Juggernaut Build

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Posted by: Arleon.5921

Arleon.5921

Hey Guys

I`ve been working on a Juggernaut roaming / pvp build for a long time now – this is my result:

http://gw2skills.net/editor/?fdAQFAUlUUpdr1axALseNSdBFydWQQHgC0ZRuwYA-T1BGABks/gCXQApU+VnOCAeQA6pEES1fCAgAszdGozdmhO0hO0hO025OH6OH6QLEQ5FA-w

Unfortunately the build editor only has space for one type of buff food, thoug I`m using a whole lot of them. The food posted in the build is the normal roaming food – without knowing about a special oponent. But I carry Crystals, Stones, and Oils with me, as well as Koi Cakes, Saffron Bread, Pickly Pear Pies, and Omnomberry Pies, and change them regarding to how my oponent fights.

The build is based on using on-crit mechanisms, which are easily kept on cd with FT 1 and EG 3.
Through this mechanics and the weapon skill – Kit combos ( might, fire armor, heal, regn, condi remove, retaliation, ….. ) It keeps conditions up while doing burst dmg.
And the other way round the conditions buff the burst DMG through the rune and the Firearms trait 5, by at least 12%.
So it keeps easy long time preasure with conditions and low cd burst, while it`s still able to finish an opponent of when he`s low life. The many different possibilities you have to attack you`re foe dierectly and indierectly make it very difficult to defend against this build, and in addition to this dmg it has acces to a lot of cc, and an easy applied aoe poison.

The defense against condition dmg is more or less obvious. Healing turret and EG against intense spikes with low number of conditions on you, and Elixier C for a condi spam.
To counter burst spikes it uses a blastet healing turret with many explo finishers, and the cd reset at 25%. (or Elixier S instead of C )
For long time preasure low cd explos and the turret pick up, as well as EG`s 5 will do the job.

Elixier C is not strongly forged into the build by traids or sth else, so you can switch this slot to handle special situations. e.g. grenades for a siege, Elixier S for Team pvp or higher rank solo Q, rocket boots for hot join, or whatever you feel comfortable with.
I usualy run around with Elixier C cause Conditions are like a “natural weakness” of the engineer that many guys know and try to use against you.
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That`s how it is — I`d appreciate any kind of positive and negative criticism, as well as any question or comment you have on this build …. C´MON KILL IT !! ^^

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Posted by: Drakan.3401

Drakan.3401

I think I would take backpack regenerator over modified ammo. If you plan on sitting in ft it should give you around 250 hps with celestial gear, you lose some damage but the surviveabilty will be better. With healing turret and egun and transmits trait I think elixir c is over kill. I’d take tk for the block. Block plus 250 hps from backpack regenerator is a pretty nice combo. Oh and you can pretty much have regen and might up at all times with this build so 2% dmg increase from alchemy 5 point lesser trait to mitigate loss of mod ammo and target the maimed. And finally sigil of strength over battle you will get more might if using ft auto. This build should be awesome next Tuesday.

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Posted by: Arantheal.7396

Arantheal.7396

Can’t wait to light scrubs up…
especially revealed thieves >:)

Engineer is love, Engineer is life.

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Posted by: Arleon.5921

Arleon.5921

@ Drakan:

I´m not running mod ammo – it`s bunker down :)

If you change two points from firearms into alchemie, you will not only lose 3 or 4 % of dmg, you will also lose bunker down, 100 condi dmg and 100 precision, and only benefit 10% of boon duration, and HP. The 10% will not give you an extra stack might, and you already run 22k HP without that, while having a low condi dmg for a hybrid.

The build is based on crit mechanics so the loss of precision a real problem, and the bunker down mines deal 1.5 – 2k dmg each – an ele or thief rushing into you will get round about 5k dmg from this trade.
And that`s too much dmg to be changed into backpack regenerator since it only gives you 154 hps with this stats.

According to the toolkit – yes it`s definitely an option to choose instead of Elixier C, if you`re fighting burst classes or condition builds which are not spamming conditions, and the pull will give you a good option to use bunker down against range classes.

But a Bombs+Nades condition engineer or a condi necromancer will simply nuce you down, and I feel that I can get rid of burst builds without the toolkit, so at least I personaly prefer Elixier C, but I`m shure that this build will work with toolkit too in many situations – and if you feel more comfortable with the tools, it`s you`re best choice.

