LF tips/advice on builds
ft/bomb/grenade/mortar with heal turret and a choice of weapons(i’d suggest rifle), take full sinister with aristocracy runes(from CM) take sigil of strength/battle, if you are able to stay alive and gain stacks, corruption is better than battle, in combo the 2 will solo cap your might. If you are in a party drop battle for either corruption or malice. If you are going through rotations well dropping battle for malice will also probably be better for solo play.
Get giver weapons, pick up some koi cakes and either toxic focusing crystals or normal crystals.
You can swap kinetic battery for adrenal implant in tools for passive vigor(tools). You can also swap Incendiary powder for modified ammo(firearms) you can also swap pinpoint distribution to no scope(firearms). A condi build will still have a large amount of pure dmg, picking up various multipliers from the lines will help that source, though it is preference on whether you pick up traits to reduce cooldowns or increase damage.(Mainly because I’m too lazy to redo the old condi rotations)
(edited by SlyDevil.3952)
I’m loving this build:
http://gw2skills.net/editor/?vdMQJAqalUUhSsYfWwWLQ7FLpF14PmGlBYJuiHw3GGANAA-TRyCABAcgAOZ/BFOgAOr874HAAynAQPQKaIWW9nxUCSKAYWWB-e
Start a fight with Incendiary Ammo → Orbital → Fire Bomb → Napalm → Flame Blast → Blow Torch, you can stack up enough burning that you’re hitting for upwards of 11k per tick (again that’s a high end, need vuln/might to hit that). You can slip in a Big Ol Bomb if you don’t have to worry about knockback (at a wall or against defiant stacks)
Not sure if it’s better than what Sly said for more solo/open world play, especially with all the moving around things do in Open world with others knocking things around and pulling agro, but god, it’s sweet when you can end up with 11k burns, 4k bleeds, ~1k confusion on attacks, and ~700 poison in addition to your power damage.
I’ve been screwing around with mine in various areas including SW and it’s just a fun change of pace from my typical Power Engi. Plus P/P looks kitten (got my guy Gallant Pistols with Exalted outfit on a norn and looks strait up Hitman, if only I could get a barcode on his neck ).
I will say I actually think Sinister weapons are superior in that they provide more burst than givers. Givers may come out better in total DPS in situations but especially open world being able to burst something down by the time you finish your burning rotation is huge. It takes seconds off each kill. The sigils/Runes maybe beneficial for keeping might up which translates just as much to burst as it does sustain.
I personally go with Super Pizza and normal Quality Tuning crystals because I’m cheap and don’t like spending a gold for half an hour of play
I also just default to Adrenal Implant, the Kinetic energy is high in potential but I feel low in practical application. Often I find it procing after I’ve used all the toolbelt skills I’d want to use it on, and that just leaves me sad.
Also, Mortar kit… god the blind is great, with Siege Rounds which is a great option it lasts quite a while. Also the chill field and poison field isn’t bad. Plus being able to tag something from far away with the 1 skill or drop a Big Ol Bomb +Orbital into your water field for some healing.
Overall I find it very satisfying, not quite Power Engi level awesomness, but a great change of pace to the condi style and in some situations superior.
I’d end on saying I don’t thin Chemical Rounds is worth grabbing unless you’re using offhand Pistol. If you prefer shield drop that trait for one of the others (either will do honestly). And you will eventually default to grenade spam, but it’s a bit of a cycle till you get there, and it’s a few nades then back to firebomb toss a few more including shrapnel and back to blow torch and static shot. Overall a little less grenade intensive than a power build, but grenades are just too good to not use for any engi build.
Overall a little less grenade intensive than a power build, but grenades are just too good to not use for any engi build.
All the engineer builds revolve around grenades, because of their vuln stacking it has the highest effective coefficient for an engi AA, and because of shrapnel it also has the best condi dmg on an AA. It just happens to break your hand.
Also for pve, mortar chill plus freeze grenade will keep everything moving slow allowing all your grenades to hit with minimal effort.
Thank you both for your suggestions, i will definelty give these a go. I am stuck with rabid gear atm, have to save some more ecto’s before I can make sinister gear. Will adding some rampager (easaly bought on tp hihi) help with adding more power?
I like the sound of all those burning stacks, will give these a go, thanks.
Thank you both for your suggestions, i will definelty give these a go. I am stuck with rabid gear atm, have to save some more ecto’s before I can make sinister gear. Will adding some rampager (easaly bought on tp hihi) help with adding more power?
I like the sound of all those burning stacks, will give these a go, thanks.
Rampager isn’t worth it. It’s simply too hybrid. You sacrifice condi damage which will be your focus for more crit chance but you lack the ferocity to really give it that oomph.
Sinister > Rabid > Rampager
Overall a little less grenade intensive than a power build, but grenades are just too good to not use for any engi build.
All the engineer builds revolve around grenades, because of their vuln stacking it has the highest effective coefficient for an engi AA, and because of shrapnel it also has the best condi dmg on an AA. It just happens to break your hand.
