that same 15-20 sec duration, and have coeffs ranging from .6-1.5.
And of course the classic. Dead npcs don’t fight back. An actual dps zerker group in TA for example will kill those silver vines in 3seconds, each. the tree at the end in 60seconds. You kill them way faster then they can kill you.
Actually, I was gonna use elixir infused bombs, a wrench and rocket boots/elixir s
it will take about as long to kill things as cleric gear takes. in pve once you learn mechanics well enough to survive the only other thing that can cut your clear times is taking more dps. thats why we recommend against “tank” stat combos.
at least take a main stat condi combo if you wanna go condi. sinister is obviously the most dps of all condi gear atm but since most of your damage is from condis you only lose about half your dps going from sinister -> dire. youll lose about half again going from dire -> settler.
if you just wanna keep your /deaths to a minimum well… why not just go play diablo? at least d3 supports that kind of play.
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Actually, I was gonna use elixir infused bombs, a wrench and rocket boots/elixir s
ok. Elixir infused bombs, does at least get used more often.. One of the few examples where the healing skill is spam-able.
But consider.
bomb 1 is 411 damage 1.250 power coeff.
.84 s attack.
Elixir infused is 145 heal .15 healing coeff.
So 300 power is increasing the damage 375 damage.
300 healing is increasing the healing 45.
healing power does not scale the IFB’s healing nearly as much as power does your bombs damage.
Is there any scenario you can think of 45 hp every .83s out of your 17000-25000 hp life bar is relevant?
I’d actually prefer Cleric over Settlers with Elixer infused bombs if you’re still going for a healing bomb build. The only damaging condition you get out of the bomb kit is burning, as it was explained confusion isn’t that great in PvE, and the standard auto-attack bomb does semi-decent power damage (In comparison to other engie auto-attacks) so if you’re bomb-spamming you’ll do better with power damage than condi damage.
Either way, it’s not a good idea to invest too much gold or time into getting the gear to try out a build centered around Elixer-infused bombs when we’re about to lose that trait when specializations drop. You’ll likely only get a few months use out of it. The NEW traits and reworked medkit might actually make a medic engie a stronger build than the current versions of it, but it’s hard to say which gear and runes will be best for the new builds until we get the finalized traits.
Without getting into the whole stats debate in general or “But Zerk is better!” type things, I will say that a heal-bomb engie is way better used in PvP modes than PvE ones, currently. And while ignoring zerk DPS setups for the sake of argument; For PvE, dungeons especially, there’s still better options for both supportive type builds or selfish tanky builds.
(edited by Arioso.8519)
Either way, it’s not a good idea to invest too much gold or time into getting the gear to try out a build centered around Elixer-infused bombs when we’re about to lose that trait when specializations drop. You’ll likely only get a few months use out of it. The NEW traits and reworked medkit might actually make a medic engie a stronger build than the current versions of it, but it’s hard to say which gear and runes will be best for the new builds until we get the finalized traits.
with the stink were raising about missing traits and the half finished nature of the overhaul we saw, i dont think its even safe to say were going to lose healy bombs without some kind of status update from anet. /shrug
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with the stink were raising about missing traits and the half finished nature of the overhaul we saw, i dont think its even safe to say were going to lose healy bombs without some kind of status update from anet. /shrug
They outright said in the stream that the trait they’re currently calling “Heal-splosions” is replacing Elixir-infused bombs.
Instead of healing from all bomb kit skills, we will cause AOE heals on all blast finisher skills with the new trait. We will also get more blast finishers from traits and skills. Meaning the heals will be less frequent but more versatile.
There is still a chance they might axe that and go back to the old trait, but I definitely don’t see them giving us both traits since they could be very overpowered together unless the healing was scaled down so badly that you’d need both of them to get any decent sustained healing.
with the stink were raising about missing traits and the half finished nature of the overhaul we saw, i dont think its even safe to say were going to lose healy bombs without some kind of status update from anet. /shrug
They outright said in the stream that the trait they’re currently calling “Heal-splosions” is replacing Elixir-infused bombs.
they also said “subject to change” and “not finalized” about 50 times and you would do well not to forget that especially with a trait that doesnt have a thematic name, but an internet slang or pothead type name.
yes, i get it, i know that when they talk about stuff its more or less what we will get, but for example a huge stink was raised about the custom gem exchange and it was added. so im still looking at it as anything can be on the table.
