Few questions about engineer...

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Posted by: Tarreth.8914

Tarreth.8914

Yeah. I love engineer, but as my gw2 expirience is still low I have many questions, that for you might be simple and obvious – yet for me are a mystery…

1. Flamethrower build.
I was trying a flamethrower build. I was running around 0/30/0/30/10… ot sure if it is good. Althrough, I don’t see a good use of a flamethrower yet… May someone explain me?

2. Healer.
I heard, that engineer is the best support/healer in the game. How exactly he is better than elementalist support?

3. DPS.
I don’t doubt that engineer can make an awesome DPS… Yet, besides grenade build (Which I had wrong yet) I can’t see much of that.

4. Weapons.
Rifles, pistols… Are they useless? Are you wearing them only for stats they provide? Because I love to shoot things up with my pistols, yet I certainly see, that I can’t do as much as with grenades.

I beseech your expirience and wisdom, engineers of Tyria.

“We fight to live and we live to fight”

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Posted by: Sylentir.8913

Sylentir.8913

1) Flamethrower has the benefits of having a very large AoE autoattack that ignores terrain/bodyblocking and has a high attack rate. Because of this, blinds are largely useless against you, and any on-hit or on-crit procs will have near 100% uptime. Furthermore, its great against large groups, and can be used extremely powerfully in both attacking and defending large WvW structures.

2) Big one here. Keep in mind, support and healing are like rectangles and squares: All healing is support, but not all support is healing.
a) All elixirs give you an ability to throw them to benefit allies. This can include massive things like stealth and stability.
b) Healing Turret with multiple blast finishers has the potential to be one of the best healing abilities ingame. Spam your 6 button, hit f1, and use as many blast finishers as you can before the field ends. Congratulations, all allies around you are back up to full health.
c) Elixir Gun allows you to heal allies remove their conditions, and apply yet another blast.
d) Medkit allows you to drop bandages that heal for a pretty decent amount, as well as drop a condition-removing item, and drop an item that grants Fury and Swiftness.
e) Engineers’ main elite, Supply Drop, also drops bandages.
f) Engineers have the best condition access ingame (Not necessarily most condition damage, but most access to various conditions). These include a number of “support conditions”, such as Blind, Weakness, Cripple, Chill, and the like.
g) Engineers have the hands-down most crowd control in game, as well as around 50% of all launching skills available to players. Almost any engie build will have a significant amount of CC. EDIT: 14 Launch skills exist, but two are Thief steal, so it’s more like 13. Engies have exclusive access to 5, and shared access to a 6th. So less than 50%, but still a lot. EDIT 2: After looking at the actual skills, I’m noticing the Wiki is wrong. Throw Mine adds a 6th to the engie repertoire, but if its missing there might be others as well.
h) Engineers can have some of the most blast finishers available ingame, depending on build.
I’m not particularly knowledgeable about the specifics of Elementalists, but from what I’ve seen Engineers have some of the best support ingame when properly built.

3) Grenade kit is best overall DPS, Bombkit has highest direct damage. Furthermore, you can use FT as a semi-bunker-semi-attacker. You won’t be dealing terrible, terrible damage, but you won’t be squishy either. Finally, in my experience, bunker engineers have more killing power than other bunkers. That may not be true overall, though.

4) Nyes. They aren’t used for damage. They’re really useful, but shouldn’t be your DPS tool. Look at it: Pistol MH gives you an on-demand blind; pistol OH gives you an AoE immobilize/cripple field; shield OH gives you a reflect, a blast finisher, a knockback, a block, and a stun; rifle gives you an immobilize, a knockback, and a reposition (as well as two high-damaging attacks). They aren’t DPS tools, they’re utility tools.
That said, zerker rifle/SD builds can be effective. As far as I know, there are no effective builds that use pistol DPS only.

Talia Gallowglass [Few] ~ Sylvari Engineer Main
Ferguson’s Crossing

(edited by Sylentir.8913)

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Posted by: Tarreth.8914

Tarreth.8914

I see. Yes, I have noticed, that pistols are highly utility weapons and I work them that way.

I have a question… What do you mean by “bunker” term? As I am working on my grenade build (I just discovered that 30/30/0/0/10 isn’t good) I am interested in flamethrower one too. Yet, I have no clue, how it should look like.

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Posted by: Sylentir.8913

Sylentir.8913

I see. Yes, I have noticed, that pistols are highly utility weapons and I work them that way.