Also for pve, mortar chill plus freeze grenade will keep everything moving slow allowing all your grenades to hit with minimal effort.
Bound grenade1 to my mouse a little squeeze and we’re good. But yes, vuln + shrapnel. Though even with Nades Shrapnal seems to max out at around 8 stacks, and drops to about 4-5 depending on luck, and that’s spamming not even normal rotation. I can’t really get too excited about the trait, which is why I don’t consider Siege Rounds a bad alternative if you want the utility of an extra blast and longer fields.
Thank you both for your suggestions, i will definelty give these a go. I am stuck with rabid gear atm, have to save some more ecto’s before I can make sinister gear. Will adding some rampager (easaly bought on tp hihi) help with adding more power?
I like the sound of all those burning stacks, will give these a go, thanks.Rampager isn’t worth it. It’s simply too hybrid. You sacrifice condi damage which will be your focus for more crit chance but you lack the ferocity to really give it that oomph.
Sinister > Rabid > Rampager
Ok sticking with Rabid for the moment then, thank you.
Overall a little less grenade intensive than a power build, but grenades are just too good to not use for any engi build.
All the engineer builds revolve around grenades, because of their vuln stacking it has the highest effective coefficient for an engi AA, and because of shrapnel it also has the best condi dmg on an AA. It just happens to break your hand.
Also for pve, mortar chill plus freeze grenade will keep everything moving slow allowing all your grenades to hit with minimal effort.
Bound grenade1 to my mouse a little squeeze and we’re good. But yes, vuln + shrapnel. Though even with Nades Shrapnal seems to max out at around 8 stacks, and drops to about 4-5 depending on luck, and that’s spamming not even normal rotation. I can’t really get too excited about the trait, which is why I don’t consider Siege Rounds a bad alternative if you want the utility of an extra blast and longer fields.
Schrapnel also works with the mortar and toolbelt skills right? On paper it seems like those can give you access to a lot of extra bleeds, but in practice not really worth it?
I can’t really get too excited about the trait, which is why I don’t consider Siege Rounds a bad alternative if you want the utility of an extra blast and longer fields.
A grenade auto hits 3 times * 0.15 chance, is going to give you 0.45 16sec bleeds(firearms GM minor assumed) average. For 7.2 ticks of bleed on an auto, pistol only manages 4-6(when traited). Plus the average vuln increasing the damage(6 or more as an average) giving you 7.6 bleed ticks average off the auto. You get easy blasting between ft/bomb, the extra duration blind/chill could be nice, but the poison field isn’t more damage than just throwing out auto attacks unless your enemy is healing. Siege rounds gives you an extra 0.4 coeff over grenade auto(? guessing, maybe more), with vuln making up for some of the difference, I’d always take the bleeds over the double blast on a 34cd.
Schrapnel also works with the mortar and toolbelt skills right? On paper it seems like those can give you access to a lot of extra bleeds, but in practice not really worth it?
It works on any explosion, big ol’ bomb, grenade barrage, grenade skills, mortar attacks, bombs. But it’s a 15% activation chance, and grenade attacks are 3 explosions per skill, which allows it to take advantage of the trait much more. And mortar fields only cause an explosion on contact, which only procs the trait on the impact, not the pulses. Whereas fire bomb/smoke bomb proc the trait per pulse, as well as the vuln on explosion minor. So 2 bomb skills and all of the grenade skills make the best use of the trait and mortar/toolbelt skills are basically doing nothing in combat with that trait.
I can’t really get too excited about the trait, which is why I don’t consider Siege Rounds a bad alternative if you want the utility of an extra blast and longer fields.
A grenade auto hits 3 times * 0.15 chance, is going to give you 0.45 16sec bleeds(firearms GM minor assumed) average. For 7.2 ticks of bleed on an auto, pistol only manages 4-6(when traited). Plus the average vuln increasing the damage(6 or more as an average) giving you 7.6 bleed ticks average off the auto. You get easy blasting between ft/bomb, the extra duration blind/chill could be nice, but the poison field isn’t more damage than just throwing out auto attacks unless your enemy is healing. Siege rounds gives you an extra 0.4 coeff over grenade auto(? guessing, maybe more), with vuln making up for some of the difference, I’d always take the bleeds over the double blast on a 34cd.
Longer blind field is nice too… I’m not saying it’s a primary option, just a solid secondary if you value the utility more at the time.
As for 7.6 bleeds, maybe on average, my problem with it is that it’s pretty inconsistent.
I went to PVP mode and decked set myself up for it and I was getting 4-8, with the extra duration outside PVP 7.6 doesn’t sound unreasonable, but it’s not going to stack up quick and like I said earlier, there’s something to note about burst vs sustained.
But, again, yes for sure shrapnel as the main, but Siege ain’t a bad secondary option. My condi guy sits in Shrapnel but I’d consider swapping Siege if I needed more blinds.