So, because I (not so) subconsciously hate myself and like risky challenges, I decided to pick my engineer off the rightmost side of login screen after many hours with necro and thief over winter vacation. I tried a few popular builds (sparks, that goofy pistol+elixirs build that hasn’t been viable since BWE3, etc) but found them hugely lacking compared to what I was already doing with other classes. Not just a bit sub-par, but way lacking.
So I decided to re-approach the problem. What does the engineer do better than anyone else? Let’s try taking that to 11 and seeing what happens? The only answer I could come up with is "knockback, free-cast damage skills+sparks, and asynchronous damage sources (because like it or not, only ranger pets are better than turrets for defensive spvp, necro minions are WAY worse and everyone else’s async skills have a lot more baggage involved).
The build I tried: http://gw2skills.net/editor/?fcAQFAUlIqyUnrynF1LJxoHMm0bOUB8Lqg+/oQu0F;TkAg1CnoKyUkoIbRuikFN4A
(please note that this build calculator doesn’t show the correct skills for healing turret, the toolbelt skill is actually “drop the healing turret” which means that like with medkit you get another heal at 25% health).
The reason for those 20 in explosives is to get bigger knockback detonations on those turrets. So you can use 3 skill slots to position turrets, trigger them, and then detonate them for another knockdown. Between this and the rifle, you can juggle people for a very long time. Someone would have to fill their entire bar with stunbreakers just to keep up, and even then you’d have your rifle and toolbelt skills. Forceful Explosives and Accelerant Packed Turrets is a combo I think most of us know exists but I see very few people using. The knockback radius an damage are both impressive. And because I tended to drop, trigger and pop turrets, their durability was almost never an issue.
The goal of the build was to create solid damage and rely on CC for survivability in 1v1 and 1v2 situations, with the bomb kit coming into play for NvM (where M > 1) situations.
What actually happened was that I was consistently capable of annoying the hell out of people (to the point where in many cases people would just run away rather than deal with me 1v1), but I had no real way to kill them. Any sort of durable build had a nearly 100% chance of beating me.
So, my question to you–fellow disappointed and maligned engineer players–is: could we make this build better, perhaps even fun?
So given that I suffered a lack of finishing power and had reasonable durability at or over 2k armor, I ask:
- What amulet? I tried several amulets (but not Knights, that’s my next thing to try) including celestial, rampagers, and berzerkers. Berzerker was great, but you die too fast below 2k armor. Rampager’s is the bare minimum, and it’s nice to have the condition damage for the rifle turret overcharge and bomb kit, but I suspect more power would be better.
- Is the last 10 points in tools worthwhile? Would it make more sense to dump those into something else like marksmanship for Hair Trigger, or 10 more into alchemy for Self-Regulating Defenses? Or perhaps close out Explosives to get Explosive Powder?
- What runes and sigil could be better? The intelligence sigil was there only for when I was using the celestial amulet. Should I try an Air Sigil for extra punch on rifle? Likewise the Lyssa runes are there to add critical chance, increase CC duration slightly, and add another source of boons besides the Alchemy minor.
(edited by KirinDave.6451)