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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

So i am running a Condition build which currently is:

Explosives(10) : V
Firearms(30) : I, VII, VIII
Inventions(0)
Alchemy(20) : II, VIII
Tools(10): VI

I am running Pistol+Shield and taking Flamethrower, Rocket boots and the Elite is Elixir X. I am liking it so far but i am struggling to pick a 3rd Utility item. Toolkit would seem the right option for Confusion but i dont really like being in Melee range so not to sure.

This is the slot that gets changed alot. Sometimes to Elixir S to help get into towers/keep that is being siege and likely after swapped to Grenade Kit but when i am out and about with Solo, Duo and small groups i find it hard to find the “right” Utility nothing seems to really fit any any of those situations

So was wondering, what would you guys recommend?

I am liking the look of Flame Turret mostly for Smoke Screen but i cant seem to get AoE stealth when trying to combo it with rocket Boots, anyone got any tips on that? I know Bomb kit has the Smoke Field but i dont really want to have to swap kits to get access to it.

Okay it seems that Smoke Screen will ONLY work during combat which is either bugged or someone thought that was a good idea (its not) it also takes like 3-4 seconds before the actual thing will start which is simply to long again not sure if its a bug or someone thought it was a good idea (again its not)

(edited by ArmageddonAsh.6430)

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Posted by: fatback.7436

fatback.7436

Go p/p and pick up toolkit for the pull confusion and block

Today on the pig n fatback show we got b*tch*s hopping out of pots and babies poppin out of socks

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Posted by: Anymras.5729

Anymras.5729

On the Flame Turret: No Turret’s Overcharge will activate without targets, except for Healing Turret.

Somebody thought it was a good idea to bind Overcharges to firing cycles, which are currently bugged anyway, as far as I am aware. I’m not going to get into the habit of testing all the Turret bugs every time a patch happens, because there are a lot of bugs, so I’m not sure whether they fixed this but I don’t think they did.

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Posted by: Deacon.9725

Deacon.9725

On the Flame Turret: No Turret’s Overcharge will activate without targets, except for Healing Turret.

Somebody thought it was a good idea to bind Overcharges to firing cycles, which are currently bugged anyway, as far as I am aware. I’m not going to get into the habit of testing all the Turret bugs every time a patch happens, because there are a lot of bugs, so I’m not sure whether they fixed this but I don’t think they did.

This should be fixed with the upcoming patch that makes turrets fire on the target the Engineer him/herself is currently attacking. I don’t know why the smoke screen doesn’t proc outside of combat, since you can get area stealth from the smoke bomb/shield 4 combo very very reliably.

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Posted by: ellesee.8297

ellesee.8297

elixir gun. you have the traits for it and it gives a stunbreak and extra condi removal. i’m assuming you’re running healing turret which is your only condi removal.

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Posted by: Anymras.5729

Anymras.5729

On the Flame Turret: No Turret’s Overcharge will activate without targets, except for Healing Turret.

Somebody thought it was a good idea to bind Overcharges to firing cycles, which are currently bugged anyway, as far as I am aware. I’m not going to get into the habit of testing all the Turret bugs every time a patch happens, because there are a lot of bugs, so I’m not sure whether they fixed this but I don’t think they did.

This should be fixed with the upcoming patch that makes turrets fire on the target the Engineer him/herself is currently attacking. I don’t know why the smoke screen doesn’t proc outside of combat, since you can get area stealth from the smoke bomb/shield 4 combo very very reliably.

Why would that change whether the Flame Turret requires a target to trigger the smoke field? Because it would attack the user’s last-damaged target, whenever possible, going by the ‘leaked’ patch notes?
The issue is linked to the firing cycles, and if they don’t initiate at all, due to having nothing to target, then that won’t change a thing – likewise with, say, Thumper’s Thump, the only other Turret-centered AoE Overcharge that operates similarly.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Go p/p and pick up toolkit for the pull confusion and block

I like the Shield, Its great in so many different ways, for example when trying to reach a Keep or Tower that that is under Siege. I Also like using its 5.1 as an attack throwing it through a bunched up group of enemies it works really well.

elixir gun. you have the traits for it and it gives a stunbreak and extra condi removal. i’m assuming you’re running healing turret which is your only condi removal.