Thank you very much for you`re ideas and thoughts :)

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Posted by: Drakan.3401

Drakan.3401

Well when you put it that way I like your way better lol

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Posted by: Susulemon.3204

Susulemon.3204

This build really doesn’t look it will work at all, have you actually tested it in pvp or just theory craft?

Elixir gun without IP, no pressure.
Flamethower, no pressure.
Elixir C is just passive play it won’t save your life against condi builds, not to mention you already have turret + transmute + EG.
(Your not even running a condition build that can apply constant pressure while you spend time casting these condi cleanse on yourself)

I don’t see myself ever losing to someone running this build, because it looks like the only lethal thing in this build is burning, but you don’t have much conditions to back it up so it will get cleansed soon. But even if you went with dual pistols this build still has too little threat. Easy to run away from, easy to kill.

(edited by Susulemon.3204)

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Posted by: dancingmonkey.4902

dancingmonkey.4902

Would you mind defining how Elixir C is “passive” play?

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Posted by: Susulemon.3204

Susulemon.3204

Would you mind defining how Elixir C is “passive” play?

Passive because you can only use it defensively, instead of using it to set up for some offensive play, not only does it take up 1 precious slot, I also don’t think it really helps against conditions, because most of the pressure from condition comes from tick fields or constantly application.

If the cool down was 25 seconds or so it might be of any real use.. as of now I am pretty sure it’s the least used of all elixirs .

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Posted by: Arleon.5921

Arleon.5921

@ Susulemon

Yes I´ve tried out this build several times. It works pretty well for me, as well for roaming as it does in pvp ( in pvp I mostly change Elixier C to S ).

The conditions – aspecially the burning is difficult do remove, as it`s applied every two seconds for one second.

The Elixier Gun is not made for hard dmg preasure. It grants you some more sustain in a long fight ( more than let`s say 10 sec ), and it can easily apply a poison to counter regen- builds. Furthermore the acid bomb is one more explosion finisher with a short cd, and it does about 1.7k dmg per hit ( hitting 5 times on up to 5 targets ).

the burst dmg and the condi dmg both are not that high depending on you`re raw stat´s – that`s right. But this build never runs below 10 stacks of might – I`m usually at round about 15 stacks, and that`s changing the dmg a lot. ( round about 2.2k strengh and 1.2k condi dmg)

At least the burst dmg is quite much, especially the flame blast. While having 4 sec of cd it does 3.5k to 5k dmg on a target ( depending on it`s toughness), when it`s used the right way ( blow it up right behind you`re target ).

But you`re right when you say that there are some other builds beeing technically stronger than this one. Not another engineer, but a dd ele for example will win against this juggernaut atm, cause he can simply sustain it`s whole dmg. >(
But I suppose that will change with the next feature patch. ( 33% more dmg from the FT and flame blast becomes a explo finisher, mabe even Elixier R will work well again ).

Thank you very much for you`re comment

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Posted by: Otaking.4675

Otaking.4675

Arleon,

I made a modification to this build for TPVP, namely I moved the 2 traits in the lackluster inventions line up to explosives for IP and forceful explosion (to improve bunker down radius) and of course changing elixir C to S for secure stomps.

To make up the loss of power shoes, I picked up traveler rune, which goes well with celestial build anyway IMO. At 41% crit and having IP back in the build this is much better than a fire rune alone.

I ran this on a balanced TPVP team this morning with one other veteran besides myself and three guys that did fractals regularly but never PVP and we had a pretty strong run. Got shut out by some extremely good teams later but we had 5 wins in a row before that so I think our MMR went way up. This build performed pretty well allowing me 1v1 a few classes and lock enemies down with the built in rifle-ft decap potential. I think it’s a solid build as long as it has IP for the pressure EG and FT lack on their own. It’s definitely very flexible.

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Posted by: dancingmonkey.4902

dancingmonkey.4902

Would you mind defining how Elixir C is “passive” play?

Passive because you can only use it defensively, instead of using it to set up for some offensive play, not only does it take up 1 precious slot, I also don’t think it really helps against conditions, because most of the pressure from condition comes from tick fields or constantly application.

If the cool down was 25 seconds or so it might be of any real use.. as of now I am pretty sure it’s the least used of all elixirs .

