Jebro's Engineer Decapper/Support build
Any feedback Greatly Appreciated
i think dipping the 10 into explosives for accelerant packed turrets, and taking thumper turret over flame thrower would be a better idea, FT does have its uses but your not benefiting from the burning and thumper turret offers a stun breaker, 3 blast finishers if you need to spam heal as well as 2 knock backs(3 if you include healing turret, 6 if you include supply kit), the only issue is it can be rather annoying due to the long CD once its dead, the only thing you really lose is a on demand blind field which is handy for 2 things, securing a stomp and screwing up stun combos, but you get the stun breaker and short stability on demand which could potentially be better used at the right times.
I play it this way:
http://de.gw2skills.net/editor/?fcAQFAUlIqicn1yuF17IxIFdW0hUUY7L6R+tsjB-TkAA1CoIMSZkzIjRSjsGN+A
Your runes a pretty awsome, never thought of them also the trait choice is legit.
I have only 2 traits different: i dont use bombs—> no healing bomb trait needed. i think healing bomb is strong with this amulett but i also think that that build got enough sustain even without them. The bigbomb-gluebomb combo and the smoke bomb on the other side are an argument for bombs. i take elixir gun instead for the stunbreak, condicleanse explofinisher in heal and the 5 (heal/sustain). If you havent tried it that way …. do it!
The other thing is that i take the 65% vigor uptime, why didnt you take that trait?
After all there is not much to improve in your build i think. it does its job. I think Eg or Bombs thats a matter of playstyle and what you like (and the different traits come with the kits)
There a only 2 things i see (at least at the first look) is that:
1. the vigor trait might be a better choice
2. I think soldier amulett is better on an bunker engi with AR. With soldier you got 25k hp, that means AR comes with 6 k hp left!
excuse my bad english, im not a native speaker and im tired. maybe i try your build a few times, if i notice another think i tell you
Lemmingstyle
http://metabattle.com/wiki/Guide:Guardian_-_Bunker Bunker guard guide
Guys thanks so much for your feedback!
Im trying some varients again of this build.
I do believe there is a lot of room for change in this build and there isnt one way to play or trait it which I think is awesome
I like that if you want to be a bunker or support/dps you have a lot of variation with an Engi
Vigor uptime trait I am trying atm on another engi. It was suggested to me however to go into infused precision on firearms to gain more swiftness get swift kits aswell etc and gain perma vigor!
Which is actually quite nice, so many variants! LOVE IT
I…I love you jebro.
Your stream is so fun! And it feels so good to see people run engi successfully and have fun with the class so that all the doom and gloom we hear about class bugs takes a back seat. I haven’t won any gem giveaways yet but I will watch you guys on Foefire and come back for the VODs!
(edited by johnsonade.9547)
Also, after having had a look at your build, I can simply say that communication with your team is mandatory. You need a powerhouse or a bursty partner to kill. That, or all your opponents have to be 1-trick ponies that don’t know what kind of sustain crafty engineers have. You can sustain well with tool kit’s defensive traits, but you’re simply not tacking enough separate conditions with rifle, flamethrower kit and bomb kit to keep your opponents from cleansing pry bar’s confusion. I’d really like some poison and extra vulnerability stacks in there outside of jumpshot. I don’t like jumpshot in that your deft movement options are on hold while you use it—options that are essential for decap kiting. And I don’t like overcharged shot’s self-cc unless I’m immobilized and can’t block. To tell you the truth, I’d probably swap out tool kit for Elixir Gun, but you need toolkit’s shield so now we’re in a pickle… Besides, laying down elixir gun’s light field and tanking within it reduces a lot of your combo field options since it lasts so long, and honestly I think eles, ft engineers and really really autopilot shortbow users are the only ones that have to worry about retaliation if you blast finish within the field.
You’ve got a lot of protection going so you can survive a lot, but if a warrior controls you while you have to face any other class on burst or DoT, the only thing you’re decapping next is a grave site, though Automated Response does help. I feel your current build would work best on the stage with the trebuchet and if you have a GREAT teammate on treb. With the rooting and gluebomb, oh man are you gonna have some sad adversaries. If you really want to give people heck on a point, I’d actually try Runes of the Rata Sum because of the radiation field. Close-range pets and minions are in trouble and melee classes have to back off a bit from the constantly applied poison and the visual distraction the field causes. That, and the rooting from grove runes is kind of unreliable due to it’s long cooldown. I’d really like some chill in there somehow to reduce opponent movement and skill rotation, But I guess we can’t have everything.
But yes, your survivability against direct damage and conditions looks good, but you have no stun breaks and very little cloaking options without an extremely telegraphed bombkit chain, so survival might happen until help arrives, but disengaging will be problematic.
The one hangup I usually have with others’ build suggestions is that they never take into account the OP’s play style i.e. “I prefer flame thrower!” “well get rid of that because grenades.” The only things I could suggest that might help are again the Runes of the Rata Sum and exchanging Stabilized Armor for Cloaking Device. If you tend to work a point with bomb kit, you might accidentally nullify Cloaking Device with Big ol’ Bomb or pulsing bombs, but at least you’ll have a disengage if you see that you’re suddenly ganked or you find a point is all bad.
Hope I helped, even in criticism.
@Jonsonade,
Wow dude, that feedback SO MUCH APPRECIATION!
Such great feedback dude, thankyou!
The runes of Rata Sum I will check out for sure. Im also checking out another variation of the build with abit more DPS I may pop it in here or on a seperate Video. The changesd arent massive but it may warrent a video rundown.
What do you like the most about the Rata Sum runes? Could you explain why you feel they will benefit the build more than the grove?
@Jonsonade,
Wow dude, that feedback
SO MUCH APPRECIATION!
Such great feedback dude, thankyou!
The runes of Rata Sum I will check out for sure. Im also checking out another variation of the build with abit more DPS I may pop it in here or on a seperate Video. The changesd arent massive but it may warrent a video rundown.
What do you like the most about the Rata Sum runes? Could you explain why you feel they will benefit the build more than the grove?
Oh no problem at all Jebro!
I think Runes of the Rata Sum are great because of the extra precision, how they work with the poison from the 6th bonus, and how they work with all the bleeds that engineers naturally apply. If you get hit on a point, the radiation field will impair about everyone else but a turret engineer that’s good at kiting.
Also I think Runes of the Grove is actually great. Perma-Protection almost negates the need for toughness. The only downside is the 6th bonus unless you plan your kill combos around rooting someone. Surviving a 3-man gank is awesome, but decaps go a lot better if you can down 1 or 2 of them, or at least force them to disengage. It might help in escaping, but if you get stunlocked, there’s no way you can get a hit off to activate it. Rata Sum is a lot more random, but it’s basically an insurance policy against melee-based opponents and minions. Also, I like Cloaking Device trait with Runes of the Grove, but not with Rata Sum. I dunno if it’ll reveal you when the 6th bonus hits someone.
Anyway, I’ll be sure to watch this thread for more info.
Hope the new build serves you well!
Thanks dude again Ill give those traits a bash with the runes I play with aswell