Gadgets
I love how engi plays and its my fav for PvP and i’m always fooling around with the build but heres the problem i’m always facing, i’m not a meta fan and always try to make my own build and gadgets build is what i try to make but to be honest they can’t ever compare to turrets and even when traited they seem lacking
A.E.D. is my fav heal skill (how you have to time it right to get that almost full healing effect) but the cast time for it is too long and it takes forever to recharge and the only trait that makes it feasible is Automated Medical Response
so i was wondering if anyone feels that way and i’m waiting to hear you call me a noob for making a gadget build
The problem with every single Gadget build that fails is that it doesn’t incorporate enough damage. Gadgets have no innate sustain or condi cleanse (unless you count Rocket Boots snare cleanse as “real” Condi cleanse) so your window of engagement for a Gadget build almost always is going to be shorter than that of say, Condi Rabid Engi (Bomb Kit, P/X etc) or builds with superior range, like Grenade Kit Engi (Cele or Rabid).
A short window of engagement means burst damage, and burst damage means Power. And the burstiest of builds that Engineer can conceivably run is 100mines:
Engineer has the damage of 2012 Thief; with the disadvantages of zero Condi cleanse or sustain or mid-range pressure. On the other hand, you have the damage of 2012 thief. This means 15k burst combos that allow you to zero out almost any other class, in a package with CC and decent mobility. Since AED is off-meta, it easily baits many classes into trading with you once you hit 10% HP and giving you the full cleanse and heal. (And reset).
HibaTheShoopuff and DoctorBeetus on Twitch showcase the build off pretty well – albeit with a WvW focus.
We were trying to teach 100mines to Arken yesterday (starts at 2:18:30; then going into next vod ) and even with someone that is first time on Engineer, missing at least 30-40% of the 100mines burst due to execution errors it’s clear that the build does its job quite well.
The other Gadgets, like Slick Shoes, PBR, Utility Goggles and Rocket Boots just don’t really fit that well into builds right now. I know that back in 2012-2013 Teldo of Team Paradigm ran Rocket Boots, Bomb Kit, Flamethrower for a quad-Burning build and it should still work pretty decently as a close range bruiser – arguably even stronger now given the various QoL buffs to FT and BK – but again, more than 1 gadget on your toolbar is asking to give up a lot of sustain and has opportunity costs for Kits.
Chaith was running his old Magnet -> Slick Shoes -> Grenade Kit combo yesterday and it definitely shows that Slick Shoes has a role in a build but again, its one skill, not 2+ as a Gadget build would imply.
The upcoming buff to Slick Shoes might improve its usability; it might not. I would say it won’t because the problem with SS wasn’kittens cooldown but rather that Super Speed didn’t cleanse snares; and that Slick Shoes practically requires Magnet from TK to synergise with anything; or that Slick Shoes needed to be activated together with Super Speed to achieve a usable play out of it.
As for PBR and UG, they’re pretty bad right now. Not that Blind Immunity and Reveal is bad per se for UG; it just doesn’t lead into anything by itself. PBR is just terrible outside of Static Discharge builds and even in that role, Rifle Turret covers the role better, having superior cooldowns, and incorporates a Blast Finisher and traitable knockback with APT that overlaps the PBR mainbar skill anyway. If Gadgets had good trait support, PBR and UG could find a role but until then, the only “good” ones are Throw Mine and AED and Rocket Boots (as long as not more than 2 Gadgets are run)
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend
my bad i ment using gadgets in a build and trying to make them a core part of it (of course you must use kits)
why should you have to use kits
head here to discuss wvw without fear of infractions
why should you have to use kits
You don’t have to use kits; certainly. I’m just spoiled by having a weapon swap, being able to animation cancel on demand and having more cooldowns at hand. The great thing about kits is that you can run as many or as few as you like; I just happen to run 2-3 routinely; and prior to the Kit Refinement nerf, 4 kits.