I do not think passive means what you seem to think it means. Passive means it gives a function, benefit, or effect, without you having to make an action. I can assure you that this skill does absolutely nothing unless physically activate it.

It also converts damaging conditions to both offensive and defensive boons.

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Posted by: Susulemon.3204

Susulemon.3204

Would you mind defining how Elixir C is “passive” play?

Passive because you can only use it defensively, instead of using it to set up for some offensive play, not only does it take up 1 precious slot, I also don’t think it really helps against conditions, because most of the pressure from condition comes from tick fields or constantly application.

If the cool down was 25 seconds or so it might be of any real use.. as of now I am pretty sure it’s the least used of all elixirs .

I do not think passive means what you seem to think it means. Passive means it gives a function, benefit, or effect, without you having to make an action. I can assure you that this skill does absolutely nothing unless physically activate it.

It also converts damaging conditions to both offensive and defensive boons.

I said passive play, not passive skill. Very big difference !

Other posts above you already said they usually change it to elixir S for serious fights, pretty sure I don’t have to explain why..

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Posted by: dancingmonkey.4902

dancingmonkey.4902

Other posts above you already said they usually change it to elixir S for serious fights, pretty sure I don’t have to explain why..

Please do explain.
I do not concern myself with what they suggest are reasons they do or do not use it. They did not suggest it meant anything “passive”, you did. So I am asking you. I would like to know what you define as “passive play”?

Simply because a player does not jump through multiple kits for the very scattered, single condition cleanses, in no way defines it as passive play. Particularly when you require a double button application for both the cleanse of the turret and super elixir.

(edited by dancingmonkey.4902)

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Posted by: Otaking.4675

Otaking.4675

Other posts above you already said they usually change it to elixir S for serious fights, pretty sure I don’t have to explain why..

Please do explain.
I do not concern myself with what they suggest are reasons they do or do not use it. They did not suggest it meant anything “passive”, you did. So I am asking you. I would like to know what you define as “passive play”?

Simply because a player does not jump through multiple kits for the very scattered, single condition cleanses, in no way defines it as passive play. Particularly when you require a double button application for both the cleanse of the turret and super elixir.

Elixir C is not ‘passive’ but this is just semantics anyway and a stupid derail of this thread for chest thumping about a less than optimal skill. Bottom line: it still sucks when you are comparing it in a regular build to Elixir S. A 1 time condi cleanse in no way compares to an invulnerability mode which will let you secure a stomp, secure a res, escape, or even defend against multiple conditions (and any other pressure). The opportunity cost of Elixir C is far overboard for what you get out of it when you could have S in that slot and conditions can be insta reapplied while you’re waiting forever for the CD as the prior poster stated.

Secure stomp is priceless against good teams and no other ability can really compare just based on that alone. Then add in tool belt stealth (which can be a SECOND secure stomp or protected rez) and you can easily see how S blows everything else out of the water in serious TPVP when competing for the precious utility slot.

I’d only put tool kit against it in a 3kit build due to the flexibility of a block and pull but even then…no. I don’t care for 3kit anyway.

That said Elixir C might have a place in HGH focused build but I still prefer to run elixirs with less cooldown in those. HGH sucks anyway, elixirs in general are on too high CD for what they do and 2 might for each is kind of sad.

On topic, further getting away from bunker down in the OP build, not only can you put IP into it but you can work in speedy kits, freeing traveler rune for rune of strength and might stacking.

Here’s my TPVP version which I believe is the best iteration of this build strategy:

http://gw2skills.net/editor/?fdAQFAUlUUpWrtbx+KseRCbBNqxAyJcBRuxh8xHGAA-TJRGwAAeAAJuAAg2fYZZAA

Pros: Respectable cc at 34 going to 84 cc due to target the weak and high hit frequency of FT and EG poison field equals a lot of fire from IP, bleeds from dip into sharpshooter line and very high might stacking in a celestial build for power and condi damage. EG can sustain condi pressure that FT lacks. FT can set up decap scenario with rifle to apply EG/blunderbuss/leap damage pressure.

Flexibility with 2 leaps, several heals, 2 secure stomps out of elixir S.

Good defense/kiting with celestial healing, speedy kit and vigor on kit swap.

The overall package gives a ton of counterplay. Strong in 1v1.