I have a question… What do you mean by “bunker” term? As I am working on my grenade build (I just discovered that 30/30/0/0/10 isn’t good) I am interested in flamethrower one too. Yet, I have no clue, how it should look like.

Bunker in GW2 is akin (but not quite the same) to tank in other games. Tough, hard to kill, offers more utility/control than damage. I’m right now not able to post a good bunker FT build, but I’ll try to get back to that as soon as I can.

Talia Gallowglass [Few] ~ Sylvari Engineer Main
Ferguson’s Crossing

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Posted by: Tarreth.8914

Tarreth.8914

So, flamethrower is used as “tank”?

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Posted by: DesertRose.2031

DesertRose.2031

1. If you mainly want to use the Flamethrower properly the best trait distribution is 0/25/0/20/25; with that you’ll get all the important traits for Flamethrower and the damage traits of Firearms and Tools. However due to how bad the auto attack of the Flamethrower is you shouldn’t use Flamethrower as your main weapon if you care for efficiency.
Flamethrower is very good during many events because you can easily tag a lot of mobs and get exp/loot, though; its skills #2 to #5 are quite useful too. Also, unless it was fixed, it can also be used to attack attackers in front of the gate from the inside in WvW.

2. The main strength of an Engineer here is that he doesn’t need to kitten his damage by much to heal his allies. E.g. set up a Healing Turret, overcharge it and pick it up/blow it up takes only 1-2 seconds and heals your allies for 2.5k to 3.8k. Switching to Elixir Gun and dropping a Super Elixir takes again only 1-2 seconds and heals for 2k+. Healing Turret’s F skill and Elixir Gun #4 takes again only 1-2 seconds and heals for 1.3k.
A Staff Ele doesn’t deal its maximum damage for 13-15 seconds if he switches to water to heal, or a LH Ele up to 60 seconds if he drops his conjured weapon.

3. Awesome damage is an overstatement. The main strength of a Grenade Engineer is to provide 20+ stacks of Vulnerability and 9-15 stacks of Might; the direct damage is considerably less than other professions but because such an Engineer inflicts 15+ stacks of Bleed while doing the above the total damage is about equal.
An alternative is the Bomb Engineer which does slightly above average direct damage but only 6-7 stacks of Vulnerability.

4. There are builds that use Rifle as their main weapon, however for most builds the actual weapon is just utility.

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Posted by: Sylentir.8913

Sylentir.8913

So, flamethrower is used as “tank”?

Not quite. If you come from WoW, a FT user is like a non-tank DK or Warrior in a PvP setting: Not a true tank in any sense, but beefy and with some tanky abilities.
The toolkit is closer to a tank, but still, GW2 has no real tanks.

For an FT built, 0/20/0/20/0 is your mandatory base. You can’t do FT reasonably without Juggernaut and Deadly Mixture. I like having 10 in Explosives for the burning-on-crit trait, but you get pretty good burning as it is. If you do WvW, you need 10 in tools for Speedy Kits, but it isn’t critical anywhere else (Nice to have, though). An extra 5 in Firearms is helpful, and another 5 after that can get you even better burning uptime. An extra 10 in Alchemy is not critical, but helps a kitten lot by letting you stack might far easier.
As far as gear goes, Soldiers is the usual best for FT.

Talia Gallowglass [Few] ~ Sylvari Engineer Main
Ferguson’s Crossing

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Posted by: Carpboy.7145

Carpboy.7145

For an incredibly tanky build, check my sig


The Use of the Word ‘Cheese’
Lyss The Shadow
Legendary Champion of DB [EDGE]

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Posted by: Tarreth.8914

Tarreth.8914

I am not looking for stricte tank build. I already know that bombs are most likely used for something like that – when I was yet leveling I have defeated a group event boss all by myself, only throwing bombs and running around. Really fun xD

What is purpose of that burning-on-crit if flamethrower by itself provides burning? O.o I mean – I still don’t understand conditions in this game. I know that duration is stacked, but what about damage? Is it like.. the highest is on, or it stacks too?

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Posted by: Sylentir.8913

Sylentir.8913

I am not looking for stricte tank build. I already know that bombs are most likely used for something like that – when I was yet leveling I have defeated a group event boss all by myself, only throwing bombs and running around. Really fun xD

What is purpose of that burning-on-crit if flamethrower by itself provides burning? O.o I mean – I still don’t understand conditions in this game. I know that duration is stacked, but what about damage? Is it like.. the highest is on, or it stacks too?

A) FT doesn’t provide 100% uptime by itself, but the autoattack deals bonus damage if the target is burning. Thus, its best to add some more burning in somewhere.