The category of skills that next comes closest to the utility of kits is probably traited Turrets; or traited Elixirs. Gadgets are great additions to a build, but it’s pretty hard to make a build that revolves around Gadgets. The closest build I’ve seen to succeed is probably Vee Wee’s Gadget build that focuses on Magnet → Slick Shoes → Rifle Burst. It’s a decent skirmisher but again, there aren’t Gadgets in every slot.
Funnily enough Vee Wee’s build is going to be buffed with the upcoming changes to Slick Shoes; as will Chaith’s power build. We’ll have to see if the CDR makes a difference; and it most likely will; but I don’t think SS will suddenly become meta over say, Elixir S or EG for the same role.
Rocket Boots will still have a role due to being a strong escape tool and pretty solid damage with Rocket Kick in a Condi build; as would Throw Mine in their respective niches. We’ll have to see what happens in terms of trait support for Gadgets; because we know that Elixirs and Turrets are good with the right Traiting. Perhaps a future patch that adds condi cleanse or sustain to Gadgets will make them meta worthy. Or heck, even Stability access. Stability on Slick Shoes instead of a cooldown reduction buff sounds like a smarter buff that addresses core deficiencies.
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend
I made a full gadget build a while ago(video here; http://www.youtube.com/watch?v=NJPsxW-myW4 , Build here; http://gw2skills.net/editor/?fdAQFAUlUUpxrdexvLseRCbhMy4hBVHRON6HjEA-TZBFwACeAAI3PI0CCVLDA4CAAA), was just a fun build you could play, nothing you can really play against a good team though.
You can move the traits around to fit in your favourite heal skill.
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
I made a full gadget build a while ago(video here; http://www.youtube.com/watch?v=NJPsxW-myW4 , Build here; http://gw2skills.net/editor/?fdAQFAUlUUpxrdexvLseRCbhMy4hBVHRON6HjEA-TZBFwACeAAI3PI0CCVLDA4CAAA), was just a fun build you could play, nothing you can really play against a good team though.
You can move the traits around to fit in your favourite heal skill.
5 Scholar 1 Divinity? That’s sooo 2013.
(/droll)
Jokes aside, the recent buffs to AED, Gadgeteer and double Sigils have made triple Gadgets more viable than before.
- I omitted Incendiary Powder now that you can run Fire/Air Sigils. The loss in DoT pressure is more than made up for by more consistent damage (and more frequent procs and better scaling) of Fire/Air
- Arguably less bursty than classic 100mines, but incorporates a stunbreak and more knockdowns for better survivability. Also means you can set up easy, easy Magnets. Magnets forever.
- Rip Boons with Throw Mine/Mine Field. Pretty decent Vigour upkeep with Fireforged Trigger/Elixir F/Invigorating Speed. Pretty good Poison uptime with Fumigate. F1 stun to execute after Ele leaves Water Attunement. Celestial might work with this, but who needs Celestial when you have 3 seconds of Block frames every 16 seconds? Spam EG1 when Ele is in Fire attunement, or Pry Bar when in Air attunement and he can’t burst or pressure. One of the few builds where you might want to keep Mine Field out instead of detonating immediately. Still, go for the 100mines whenever you have the chance. Just remember that Mine Field will be up twice during a fight against Ele; three times if you want to maximise AED. Plan for it. He can kiss his Might stacks goodbye, as well as his lifebar.
- Also works against Warrior. EG1 is the clutchest autoattack in the game when faced with Eviscerate and you have no dodges.
- A redux of the old Decap Engineer build, now with more active Condition clear and almost 50% more killy. Just remember that despite the Sigil of Nullification, Retal is easily covered and will kill you if you try to FT1 spam into it. Having said that, you have a lot more effective health, and a lot more ways to extend it compared to the old decap build.
- Strength Sigil means you don’t need Juggernaut anymore; especially with Quickness.
- Deadly Mixture, FT2.
- Also works alright with Elixir X. Hope for Juggernaut. If you get Tornado; you’re still good to go, just spam 3.
- Quickness stomps all day.
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend
(edited by MonMalthias.4763)