Cons: lacks high range option for real pressure at range but EG at 900 isn’t too bad and rifle fills some of the gap. Suffers the same weakness of most engi build that being a lack of stability making them a fast focus target usually after the necro and before the ranger. Is a slightly above average on node fighter in TPVP: due to the flexiblity of this build they can stay on point which is saying more than most engi condi builds. Off node, the limited range hampers a bit.

I wanted to use bunker down badly but I can’t see the opportunity cost of a mainly defensive ability that deters melee a bit being worth the tradeoff of everything I was able to work into the build by giving up BD such as extreme might stacking, IP, bleeds, high CC from the CC trait line etc.

(edited by Otaking.4675)

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Posted by: Arleon.5921

Arleon.5921

Hey Otaking

You realy made me tink over all of my build with you`re post — keeping me testing and calculating for more than a whole day XD

You`re first Idea – moving 4 points from inventions into explosive did not realy assure me in the end.
The change of those 4 points ( and the rune ) is making the build more offensive. You loose the doubled heal turret, 200 toughness and healing power and a regn buff, as well as a little amount of power, while gaining more condition dmg, and a more savely burning apply.

To check out how much it realy is in the end, i tested and calculated a " 10 sec simple dmg apply" situation – meaning I assumed you`d just cast 10 sec FT 1 and 2 as often as possible ( no might stacks and every strike hits, no immune opponents etc ). I testet a lot and added all the dmg at least : You`re changed build: 25766 over all ( condi + burst ) ( not the latest one without bunker down !!!) My version : 24544 dmg.
So after all you only got a benefit of 1222dmg every 10 seconds, (round about – of cause there won`t be always exacly that number ) while loosing a dubbled heal turret and 200 toughness.
This difference is melting if you think of incendary ammo. this skill applies 12 sec of burning on a target. together with all the other things you will apply 24 sec of permaburning if you only use this + auto hit ! That means after all that you only benefit of IP when the fight lasts more than 30 sec – untill second 60 when ammo is ready again. In that first 30 seconds my build does at least over 1.5k more dmg ONLY using FT number 1 and 2. This difference is evengrowing when you use blunderbuss, jump shot, acid bomb.

So all in all my previous version is at least dealing more dmg and having a better sustain — this cooldown reset can change a whole fight.

But there is one important idea that you gave me — a burning duration of more than +60% gives you a double ticking burn on you`re target by FT auto hit, meaning that your auto hit effectively applies a perma burning on you`re target that can`t be removed after all --- I will use Prickly Pear Pies in WvW from now on great thanks for this !!

You`re latest build version is a bit more complicated to calculate about becaus I don`t know yet how much the rune does – but that`s deffinitly worth a try.

But there is one thing I already know that it`s not worth it — the IP.
If you change Bunker down to IP you loose up to 1000 dmg per 10 sec ( assuming the burning is not removed, and every mine hits — wich is both almost never reality, but I calculate with the max possibilities ).
This is not that much dmg on one target, but the mines are aoes with up to 5 targets — which multiplies their usage in a group fight, and furthermore the mines can be stacked up to 5 at once and spiked at the same time, to burst someone down, or spread them to have some zone controle.

So all in all Bunker down is much more worth than IP ( even more since the stats of the firearms traidline are better for this build than the explosive ones ) and the first version of the traids is still the best one up to know.

About Elixier S – Yes in PvP it`s worth much more than Elixier C you`re right.

Now I`ll go out and have a try on the might stacking runes — That one could work out pretty well.

Thank you for you`re feedback – and thank you very much for you`re ideas

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Posted by: Otaking.4675

Otaking.4675

I’m sure your math is fine but once things become practical:

IP can be forced onto someone with the first hit, and it doesn’t have to be FT’kitten. Proper engi play does not involve camping FT. I camp FT when running up to a point and build some stacks there, after that it is what the situation demands. 200 tough doesn’t matter much out there at all but the might stack does and it is used to set up for killing them with decap-rifle chain combo into EG as they run wounded. In fact its good to open with EG on some classes due to weakness.

Relying on only the (ten!)th hit of FT. fire wall and even IA to create burns in a real SPVP situation is going to create far, far less burns than having IP. I see your logic for IA but I feel like you can easily miss a hit opportunity, those burns can go onto a rune of the pirate bird or mes pet instead of the target using FT cleave etc. IP is always there and reliable insofar as a crit proc gets.

You cannot expect people to step in even a third of your mines from BD but you can force IP upon people just with regular hits.

