Gear advice for WvW roaming

Gear advice for WvW roaming

in Engineer

Posted by: FlyingWookie.8423

FlyingWookie.8423

Hey guys! I need some advice when it comes to gearing my engi for WvW roaming.
I’m using a 30/0/0/30/10 build with full rabid armor and weapons with perplexity runes.
I’m seeing some people advocate going for rabid/dire ascended accessories and trinkets as opposed to rabid/rabid, while players like Teldo advocate rabid/apothecaries while maintaining 20-30% crit chance. I’ll be using a sigil of geomancy and bursting, most likely, so crit chance is just to proc Incendiary Powder. I can change armor if need be, it doesn’t matter much to me. What’s your guys’ opinions?

Gear advice for WvW roaming

in Engineer

Posted by: pheroth.5306

pheroth.5306

I run the same build, I have the exact precision (rabid) amount for 24%, and the rest of my gear is Dire.

Apothecary is probably not worth it unless you are running Medkit, or MAYBE Healing Turret + Elixir Gun (I didn’t run the numbers)

If your battles are really long and you are constantly recouping health (and not through getting OOC), Apothecary with just Healing Turret could be ok.

Gear advice for WvW roaming

in Engineer

Posted by: insanemaniac.2456

insanemaniac.2456

wouldnt take apothecary, but settlers yes… toughness main stat

JQ: Rikkity
head here to discuss wvw without fear of infractions

Gear advice for WvW roaming

in Engineer

Posted by: oZii.2864

oZii.2864

wouldnt take apothecary, but settlers yes… toughness main stat

I was wondering about those 2 stat combos. I went with rabid apothecary ring and accessory and backpiece. 1 rabid accessory and ring and dire/rabid ammulet.

I thought about settler’s armor since you need toughness to make healing worth it but I felt like the condition dps would be to low so I just went with dire armor settlers weapons. Having looked at some of the numbers though I don’t know if a large investment is worth it for healing power unless it is medkit.

My issue with dire is that the HP is so high and that you wont get back to it once you start taking damage. I think rabid helm coat legs with dire on the 3 minor pieces might be better.

I’m new to engineer main elementalist(though engineer is alot of fun and could end up my main) but I do my research on the web when I make a new class.

Wolfineer has alot of hp in his videos but rarely gets back to full and most other videos I seen it is the same for other engineers. Though that bit of extra hp might give you more time to decide to disengage or not. This is in reference to WvW.

I sat around 17.7 for a bit but bumped it up to 19k which I think is just right so far. I’m still learning Engi so this is just my early observations based on the information I looked at so far. Elixir gun scales at 100% and the bandages at 50% of healing power along with healing turret at 50% but I don’t know if that is worth it. Condition damage builds have always been odd to me and I felt like you can skimp on it a bit as long as you overload with multiple conditions well.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

Gear advice for WvW roaming

in Engineer

Posted by: insanemaniac.2456

insanemaniac.2456

wouldnt take apothecary, but settlers yes… toughness main stat

I was wondering about those 2 stat combos. I went with rabid apothecary ring and accessory and backpiece. 1 rabid accessory and ring and dire/rabid ammulet.

I thought about settler’s armor since you need toughness to make healing worth it but I felt like the condition dps would be to low so I just went with dire armor settlers weapons. Having looked at some of the numbers though I don’t know if a large investment is worth it for healing power unless it is medkit.

My issue with dire is that the HP is so high and that you wont get back to it once you start taking damage. I think rabid helm coat legs with dire on the 3 minor pieces might be better.

I’m new to engineer main elementalist(though engineer is alot of fun and could end up my main) but I do my research on the web when I make a new class.

Wolfineer has alot of hp in his videos but rarely gets back to full and most other videos I seen it is the same for other engineers. Though that bit of extra hp might give you more time to decide to disengage or not. This is in reference to WvW.

I sat around 17.7 for a bit but bumped it up to 19k which I think is just right so far. I’m still learning Engi so this is just my early observations based on the information I looked at so far. Elixir gun scales at 100% and the bandages at 50% of healing power along with healing turret at 50% but I don’t know if that is worth it. Condition damage builds have always been odd to me and I felt like you can skimp on it a bit as long as you overload with multiple conditions well.

yeah, vit just buys you time. youve got to be able to slow down bursts enough for resource management to come into play. most burst is direct damage. only condi spam is powerful enough to do as much damage as direct burst skills, which is a big weak point of engi anyways and something we have to try to work around apart from gear anyways. condi clears are pretty limited and susceptible to covers.

frankly, settlers has no killing power. you cant condi spam a decent player enough to threaten him. well… not exactly true. you can threaten, but its slow enough that hell have forever to realize when its time to disengage. BUT the sustain and tankyness are huge, so you can be a pretty good mosquito / global taunt. you definitely get a lot out of the healing power too, healing turret gives regen and potential blast/leap heals to help out the scaling. med kit may scale better or similarly, but the water field has no equivalent and we can get 1-3 blasts/leaps on it in combat situations without much trouble. coming from spvp/ele, im sure you know all about combo potential.

anyways, the whole dire vs rabid thing mostly boils down to getting enough crit chance to proc IP reliably and throwing the rest of your stats at survivability without sacrificing condi damage. overall, if you want kills and arent playing troll/support in a 5 man, go for gear with primary stat condi damage. gauge your squishiness by toughness and ignore how much hp you have.

JQ: Rikkity
head here to discuss wvw without fear of infractions

Gear advice for WvW roaming

in Engineer

Posted by: oZii.2864

oZii.2864

insanemaniac thanks I will keep this in mind

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}

Gear advice for WvW roaming

in Engineer

Posted by: ellesee.8297

ellesee.8297

apothecary gear is great because it boosts backpack regenerator. you go from 7020 health every minute to 8760. it’s a pretty significant upgrade for just 500 healing power. the loss of condition damage can be rectified with battle sigil. a real shame they nerfed incendiary powder. battle sigil + enhance performance + noble runes gave you hgh caliber might stacking without hgh combined with apothcary/dire survivability. you were a god among the lesser classes.

#1 Engi NA and world first rank 80!
#1 Frandliest person NA!
http://www.twitch.tv/Livskis

Gear advice for WvW roaming

in Engineer

Posted by: buckeyecro.9614

buckeyecro.9614

I’m currently running a full Dire armor set with a mix of Carrion, Rabid, and Soldiers trinkets. I’ve found the traits and kits to be far more important for leading groups, and for WvW roaming.

Sanctum of Rall NA Engineer Commander

Guild Wars 2 needs a Public Beta Environment