B)

Applying burning to a target deals exactly as much damage as your tooltip says. Here’s how it works:

Bob applies 10 seconds of burning, and his burning deals 3000 damage (300 damage per second). After 5 seconds, Bob’s dealt 1500 damage, and there are 5 seconds of burning left on the target. However, at that point, Dave applies 5 seconds of burning, and since he has a ton of condition damage, his 5 seconds deal 3000 damage (600 damage per second). There are 10 seconds of burn on the target. Because Dave’s burn deals more damage, during the next five seconds, the target takes 600 damage per second. After those five seconds are up, Dave’s burn has worn off. Five seconds are left on the target, and as per Bob’s burning, the target takes 300 damage per second.

Or, if Bob dealt more damage than Dave:

Bob applies 10 seconds of burning, and his burning deals 6000 damage (600 damage per second). After 5 seconds, Bob’s dealt 3000 damage, and there are 5 seconds of burning left on the target. However, at that point, Dave applies 5 seconds of burning, and since he has very little condition damage, his 5 seconds deal 1500 damage (300 damage per second). There are 10 seconds of burn on the target. Because Bob’s burn deals more damage, during the next five seconds, the target takes 600 damage per second. After those five seconds are up, Bob’s burn has worn off. Five seconds are left on the target, and as per Dave’s burning, the target takes 300 damage per second.

Talia Gallowglass [Few] ~ Sylvari Engineer Main
Ferguson’s Crossing

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Posted by: Tarreth.8914

Tarreth.8914

Uhm… So if let’s say:
Person 1 applies 15 seconds of strong burning
Person 2 applies 5 seconds of weak burning

It’s like 15-5=10 seconds of strong burning?

I understand that stronger condition takes first place above other applied of same condition… But if this stronger lasts just longer than weak one… this weak one will still have it’s time?

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Posted by: Sylentir.8913

Sylentir.8913

Person 1 applies 15 seconds of strong, and person 2 applies 5 seconds of weak:
It goes through 15 seconds of strong damage, and 5 seconds of weak damage. You will always do the same amount of damage with a condition that your tooltip says.

Talia Gallowglass [Few] ~ Sylvari Engineer Main
Ferguson’s Crossing

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Posted by: Tarreth.8914

Tarreth.8914

Oh, so when they apply those conditions it will give total 20 seconds of condition?

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Posted by: Sylentir.8913

Sylentir.8913

Yes. Which is why FT is also going to be better in groups: once you have enough people applying burning, even if they don’t do much damage, it is always up so you always do extra damage.

Talia Gallowglass [Few] ~ Sylvari Engineer Main
Ferguson’s Crossing

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Posted by: Tarreth.8914

Tarreth.8914

Oh, I understand now, thanks!

As grenadier engineer I am currently using valkyrie armor with berserker trinkets.

What would be a good setup for Flamethrower engineer? I saw already that soldier gear, which is a tanky one. Anything else?

Also, I want to already thank you guys for tips and explainations, that way I managed to support a bit my team in dungeon and it was simple a great!

“We fight to live and we live to fight”

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Posted by: Sylentir.8913

Sylentir.8913

Here’s an edit of what I posted to a similar thread a while back:

-PVT gear, also known a Soldier’s or Invader’s, is a good defensive option. If you are looking to survive melee combat, this is the best option. It synergizes most with the Flamethrower, Bomb Kit, and Tool Kit.

-Rabid gear is your optimal condition-based damage gear. Also, for engineers, there is no excuse to ever pick Carrion instead of Rabid, for a number of reasons. If you’re interested in the reasons, I can explain further. Rabid synergizes somewhat with the Flamethrower if you focus on a crit and proc based build, but it works amazingly with grenades due to the Shrapnel trait. While using pistols for DPS isn’t as effective as other damage sources, if you wanted to do it, you’d use Rabid.

-Berserker gear is your optimal direct damage gear. It is the absolute highest damage output available. Unlike any gear aside from Rampager’s, it has only offensive stats. Furthermore, unlike Rampager’s, its offensive stats are all completely synergistical with each other. Berserker gear is decent with any offensive kits.

-Celestial gear, only available through crafting, provides every stat, and is actually quite valuable to engineers. I personally do not like or use it for a number of reasons, but I will not deny that it works well for some people. It would work equally well with almost any build.

-A recent addition is Dire gear. Basically, Dire gear is like PVT, except for condition builds instead of direct damage ones. Some engineer builds work well with this, but for the most part PVT will be better.