Your build has 200 tough and some more healing but mine has near perma swiftness (actually it is perma but I think in practical worst case scenario terms) and vigor upon swiftness for added defense through speedy kits and invigorating speed.

IP is random but BD is also random. I can barely find a situation in SPVP where I would be allowed to sit still long enough to stack 5 mines for a burst without dying. So not only is BD random activation but it is also in your opponent’s hands of whether they will step on it…you rely on unforced error from your opponent. IP is more reliable in this way as you force damage on them.

As a side note, speedy kits could be removed from my build and replaced to BD, swapping out strength rune for traveler rune again. However getting rid of the might stacking is just like forced vs. unforced error situation as described above again. Opponent will eat more power and condi dmg on average with strength rune without relying on unforced error for them to step into a mine.

I’m not saying BD is useless but I still can’t weigh the opportunity cost as you are. I do like the idea of the tankier BD build so I will be running both variations but mainly I believe inventions trait line is a waste of points. Power shoes vs. traveler rune for instance.

The problem with a math based approach to theorycrafting is math is linear and if you aren’t imagining enough lines to calculate in the first place it’s not the final answer. It takes a lot more math than most are willing to do.

For instance, how about empowering adrenaline vs. forceful explosives in the BD build.

Also you seem to be more of a WVW player so I can understand max hit calculations more in that environment where dolyak and lord targets are predictable. Players are not going to let you stack 5 BD mines and step in them in SPVP though at any decent MMR.

(edited by Otaking.4675)

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Posted by: Arleon.5921

Arleon.5921

First of all :
I just tried out rune of strengh – and it`s amazing. Way better than the Legion rune – you`re right otaking. The might duration makes it much easier to switch to EG or rifle and still keep a good fund of might stacks, and I think it will become even more valuable with flameblast becoming an combo finisher.
Furthermore I decided to switch the sigill of blood into inteligence – this is a bit of tricky to handle – and I fail it a lot of times atm – but if you get it right, it will give you a “save” crit on eg blunderbuss + jumpshot or on flameblast, giving you a reliable hight burst spike ( the save – crit is only used when you dmg someone, so you can Net Shot him after swappint weapons to make it hit ).

In some points I disagree with you`re last post.

At first the burning of the FT auto hit. I just tested it again to be shure about it:
every hit of the FT 1 is a 3 – target – aoe, spreading on you`re opponents, but allways giving priority to you`re locked target. The 10th hit is applying the burning on all 3 targets, meaning that it`s realy huge bad luck to not to get in on you`re target. Of cause it can be dodged if the opponent knows about this effekt, but that`s a high cost to avoid a single tick of a burning.

Secondly the mines.
I cannot prove it, but I feel like it`s far more than about 33% of it hitting.
In a group fight on a point or sth, opponents simply don`t seam to have the time to walk around them. ( atm I`m not shure if those mines create a red warning circle around them, but I suppose not … gotta check that out for shure) And if they dodge them — it`s waste of endurance since those mines have a cd of 2 sec and no cast time at all, making it easier for me to apply a burst spike when they`ve run out of dodges.
In a 1v1 against a ranged fighter bunker down is useless for shure – you`d be better of with IP.
But as soon as the opponent wants to get closed range, he will be struck by mines for shure. And it might not be possible to stack 5 on one point, but sth like 3 is possible on some opponents, eg a dd ele rushing into you when you stop moving for some seconds, will be usually hit by 2 or 3 mines ( already had this situation several times ) and those mines make it easier for you to disengage his burst, and still deal some dmg to force him into devensive play again – ofc this will not be able by only BD alone, but it`s helpfull to me.

At least I don`t think that the invention trait is a whole waist, since the cd reset of healing turret is making me able to stay in a fight way longer before I need to disengage.

But in most matters you`re right:
The speed + vigor is deffinitly way more valuable than 200 toughness and healing power.
And the IP is just several times easier to apply than bunker down, and even if it`s burning is removed it`s worth it because the remove will certainly have a longer cooldown than the IP, and the opponent needs to cast – you don`t.

