Flamethrower + Might Build ?
Don’t bother with HGH for FT might stacking. Get a Sigil of Battle & Sigil of Strength, Enhance Performance & Juggernaut, and Runes of Strength. During your Flamethrower’s auto-attack, swap into Medkit and back. This doesn’t interrupt the cast, but will net you 6 stacks of might every ten seconds. Coupled with the stacks from your runes, Juggernaut, and Sigil of Strenth, you’ll easily maintain 25 stacks of might without having to constantly waste GCD’s popping elixir’s.
Getting might doesn’t mean anything if the weapon you’re getting it on sucks. You’d be better off with no might on a grenade kit than 25 might on a flamethrower, that’s how much worse the flamethrower is.
I would agree with the person above me. Grenades are better. But you didn’t post about grenades. You posted about the flamethrower, and thats what brought me here lol.
I like to play with the toys I enjoy most, so I have done my best to make a flamethrower build that is fairly reliable and fun. (I mean, c’mon! It’s a FLAMETHROWER. Something so awesome has to have SOME use!) As an engineer, our greatest strength is in making work what we want to work. Versatility is our greatest weapon, adaptability is next, as it goes hand in hand with versatility. So flamethrower can work. It just requires some work.
Before I post this, I want to state that I was an engineer that never ran, nor really cared for turrets. I just didn’t use them, save for the occasional Healing Turret. But the new trait for turret boons opened a few options, and brought me to the build I am about to post. It isn’t perfect. It may not do uber damage like Grenades. But it’s fun. I enjoy it, and it WORKS.
The Elixir B sometimes gets subbed out for whatever I may need. Also, I’m not sure if this has always been the case, but the Mortar gives me Stability. I wrote it off as useless before I toyed with this build, but it’s not terrible, and if you trait elite supplies over Power Shoes at the proper times, Mortar becomes a decent ranged weapon when you lack for one so badly with a FT. It’s my go-to weapon against Fire Ele and Jungle Wurm. Not always the best, but it has uses.
The might stacking is darn good though. And the on demand fire field can set up even more might stacking possibilities.
Best of luck!
And my Alter-Ego- Kyoryu Gold, Mesmer, Thundering Hero, wielder of the Legendary Meteorlogicus!
(edited by Nabarue.3290)
Hmm… HMMMM… HMMMMMMMMMMMMM…
Right, so, thoughts from me. Always looking at this from sPvP, take rabid, stack might, use generosity to mitigate some condition damage, run p/s for you main set, take thumper for stun break and stab. Trying it now.
I use a celestial build. I use Flamethrower+elixer gun and pistol+shield.
Win most 1v1’s in spvp but its often a very close call. Except against guardians for some reason.
The auto-attack on flamethrower is pretty bad so I added sigil of air to it for that little bit of extra damage and sigil of life for the backpack regeneration. + the permanent regeration boon and the extra toughness while wielding the flamethrower it all works quite nicely. Also
Flamethrower no. 4 is a fire field that you can blast in a couple times if you feel daring. Should be able to easily give yourself and extra 9 stacks of might. Plus elixer gun hits for quite a bit more and it provides you with the toolbelt skill stunbreaker and an aoe-heal. People also tend to stand in the no. 4 aoe alot.
The no. 2 on the flamethrower is the real damage dealer. Have seen it hit over 4k aoe and its on a 4ish second CD so its doable. No. 3 best CC in the game in my opinion. No. 5 blind in tough situations is also nice.
Drop HgH. Pick up strength and battle sigils with elixir gun and bombs to go with your flamer.
Easy 20+ might.
By the way, you’ll never be dealing decent damage with flamethrower, but if you’re content to be a pyro try out the above.
I find HGH flame thrower with rifle to be very effective (for pvp at least). Obviously you have the FT utility with the knock back and blind along with the +10 might stacks but the #2 skill on FT can hit pretty well too if you can set it up with the immobilize or something. You also have many ways to guarantee the stomping with a blind, stability, and invuln. I like to pop the stability, overcharge shot, blunderbuss, jump shot, net shot, then flame blast. This build can offer good burst, cc, utility, and survivability. I’d personally take cleaning formula over the extra 15% damage for the condi clear. With you have all the things that most engis don’t have: condi cleanse, stability, stun breaker.
(edited by Myron.6732)