Overall, I would steer you towards PVT, unless you are extremely confident in your ability to dodge incoming damage. The defensive stats give you something to fall back on, and the damage isn’t too poor either (though it certainly is less). The current meta in sPvP relies heavily on conditions, but because there are limits on the number of conditions you can apply to a target, large-scale fights (such as open world and WvW) strongly discourage condition damage builds. As such, I would not recommend Rabid gear. If you just hit 80, chances are you won’t have the capacity to create Celestial gear, so that’s also out. Finally, as I said, Berserker gear is extremely risky, so I wouldn’t advocate it for a fresh 80.

TL;DR: Go PVT.

There are other gear types out there that are good (I think Valk is one of them, not too familiar though), but the ones above are the main ones you’ll hear people recommend on the engineer forums.

Talia Gallowglass [Few] ~ Sylvari Engineer Main
Ferguson’s Crossing

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Posted by: DesertRose.2031

DesertRose.2031

What would be a good setup for Flamethrower engineer? I saw already that soldier gear, which is a tanky one. Anything else?

Flamethrower hardly deals any condition damage so anything that boosts direct damage is most profitable.
The best set to increase direct damage is Berserker but if you’re running Flamethrower dealing damage isn’t your goal anyway so some tanky gear like Soldier is properly best; at best ask some PvP players what gear they’re using.

-Rabid gear is your optimal condition-based damage gear. (…) it works amazingly with grenades due to the Shrapnel trait.

Can it be you mean the trait Sharpshooter? Because the trait Shrapnel does proc on normal hits, not only critical hits.

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Posted by: digiowl.9620

digiowl.9620

2. The main strength of an Engineer here is that he doesn’t need to kitten his damage by much to heal his allies. E.g. set up a Healing Turret, overcharge it and pick it up/blow it up takes only 1-2 seconds and heals your allies for 2.5k to 3.8k. Switching to Elixir Gun and dropping a Super Elixir takes again only 1-2 seconds and heals for 2k+. Healing Turret’s F skill and Elixir Gun #4 takes again only 1-2 seconds and heals for 1.3k.
A Staff Ele doesn’t deal its maximum damage for 13-15 seconds if he switches to water to heal, or a LH Ele up to 60 seconds if he drops his conjured weapon.

Staff is not where the massive ele heal is, strangely enough. It is off hand dagger and dodging with evasive arcana. Maybe topped off with one more by simply swapping to water while having the right trait. All these are AOE heals with a 1.0 benefit from healing power.

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Posted by: Tarreth.8914

Tarreth.8914

Okay, I understand. I’ll go for some pvt gear then ^^

Thank you, guys!

“We fight to live and we live to fight”

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Posted by: Sylentir.8913

Sylentir.8913

-Rabid gear is your optimal condition-based damage gear. (…) it works amazingly with grenades due to the Shrapnel trait.

Can it be you mean the trait Sharpshooter? Because the trait Shrapnel does proc on normal hits, not only critical hits.

Many thanks. I can’t believe I did that ><
There are just so many things that apply bleeds on crit, I guess I thought shrapnel was one too.

Talia Gallowglass [Few] ~ Sylvari Engineer Main
Ferguson’s Crossing

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Posted by: Chairman Wang.5930

Chairman Wang.5930

Oh, I understand now, thanks!

As grenadier engineer I am currently using valkyrie armor with berserker trinkets.

What would be a good setup for Flamethrower engineer? I saw already that soldier gear, which is a tanky one. Anything else?

Also, I want to already thank you guys for tips and explainations, that way I managed to support a bit my team in dungeon and it was simple a great!

Max damage when using grenade, there is no reason to get any defensive stats when you have 1.5k range. For encounters where your going to be forced into close range, usually dodging is what to do. Defensive stats is no substitute for dodging. Idk why people are trying to get you to run PVT, thats hella dumb as a grenadier. I would say you can do zerker, rampager or rabid. If HGH makes you die, ditch it and spec 100% vigor and use noble runes. Defensive stat does not replace the need to dodge, one you know how to do that, you won’t those stats anyways as engineer. This changes a bit as flammer since you are in their face, but as a grenadier, unless your stacking/forced into close range, you should be far far away. If your the right race, you can use “take root” as the emergency invincibility rather than elixir s, freeing up a slot for elixir u.