Finaly – I`ll give it a try without the inventions line. I`m gonna test sth like this:
http://gw2skills.net/editor/?fdAQFAUlUUpdr1ax+KseNSdBNqoA6AUgOL6EGjhA-T1BHABGcBBA4BB0x+DOp8LOdE2pEkR1fCAgAszdGozdmhO0hO0hO025OH6OH6QLEQ5FA-w

(edited by Arleon.5921)

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Posted by: Otaking.4675

Otaking.4675

The BD mines do create red rings, I’ve fought enough engi on other class to know this.

Any good player just walks around them as their radius is small even traited. I don’t disagree with your logic on ele point charges and this type of thing though.

Intelligence sigil is interesting on FT and I might give it a whirl.

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Posted by: Hvaran.6327

Hvaran.6327

just a few cents
That’s what i personally run atm in pvp
http://gw2skills.net/editor/?fdAQFAUlUUpdr1axkLseRCbBNqxAyJcBRuxq8xIEAA-TJRHwAFuAAAeAAk2f4YZAA

and in wvw, some parts are not pefrectly the same, especially runes and sigils, but i’m running with what i have atm and mostly wating for the patch to hit to see if i change to something different what mostly i think won’t happen
http://gw2skills.net/editor/?fdAQFAUlUUpdr1axkLseRCbBNqxAyJcBRuxq8xIEAA-T1SBAB3p+zFHIgg2f4MlgXpEqjLIQZKHQRHAiaI+SJDAPAgAAIABozdG7cnDdnDdolCAmFAA-w

while having pretty decent condi pressure i have enough power with might to get decent power dmg aswell, so i found it pretty versatile.

Was running before something simmilar but iwth rocket turret, balthazar runes and rabid gear, tornment sigil, p/s etc.

EG very good utilies, leap, blast, stunbreak, condicleanse, cripple, weakness, bleeding.
FT good, control, blind, direct dmg, bruning, on crit bleed proc together with jaggernaut and be sure that +200 tougness is a good option for a few secs under heavy direct dmg pressure.
toolkit utilies, prybar, block, wrench, cripple.

hoelbrak runes is very good for this build to get some power and mightduration together with -condi dur.

riffle – awesome control, direct dmg and some isntant bleed stacks and some mobility aswell.

accelereated pack turrets, i found it very usefull even if i use only healing turret for additional knockback.

i found this build good in group smallscale roaming with good support or dueling, cause self sustain together with control and mobility gives you alot of ways to outplay your enemie.

Little worth then my previous (condi) build against thiefes but still ok (more then 50% of duelers i met was thiefs qq)

after patch i think it will be only better cause i will be able to stack more might and get sometimes pretty decent dmg on autoattack ft.

Handarand – Handacooon – Handa Panda – Handa Genie

(edited by Hvaran.6327)

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Posted by: Otaking.4675

Otaking.4675

I’d really rather run FT/Nade/ExS (because FT and Nades are the pinnacle of Manliness IMO and 1500 range is just fun)

but I just can’t handle thieves and warriors at all with nades, I need that EG cripple and reposition for them and the poison cleave doesn’t hurt.

I fully trait nades and use the fast targeting option but perma evade thieves just laugh at them anyway. Off node point battle pressure is great until the other team sends something after me with FT/Nade.

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Posted by: JabLock.8490

JabLock.8490

@Arleon

I’ve been checking the build out and most likely going to run it. Quick question…
is Ascended armor/trinkets necessary? Not sure if it will make or break anything, but I’m hoping I can get away with just exotic gear.

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Posted by: Arleon.5921

Arleon.5921

@ JabLock

It`s possible to run this build with completely exotic gear.
Ascendet trinkets and Weapons improve you`re stats at all, but it won`t change the build itself by anything if you use exotic gear.

( though if this is the class and the build you`re running most of the time, I`d recomend you to craft weapons, armory and get the trinkety one by one, and use infusions on them, cause the difference between full exotic to full ascended + full infus is usefull sometimes — I never felt like the stats decide if it`s victory or not, but they make some things easier )

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Posted by: grayskull.2367

grayskull.2367

So this is my juggarnaut build im running if your interested
http://en.gw2skills.net/editor/?fdAQFAUlUUpWr9dxALseNCbBB6JchMIypMkPGxAA-TBiAABXcBA8R9nb2f4Wlg4oDAgHAATK/ez8HhAUsFA-e

It can hold 9 stack might perma it haves 3k toughness when flamethrower is on, 20k HP, 40% crit chance, 2.323 power and 854 condition damage.

with a 56% conduction duration and 53% burn duration giving you that 100% burn duration kitten yah!