I tried the Elixir Gun, i just cant get into it. If The Acid attack (#3) actually affected the Engineer as well then it would be quite good, currently it doesnt which makes it lacking. Though the Stun break is nice. Its a shame that the Super Elixir that HEALS you is a Light field, i just dont quite understand that

I am also running Medkit, which has a condition removal on it. Might not be as good as the condition removal on Turret but it has Fury and swiftness which are both great and means i can have Swiftness up alot.

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Posted by: RedCobra.7693

RedCobra.7693

elixir gun. you have the traits for it and it gives a stunbreak and extra condi removal. i’m assuming you’re running healing turret which is your only condi removal.

correct me if im wrong but there isnt any condi removal on the elixer gun

RedCobra – Ranked PVP Druid
Current Season – Platinum (Soloq)
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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

elixir gun. you have the traits for it and it gives a stunbreak and extra condi removal. i’m assuming you’re running healing turret which is your only condi removal.

correct me if im wrong but there isnt any condi removal on the elixer gun

The acid attack causes Poison and Vul on enemies and removes conditions on allies – has no affect on you though so i wouldnt really count it myself.

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Posted by: RedCobra.7693

RedCobra.7693

i figured it out, lmao sorry for the confusion, light field with #5 on Egun and then projectile finisher for condition removal

RedCobra – Ranked PVP Druid
Current Season – Platinum (Soloq)
Retired GW2 ESL Tournament Admin

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Posted by: RedCobra.7693

RedCobra.7693

not only that he said Heal turret is your only condi removal o.0 what about medkit, the greatest heal of all :P comes with fury aswell

RedCobra – Ranked PVP Druid
Current Season – Platinum (Soloq)
Retired GW2 ESL Tournament Admin

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Posted by: ellesee.8297

ellesee.8297

super elixir cures a condition on you if you’re in the blast.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

super elixir cures a condition on you if you’re in the blast.

Its a light field, it gives Retal. I have never seen it cure conditions.

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

My recommendation would be Rocket Turret. It’s got 1200 range, provides a 3s base burning for every rocket that hits, as well as an AoE 2s Knockdown every 20 seconds, a potential blast finisher if you need it, and it’s tool-belt skill is a 1200 range, minor AoE single target skill with decent base damage with low power builds.

Wilhelm The Pursuer

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

super elixir cures a condition on you if you’re in the blast.

Its a light field, it gives Retal. I have never seen it cure conditions.

I think they mean the impact zone when it’s initially fired, not an actual blast finisher.

Wilhelm The Pursuer

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Posted by: Arkham Creed.7358

Arkham Creed.7358

On the Flame Turret: No Turret’s Overcharge will activate without targets, except for Healing Turret.

Somebody thought it was a good idea to bind Overcharges to firing cycles, which are currently bugged anyway, as far as I am aware. I’m not going to get into the habit of testing all the Turret bugs every time a patch happens, because there are a lot of bugs, so I’m not sure whether they fixed this but I don’t think they did.

This should be fixed with the upcoming patch that makes turrets fire on the target the Engineer him/herself is currently attacking. I don’t know why the smoke screen doesn’t proc outside of combat, since you can get area stealth from the smoke bomb/shield 4 combo very very reliably.

It won’t be fixed. Normally this is where I would insert a snide remark about Arena Net’s intention or ability, but this time I don’t have to. Arena Net themselves said this won’t be changed; all they are doing is making turrets prioritize the player’s target like every other pet in the game has been doing since release. And Arena Net themselves said that things like the firing cycle or will not be effected by this patch.

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Posted by: ellesee.8297

ellesee.8297

yes sorry for the poor explanation. super elixir will cure one condition if you’re in the impact zone. the lingering field will not cure a condition.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

My recommendation would be Rocket Turret. It’s got 1200 range, provides a 3s base burning for every rocket that hits, as well as an AoE 2s Knockdown every 20 seconds, a potential blast finisher if you need it, and it’s tool-belt skill is a 1200 range, minor AoE single target skill with decent base damage with low power builds.

Will give it a try, been giving Flame a run out. Doesnt seem to bad when used on doors getting siege by players. Still dont like the Smoke Field though. Could have and SHOULD have been designed better.

1) Shouldnt need a target
2) Shouldnt take 3-5+ seconds

Will give rocket Turret a try and see what it is like.