Bad Elementalist
Frontline Engineer
Some small adjusts. Added AoE stability with Elixir B. You can choose between going Bombs or Grenades. Grenades are more flexible, but Bombs are more forgiving on Retaliation damage and less trait dependant, thus opening 20 points to be placed either in Alchemy (for automated response) or Inventions (for Stabilized Armor, Energized Armor or Protective Shield). Pistol / Shield for the block skill. You also can replace Rocket Boots (which is a really nice escape) for Tool Kit (another block skill) or Throw Mine (AoE + AoE Boon Removal). Should be able to frontline just fine, just make sure to combo those Healing Turrets Cleansing Burts and keep Vigor/Endurance up by kit switching.
engineer and commander.
It would work. I assume you mean frontline as in 15+ groups in wvw?
You’re 30 deep in explosives and inventions but aren’t taking grenadier or elixir-infused bombs?
If you want full tank frontline, I’d drop grenades, put more points in alchemy for protection/regen or vigor, and pick up healing bombs. If you want a tanky dps bomb/nade build, go condition damage with rabid/dire mix. Or if you don’t like condition damage due to being in a zerg, use soldier’s nades and drop bomb kit.
if you go frontline, dont use grenades
between retal procs and the 1 spam you have to do, youre gonna take tons of extra damage and you wont be paying as much attention to your hp.
bad combo for surviving, which is the most important thing for the front line.
head here to discuss wvw without fear of infractions
I’ve been theorycrafting frontline builds recently, and thought flamethrower might do well.
http://gw2skills.net/editor/?fcAQJAqelIqyaX3SdF17ISoH2nhJhgUUX3lIF6HlB-j0BBYgBkgAgsAMBqIasFYFRjVrETDjIqWKgiEGB-w
I would turn off the auto on flamer just to have a bit more control on how much retal your eating, but you can still do decent DPS just spamming flame blast. Lots of support and amazing survivability. Just not a lot of DPS.
I’ve always wanted to run mine field and slick shoes diving into a zerg, imagine stripping stability and knocking everyone down while ‘/laugh’ing
if you’re using a power build in a frontline zerg, i’d try out pistol with coated bullets. you can get 1k+ crits pretty easily and stay a bunker. give it a shot, when the enemy is bunched up hit em with just the AA and watch peeps take 4-5k damage a shot (shot, plus explosions off the shot piercing, as each additional pierce also explodes). you can stop several people from ressing someone and kill them all if they keep trying.
I like this skillset on my sylvari engineer, gear and runes could be better probably. Any advices?
Id try this for front lining. Healing up the hammer train.
http://gw2skills.net/editor/?fcAQFAUl0p6ZH5yuF1LJxoCdO0jCbf1KSh+t8nCyF-j0BB4hAUDAZRFRjt6qIasqZER16kYWcFRrWKgvVGB-w
I’ve always wanted to run mine field and slick shoes diving into a zerg, imagine stripping stability and knocking everyone down while ‘/laugh’ing
The only LoLing you will hear is directed at you when you are immobilized/knocked down and eating AC rain and AoE. It isn’t pretty.
smack..Wut?…smack…smack…
I command using P/S, tool kit, bombs (Elixir infused) and elixir B (stability) HT #6 ofc
Now I usually run soldiers gear but I have been thinking g of getting clerics if anyone wants to weigh in that has used Elixir infused bombs and clerics please do.
Look at the build i posted. Running at 1963 healing power is hilarious! As well as elixir infused bombs scaling 50% better with healing power, this will be my go to for anything i want to. Way more tanky than healing signet and adrenal.
Look at the build i posted. Running at 1963 healing power is hilarious! As well as elixir infused bombs scaling 50% better with healing power, this will be my go to for anything i want to. Way more tanky than healing signet and adrenal.
Man, I cannot wait for that 50% extra healing to hit. You posted a very good sustainable support-frontline build. I like it a lot.
Honestly, depending on how much healing the runes give you on switching to medkit, I could see using P/S and healing turret for those water fields in a group fight. It would significantly add to your group support. Havent put much thought into which runes would go well with that tho. Altruism maybe?
[edit] Try This
Dr Hoppenheimer – Engi / Meowzir – Guard /
Mulcibur Nox – Ele / Mr Directed – Mes
(edited by Like Forty Seven Ninjas.6982)
Look at the build i posted. Running at 1963 healing power is hilarious! As well as elixir infused bombs scaling 50% better with healing power, this will be my go to for anything i want to. Way more tanky than healing signet and adrenal.