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Posted by: Tarreth.8914

Tarreth.8914

They tell me to use PVT as a flamethrower user, not grenadier

Also, one more question… What about runes? I use 4 ruby jewels and 2 sup runes of… air I think. Something, what improves swiftness duration (I hate timing for next swiftness kit swap, so I maximalize it’s duration to have some window)

“We fight to live and we live to fight”

(edited by Tarreth.8914)

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Posted by: Casia.4281

Casia.4281

I am shocked people are still on about Berserkers.

Assassins ought to be the new hotness for all direct damage builds. (save spvp, where it is not an option)

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Posted by: DesertRose.2031

DesertRose.2031

Full Berserker is better than full Assassin.
Even with a 30/0/x/x/30 build which favors Assassin the most you should at most change a few trinkets to Assassin.

Also, one more question… What about runes? I use 4 ruby jewels and 2 sup runes of… air I think.

For Bomb Kit the best is Scholar runes.
Because Grenade Kit deals also a lot of condition damage runes that increase your boon duration (so you have longer Might) or condition duration are also an option; however if you don’t want to get a second armor just for GK just get Scholar.

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Posted by: Casia.4281

Casia.4281

http://gw2skills.net/editor/?fcAQFAUl0piYnuSeF17IyoHd2EuZiKkffe8WPIEC-jwxAYOAqAQisIasVuioxqWw0rER1+kioVHEwoA-e

Classic 30/0/0/10/30. exotic assassins. with opals. prec food. no oil.
2075 power +140 4 stacks of might.
2012 prec for 56% crit chance.
101% crit damage. (crits will deal 151% more damage then normal.)
This setup allows for 4stacks of might with 100% uptime self. without aide from party members. with 5 or 6 stacks limited possible.

grenade 1 scales at .33 per grenade. .8s cast time. 927 average weapon kit damage.
2215p*.33*927/2600 heavy armor= 261 average hit. 654 average crit. 481 average damage

We’ll ignore proc on crit favorably with some sigils, or getting sharpshooter, etc.
Many flat % bonuses effect each the same. 5% force, 5% bonus on might uptime.

http://gw2skills.net/editor/?fcAQFAUl0piYnuSeF17IyoHd2EuZiKkffe8WPIEC-jwxAYLAqAQyrIasVuioxqWwUlER1ejioVHFQEB-e
Same with zerkers, ruby and power food.
2473 power +140 from 4 might.
1614 prec for 37% crit chance.
101% crit damage.

2613p*.33*927/2600= 307/hit 772/crit. 480 average damage.

Ok, Ill admit I expected that to come out better for Assassins then 1 point..
But of note, its very easy to get more then 4 stacks of might. free power essentially.
100% uptime on FURY however, is not easy to get.
There is scope however, which would devalue stating crit a bit, as well as target the weak in firearms.

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Posted by: Sylentir.8913

Sylentir.8913

http://gw2skills.net/editor/?fcAQFAUl0piYnuSeF17IyoHd2EuZiKkffe8WPIEC-jwxAYOAqAQisIasVuioxqWw0rER1+kioVHEwoA-e

Classic 30/0/0/10/30. exotic assassins. with opals. prec food. no oil.
2075 power +140 4 stacks of might.
2012 prec for 56% crit chance.
101% crit damage. (crits will deal 151% more damage then normal.)
This setup allows for 4stacks of might with 100% uptime self. without aide from party members. with 5 or 6 stacks limited possible.

grenade 1 scales at .33 per grenade. .8s cast time. 927 average weapon kit damage.
2215p*.33*927/2600 heavy armor= 261 average hit. 654 average crit. 481 average damage

We’ll ignore proc on crit favorably with some sigils, or getting sharpshooter, etc.
Many flat % bonuses effect each the same. 5% force, 5% bonus on might uptime.

http://gw2skills.net/editor/?fcAQFAUl0piYnuSeF17IyoHd2EuZiKkffe8WPIEC-jwxAYLAqAQyrIasVuioxqWwUlER1ejioVHFQEB-e
Same with zerkers, ruby and power food.
2473 power +140 from 4 might.
1614 prec for 37% crit chance.
101% crit damage.

2613p*.33*927/2600= 307/hit 772/crit. 480 average damage.

Ok, Ill admit I expected that to come out better for Assassins then 1 point..
But of note, its very easy to get more then 4 stacks of might. free power essentially.
100% uptime on FURY however, is not easy to get.
There is scope however, which would devalue stating crit a bit, as well as target the weak in firearms.

Keep in mind, crit is a wasted stat against structures and some bosses. Power is never wasted.

