I haven't played in a very long time...

I haven't played in a very long time...

in Engineer

Posted by: galandor.1059

galandor.1059

Over 6 months to be exact, I know there are a ton of changes that have happened, and a ton more coming in. I need a crash course on what has happened, what is going to happen, and should I scrap my might FT build for PVE.

Engineer:Warrior:Necromancer – Rank 39

I haven't played in a very long time...

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Posted by: Zonzai.2341

Zonzai.2341

Me too. I’ve been away a lot longer. I’m curious, are engineers still the red-headed step-children of the game? Do they have any roles in dungeons/groups yet?

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Posted by: ellesee.8297

ellesee.8297

you can still use your ft might build. i use ft with just juggernaut and strength runes and i have 8-9 might at all times plus the stacks that i blast. strength runes are awesome and will be even more awesome come patch. yes engineers have a role in dungeons. it’s called dps just like every other class.

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Posted by: Zonzai.2341

Zonzai.2341

Thanks for the reply ellesee.

To clarify, engineers do have DPS on par with the other classes? I ask because, the last time I played (shortly after release) they were in very bad shape and nobody wanted an engineer in a dungeon group.

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Posted by: Depths.4051

Depths.4051

depends, engineers are generally jacks of all trades. we’ve been able to fill any and every role, not always as good as specialized classes, but to a certain extent.
The standard for any PvE dungeon has been to use Berserker gear, which is power, precision, and critical damage. In the coming update, they’re throwing out critical damage, and implementing something called ferocity. Not entirely sure what this is going to do to this build, but generally people are expecting it to be a nerf. This could possibly open more builds to the PvE scene.
I’m going to be honest, I’d only suggest flamethrower if you are relatively new, because it isn’t going to do a lot of damage, but it’s an easy to use weapon with good utility. As said in the above juggernaut trait will give you 200 added toughness and several stacks of might while holding flamethrower. It’s solid.
In the coming update, they’re updating a lot of things. Runes is one of them, so I could suggest runes for you now, but there could be better ones to use come April 15th. There are going to be some new grandmaster traits to watch out for as well. A new one for each trait line.

List of new traits here:
http://wiki.guildwars2.com/wiki/User:Dr_ishmael/Feature_pack/XIII

For power, theres “XIII Explosives – Synaptic Overload”, which gives you quickness for 3 seconds when you knockback an enemy, like with skill #3 on flamethrower… it has a 20 second cd so personally I would not suggest this one…
Precision “XIII Firearms – Bunker Down”, this places a landmine that lasts for 10 seconds when you land a critical hit. A 2 second cd so max amount of mines is 4-5 at any time. A very nice trait, but I would personally take the modified ammunition trait over this, but that is purely my own taste.
Toughness “XIII Inventions – Fortified Turrets”, this is an absolutely amazing trait that I will personally be investing in just because its friggen amazing lol. This gives you a 4 second reflection field around your turret when you place it. This includes healing, supply drop, and any other turrets you might use. You could potentially get 20 seconds of reflection if you used nothing but turrets xD rather situational, so use the trait at your discretion.
Vitality “XIII Alchemy – Experimental Turrets”, another very nice trait for turrets. This new trait will give your turrets buffs that can be given to anyone in the turrets radius. This could do very well as a support trait line, if you wanted to support your party or yourself. Some of these buffs do not last very long, so I would suggest using boon duration runes and foods to double the duration of your boons.
Critical Damage “Ferocity” “XIII Tools – Gadgeteer”, tbh I’m not sure how I feel about this trait. It could potentially be useful to you if you were to use nothing but gadgets, but I can only see it being a useful trait on a static discharge build. This one gives you certain boons for using a said gadget. Nice, but adrenal implants which gives a passive 50% stamina regen, seems a better choice to me…

Your’re going to be able to change your traits whenever you want, so you can try all of these traits out, in a dungeon, out when exploring, in wvw, all but pvp.

(edited by Depths.4051)