Juggernaut Build

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Posted by: Xaylin.1860

Xaylin.1860

I’ll probably toy with something like this since my bomb build bores the hell out of me. However, I’ll probably need to be very careful with Retaliation.

http://gw2skills.net/editor/?fdAQJAqelUUpWrtbxvLseNSdBNyo0FQHgC0ZRmwYA-TBCIwAAOBAgU/ZpSQeK/E8AAcoFg8+DN0BAA-e

Juggernaut Build

in Engineer

Posted by: JabLock.8490

JabLock.8490

Everyone has great ideas! With the new updates/patches, I’m currently stuck in Limbo trying to see what kind of gear is best suited to my play style.

Loving all these Juggernaut builds. Keep them coming guys!

Juggernaut Build

in Engineer

Posted by: dancingmonkey.4902

dancingmonkey.4902

I tend to run unorthodox builds. It seems to work for me, as I am often asked “How do you do that”…………………………..

I have been using this build. It splits damage fairly congruently between direct damage and condition damage.

http://gw2skills.net/editor/?fdAQJAqelUUpdr1axvLseRSdBNuoA6AUgDIyEGjvA-TxROABZ+AAAY/hYU+RlegsUC+m6PaeCACAgAkNDghO0hO0hO0m5Rn5Rn5RLFwiKjA-e

Juggernaut Build

in Engineer

Posted by: Arleon.5921

Arleon.5921

Hey guys

Here is my final build

http://gw2skills.net/editor/?fdAQFAUlUUpdr1axkLseNSdBNyosFQHgC0ZRmwYA-TJBHwAGuAAAeAAl2fAZZAA

For WvW: Buffood is Oil and Prickly Pear Pie

Good long time preasure + reliable burst with sigil of inteligence.
For further questions or any kind of criticism just post right below

This build also works well for dungeon speed runs – just change you`re equipment to full berserker, rune of strengh, Juggernaut into riffle mod, and switch EG into Thumper Turret. This will grant you`re group 18 stacks of might, and you`re low cd burst is serving a good dmg, in combination with the tool`s autohit, which is the strongest single target attack of the engineer.

Hope to see some more comments

Juggernaut Build

in Engineer

Posted by: ShadowPuppet.3746

ShadowPuppet.3746

Hey guys

Here is my final build

http://gw2skills.net/editor/?fdAQFAUlUUpdr1axkLseNSdBNyosFQHgC0ZRmwYA-TJBHwAGuAAAeAAl2fAZZAA

For WvW: Buffood is Oil and Prickly Pear Pie

Good long time preasure + reliable burst with sigil of inteligence.
For further questions or any kind of criticism just post right below

This build also works well for dungeon speed runs – just change you`re equipment to full berserker, rune of strengh, Juggernaut into riffle mod, and switch EG into Thumper Turret. This will grant you`re group 18 stacks of might, and you`re low cd burst is serving a good dmg, in combination with the tool`s autohit, which is the strongest single target attack of the engineer.

Hope to see some more comments

In regards to pve dungeons and speed runs, I would like to point out that yes the third hit of tk auto is the strongest, however because of the speed of that attack chain it actually puts out less dps than either gk or bk auto’s and it doesn’t apply vuln. Not sure if you are familiar with DnT guild (they have quite a bit of experience in the speedrun circuit) but members there are recommending 6/6/0/0/2 using gk, eg, and ft. I tend to believe this is the best setup as well, though I have not personally run the math for myself and am taking them at their word because I know their track record.

Juggernaut Build

in Engineer

Posted by: Arleon.5921

Arleon.5921

@ Shadow Puppet
Before the last patch the bk had the higher dps you`re right.
But after the last patch you gain more dmg out of the toolkit than bk or gk.
The toolkit is actually stacking vuln ( it already did before the patch ). The gk deals more vuln, but it has less dps.

Juggernaut Build

in Engineer

Posted by: ShadowPuppet.3746

ShadowPuppet.3746

@ Shadow Puppet
Before the last patch the bk had the higher dps you`re right.
But after the last patch you gain more dmg out of the toolkit than bk or gk.
The toolkit is actually stacking vuln ( it already did before the patch ). The gk deals more vuln, but it has less dps.

All right, sounds like it’s time for me to run some math unless you have already done it and can share it.