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yes, i get it, i know that when they talk about stuff its more or less what we will get, but for example a huge stink was raised about the custom gem exchange and it was added. so im still looking at it as anything can be on the table.
I will admit it’s presumptuous of me to assume those proposed trait changes are going to be what makes the final cut, but what you say about anything being on the table only furthers the main point I was trying to make by bringing up the trait changes in regards to this topic in the first place: “It’s not wise to invest heavily into gear for builds that are strongly reliant on a specific trait until the revamped traits are finalized and revealed”
I didn’t want to bother looking up how much it costs to get a set of settlers or cleric gear, so I’m just saying if it’s cheap and you want to play with a healing build, why not? but if it’s expensive you might want to consider holding off until we know more about how the potential builds are getting mixed up.
(And screw the meta, if it’s just buildcrafting for fun then go nuts. HP is a terrible return on investment, but it can still be fun to play with sometimes)
(edited by Arioso.8519)
I will admit it’s presumptuous of me to assume those proposed trait changes are going to be what makes the final cut, but what you say about anything being on the table only furthers the main point I was trying to make by bringing up the trait changes in regards to this topic in the first place: “It’s not wise to invest heavily into gear for builds that are strongly reliant on a specific trait until the revamped traits are finalized and revealed”
yep, tru dat,
a full exotic set would prolly run around 50-100g, heavily depending on runes. and what you get out of it will heavily depend on runes. 50g is if you just get gear and cheap out on runes, though in a power setup for example flame legion runes are ok and wont cost what strength runes will if youre willing to sacrifice party support to some extent. unfortunately for OP, perplexity are on the expensive side. balth are a cheap alternative that get about as much mileage. and healing runes are pretty much free. aristocracy are interesting too and “free”, but running CM in tank gear … well just be careful about what lfgs you join if you do it. or do pvp.
so the question is, is 50g a lot?
to me, thats somewhere between a bit and an annoyance. but i dont really feel the need to get a 3rd set for my condi engi. rabid+dire/perplex and sinister/aristocracy will do.
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I will admit it’s presumptuous of me to assume those proposed trait changes are going to be what makes the final cut, but what you say about anything being on the table only furthers the main point I was trying to make by bringing up the trait changes in regards to this topic in the first place: “It’s not wise to invest heavily into gear for builds that are strongly reliant on a specific trait until the revamped traits are finalized and revealed”
yep, tru dat,
a full exotic set would prolly run around 50-100g, heavily depending on runes. and what you get out of it will heavily depend on runes. 50g is if you just get gear and cheap out on runes, though in a power setup for example flame legion runes are ok and wont cost what strength runes will if youre willing to sacrifice party support to some extent. unfortunately for OP, perplexity are on the expensive side. balth are a cheap alternative that get about as much mileage. and healing runes are pretty much free. aristocracy are interesting too and “free”, but running CM in tank gear … well just be careful about what lfgs you join if you do it. or do pvp.
so the question is, is 50g a lot?
to me, thats somewhere between a bit and an annoyance. but i dont really feel the need to get a 3rd set for my condi engi. rabid+dire/perplex and sinister/aristocracy will do.
Settlers is less then 1g per armor piece. 80-60s each atm.
Not sure what would be ideal runes for such a thing.
Still don’t recommend it. but yeah, if you wanted a set…. certainly not expensive.
thats a bit less than i remember
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99% sure this guy is trolling.
i do it on turret engi…the turrets deal a flat amount of dmg that doesnt go up with power…but condition damage DOES increase the damage of the flame turret so i run thumper flame and rocket turret for high aoe dmg and i run pistol shield for high condi apply and cc as well as some good defense bonus and blast finisher… its completely viable to run settlers in pve OR pvp and i run this build in both and i do quite well, tho i have a few modifications i make in pvp
99% sure this guy is trolling.
I’ve actually made a set before, and focused my build entirely around healing through blast finishers and egun, brought it to a reasonably high lvl fractal.
On one hand it was ridiculously hard to maintain a useful level of healing. It was more difficult than any build I’ve played because you had to dodge guardian light fields non-stop, and position so you were near all teammates so they got the water blast’s heal.
Insane amount of effort required for a mediocre effect and extremely low damage, in some fights it was noticeable when you had regen, egun5 and healing blasts keeping your team up as they tanked unavoidable damage, that which the zerker variant wouldn’t be able to accomplish, but overall it was extremely lackluster and way too complicated for it’s very low payoff.
Was still pretty fun though. :P
Kluzukaze – Mesmer
Rhomulos Prime – Revenant