Talia Gallowglass [Few] ~ Sylvari Engineer Main
Ferguson’s Crossing

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Posted by: DesertRose.2031

DesertRose.2031

Ok, Ill admit I expected that to come out better for Assassins then 1 point..
But of note, its very easy to get more then 4 stacks of might. free power essentially.
100% uptime on FURY however, is not easy to get.
There is scope however, which would devalue stating crit a bit, as well as target the weak in firearms.

Interesting, I didn’t expected them to be this close; when I did the math a few weeks ago Assassin was only better than Berserker with ~15 stacks of Might and no Fury or close to 25 stacks of Might and Bloodlust with Fury.

Regarding Fury, a Ranger or Ele can provide permanent Fury, a Warrior as well if his allies are smart enough to pick up Discipline and use the Fury shout, and a Mesmer can double the duration of Fury.

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Posted by: Casia.4281

Casia.4281

Ok, Ill admit I expected that to come out better for Assassins then 1 point..
But of note, its very easy to get more then 4 stacks of might. free power essentially.
100% uptime on FURY however, is not easy to get.
There is scope however, which would devalue stating crit a bit, as well as target the weak in firearms.

Interesting, I didn’t expected them to be this close; when I did the math a few weeks ago Assassin was only better than Berserker with ~15 stacks of Might and no Fury or close to 25 stacks of Might and Bloodlust with Fury.

Regarding Fury, a Ranger or Ele can provide permanent Fury, a Warrior as well if his allies are smart enough to pick up Discipline and use the Fury shout, and a Mesmer can double the duration of Fury.

yeah, with the amount of crit damage on exotic gear, and even more on ascended, and the amount of might stacking easily available, I expected assassins to beat zerkers by a good margin.

that its that close, does make it hard to judge. 1. if you dont eat food, or don’t go 30 tools for that extra crit damage, then the crit is probably clearly not worth it.
2. conversely, as stated might stacking is pretty easy to attain, and 4 stacks is pretty low by an account.

So might be good to review for ascended level. thats like 6-7% more crit damage right?

those figures were all or nothings more or less, as well.
maybe crit gear, but power food and power on kill buff will be better?

Certainly I would not suggest anyone go through the trouble of swapping without a clear advantage. I expected those extreme levels of crit damage to present one though.

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Posted by: coglin.1867

coglin.1867

I crunched some numbers the other day. This test was based purely on Bomb #1 skill at 100 uses. The total base damage is the damage of the NON-crits and the total crit damage is the total of all the damage of the bombs that did crit. It was all done with absolutely no traits purchased, no runes, no gems, and no sigils, nothing but purely exotic armor and trinkets, and nothing else.

Berzerker
base damage…………………………………859
crit chance……………………………………37%
crit damage…………………………………..65%
total base dmg of non-crit attacks……..54,117
total damage from crit atk only…………63,339
Avg Dmg per bomb 1225

Assasins
base damage…………………………………717
crit chance…………………………………….52%
crit damage……………………………………65%
total base dmg of non-crit attacks………34,416
total crit dmg………………………………..80,132
Avg Dmg per bomb 1145

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

(edited by coglin.1867)

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Posted by: Piogre.2164

Piogre.2164

1: FT is good for 2 things- one is, as above noted, constant stream of tiny attacks, which makes it hard to mitigate with blocks, etc. besides this, it’s very good sourc elf burning (of course). Note that the tool belt skill applies with your next 3 attacks- any attacks. As such, it pairs well with “big” skills (like the grenade kit tool belt)

2: while possibly not the most powerful healer point-to-point, engie is the most flexible healer. The dispenser is great for holding down a set area, while he other two are much more mobile. Note that the main heal for the Medkit is the tool belt skill instead of skill6, meaning it is available in several situations where your skill bar is cleared- in addition, your “heal skill” is still technically skill 6, so effects which trigger on"using your heal skill" occur by switching to your kit for even a split second.

3: High dps comes from careful use of your kits/weapon/other skills. Most of these have one or two highdamage skills on cool down, so you can switch around and launch the high-damage ones right after another if you build right.

4: the main thing to remember is that you may have 1 equipment-weapon set, but you don’t actually have a main weapon- your weapon and kits are all weapons do be used in different situations- you can switch between these weapons with no cool down. Use that to your advantage. If you aren’t using a kit, consider using at least one. If you’re a turret engie, consider tool kit- if an elixir engie, consider elixir gun.

[VIG], SoR
Main: Asuran Engineer — Alt 80’s Ra-T-M-G-El-N-W-En-En-Re-Ra
Doctorate in Applied Jumping