Man, I cannot wait for that 50% extra healing to hit. You posted a very good sustainable support-frontline build. I like it a lot.
Honestly, depending on how much healing the runes give you on switching to medkit, I could see using P/S and healing turret for those water fields in a group fight. It would significantly add to your group support. Havent put much thought into which runes would go well with that tho. Altruism maybe?
[edit] Try This
With the amount of healing power im running with, each bandage is 2k and the f1 is 7k. Those runes heal 1875 every 10 sec to 5 people around you. Thats so much better than healing turret or swapping the runes
Look at the build i posted. Running at 1963 healing power is hilarious! As well as elixir infused bombs scaling 50% better with healing power, this will be my go to for anything i want to. Way more tanky than healing signet and adrenal.
Man, I cannot wait for that 50% extra healing to hit. You posted a very good sustainable support-frontline build. I like it a lot.
Honestly, depending on how much healing the runes give you on switching to medkit, I could see using P/S and healing turret for those water fields in a group fight. It would significantly add to your group support. Havent put much thought into which runes would go well with that tho. Altruism maybe?
[edit] Try This
With the amount of healing power im running with, each bandage is 2k and the f1 is 7k. Those runes heal 1875 every 10 sec to 5 people around you. Thats so much better than healing turret or swapping the runes
That right there is what I was asking, I didn’t know how much they healed. In that case, I completely and fully heartedly agree with your choice. Bravo – that is one helluva healing build.
Dr Hoppenheimer – Engi / Meowzir – Guard /
Mulcibur Nox – Ele / Mr Directed – Mes
The only thing that will benefit from the 6th rune of water will be your Medi-Kit’s tool belt heal. Bombs and Kits won’t trigger it.
smack..Wut?…smack…smack…
Man, I cannot wait for that 50% extra healing to hit. You posted a very good sustainable support-frontline build. I like it a lot.
Remember that it’s just the scaling with healing power that’s being improved, not the total amount healed. So it’s not a huge buff. After the patch, bombs will heal for 50 more hitpoints per 1000 healing power you have, according to the current patch note preview.
Thats still nearly 100 more health running with 1963 healing power. Bombs heal for 341 each, 1/2 second cast time. After the patch theyll heal ~440 each. Thats 880 HPS if youre spamming bombs, which i dont advise, but its cool just to look at numbers the regen boon heals for ~ 400, and backpack regen is ~270 HPS. Now take the 1875 every 10 sec from the runes and divide by 10, another 187hps. Each bandage has a 12 sec CD and heals for 1.9k, and theres 3, which equals another 475 HPS. Now take in medkits f1, heals for 6.9k on an 18 sec CD, which is another 383 HPS. Now add it all up, its 2583hps, if you use everything on CD and are auto attacking with bomb the whole time. Now thats not always possible of course, and not very smart, but you can get a basic idea of how much an engi can heal for. Im not even taking EGs #5 into account here. Now take into account nearly half of this also heals up to 5 other people around you. And yet people think warrior regen is OP?
(edited by Carpboy.7145)
The only thing that will benefit from the 6th rune of water will be your Medi-Kit’s tool belt heal. Bombs and Kits won’t trigger it.
Actually any #6 ability will trigger an on heal affect. Therefore you can use the 10sec ICD on the runes to great advantage. It also works using the #6 on an endless tonic, which mesmers do all the time with centaur runes.
The only thing that will benefit from the 6th rune of water will be your Medi-Kit’s tool belt heal. Bombs and Kits won’t trigger it.
Actually any #6 ability will trigger an on heal affect. Therefore you can use the 10sec ICD on the runes to great advantage. It also works using the #6 on an endless tonic, which mesmers do all the time with centaur runes.
Apparently, by checking the wiki, I am half wrong on this. According to the wiki you are correct that the healing skill slot skills do trigger the effect. The portion I am correct on is it does not trigger off traits or other effects that have a heal. From the wiki:
Healing skills should not be confused with skills in other skill slots that can heal snip table reference This is especially true for traits and upgrade components which trigger “on healing,” referring to the use of dedicated healing skill.
smack..Wut?…smack…smack…
(edited by GOSU.9574)
I command using P/S, tool kit, bombs (Elixir infused) and elixir B (stability) HT #6 ofc
Now I usually run soldiers gear but I have been thinking g of getting clerics if anyone wants to weigh in that has used Elixir infused bombs and clerics please do.
Just wanted to offer up the idea here, but it would seem to me that with the value for damage with your set up, and working as a commander, “Dire” gear might suit you very well.
https://www.youtube.com/watch?v=6q3em9s5I4c