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Posted by: Amadeus.5687

Amadeus.5687

So yeah! Show me what build your gonna use, and for what (WvW, sPvP or even PvE), let’s put our heads together and see what people come up with! The first build I’m gonna play test is gonna be this one:
http://gw2buildcraft.com/calculator/engineer/?2.0|4.1g.h14|0.0.0.0.0.0|1n.7r.1m.7r.1g.7r.1p.7r.1p.7r.1p.7r|1n.64.1n.64.1n.64.1g.67.1g.67.1i.61|u58b.a6.0.a1.k62|15.7|2d.2f.2r.2s.0|e

Not sure about everything yet, but gonna be fun to test it out in WvW, should be able to use it for roaming (been trainning to play without stunbreak for some time now, and with the nerf to quickness I feel confident in not using one), and I should still be able to dish out some damage in siege fights ect! Tho, pure Theory crafting, gonna play test it when I get the time! anyway! What’s your build?

Edit: Had forgotten runes

(edited by Amadeus.5687)

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Posted by: Resouled.5614

Resouled.5614

Your build doesn’t really include anything from the new patch though.. Only rifle turret really which you’re only using for the toolbelt skill I supose.

I’m going to try and make some bunker condi turret engineer later.

[vE] Visceral Effect – Blue

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Posted by: Amadeus.5687

Amadeus.5687

It’s including two turrets! Both Net Turret and Rifle Turret got buffed! Also, I’m gonna deploy both for sure, when the flow of the battle allow it! It’s simply a test to see if Turrets can be used for roaming now

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Posted by: timidobserver.7925

timidobserver.7925

I think turrets should be fine in a roaming build. They are still not usable for anyone that intends to participate in large zergs.

For roaming, I think a p/p build that uses flame turret and rocket turret + prybar should do pretty good in terms of burn damage and general condition damage. The prybar would help keep people in range of the flame turret.

Another bonus for the prybar is that I imagine that attacking someone surrounded by turrents with an aoe might hurt pretty bad if you are confused, although I am not sure how that calculates out.

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Posted by: Ayestes.1273

Ayestes.1273

The new Rifle Turret looks pretty promising. I agree playing without a stun break will be a lot easier with the Quickness nerfs. I honestly thought playing without a stun break before was viable as well though, so it only solidifies my position on that.

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Tirydia – Scrapper

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Posted by: Rfreak.6591

Rfreak.6591

The new patch just killed any Kit Refinement build by nerfing the trait to the ground, (so I won’t PvP unless some kind of miracle happens) “kinda fixed” the previously useless turrets which are now almost useless, simply because they have yet to address the overwhelming issue related to summoned units/pets, which is EXTREMELY poor AI.

I think there are basically less builds available now, only thing I can come up with is a PvP bomb-related thingie… nothing else…

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Posted by: Amadeus.5687

Amadeus.5687

@Timid Yeah I agree, thoI think for a condition damage build I probaly would go with the Net Turret and Rocket Turret or Flame Turret, I really like the extra controll that one brings! But Toolkit is for sure a strong pick (it allways is)! The reason I take the Grenade kit is so I actually can do stuff in zerg fights, not that I often care to join in on that tho, but wanna test out the new LOS thingie!

@Ayestes! Yeah I had up to the patch been running without a stun breaker aswell, using Mine or Net Turret for the lul’s, and it makes you so powerfull n 1vs1 situations if your able to control the fight (Net Turret is a beast 1vs1 against D/D elementalist ect) Didn’t have much trouble without it, only a few 100% Glass Cannon Theives that got the jump on me gave trouble, and they won’t after this nerf!

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Posted by: Amadeus.5687

Amadeus.5687

@Rfreak all my builds I have made video’s off still work in WvW btw, so if you need a new build for WvW check them out, might have one you would like? None have gotten weaker, and will probaly come up with a few more the next weeks time! Also I’m sure the tPvP players gonna come up with some awesome stuff soon! But yeah the 20 sec CD is quite sad on kit Refinement, they should lower it for sure

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Posted by: MentalPause.9183

MentalPause.9183

Turrets do seem like there is more potential for them, not sure if i’ll be convinced to use them however. I do agree running without a stun break does seem to be more doable now, but I’d still rather have one at my disposal anyway.

Looking at some of the new effects and how they work together I was thinking of dusting off my power gear and give something a try. EDIT: For WvW.

http://gw2buildcraft.com/calculator/engineer/?2.0|4.1n.h1b|0.0.0.0.0.0|1c.71i.1c.71i.1c.71i.1c.71i.1n.7d.1c.7d|4v.0.1n.64.1n.64.1i.67.1i.67.1g.67|k3a.a6.0.u4a2.a4|39.1|2b.2k.2e.2n.0|e

I always wanted to try something like this out, but was never sure if I could. I like the control it potentially has. Slick Shoes knockdown, new magnetic bomb pull, new stun break and instant cast elixir U, BoB knockback, net shot, lots of good stuff. I also really love the idea of getting my condi removal passively through 409, and still having Elixir H w/toss as well. 409 also turns Elixir U into instant stun break/ condi removal and haste.

Looks to be lacking survival overall though, which is why I went for Self regulating Defenses. No speed boosts, (outside of Super Speed) which is ok for me since I tend to run in a group that gives me swiftness all the time, also I could just swap to speedy kits. Lack of boons overall as well, which is unfortunate.

I don’t I’ll give it a try, tweak it and see what happens. Mostly I just want to try out the new bomb kit refinement and elixir U in a power build.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

(edited by MentalPause.9183)

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Posted by: bromi.7809

bromi.7809

I remember seeing Elixir U is now a stunbreaker.
Can try to do a build without S at least, lol.

Lets say take a toolkit and prolly soldier gear. The goal would be to lure melee ppl into using their control, pop U and SMACK SMACK SMACK back.

(edited by bromi.7809)

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Posted by: Ayestes.1273

Ayestes.1273

Problem with Elixir U to me is Quickness doesn’t feel that great without decent no-cooldown abilities. I could be every much wrong here though.

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Posted by: bromi.7809

bromi.7809

Well warriors used to enjoy axe 1 though its on cooldown. Prolly not that good now its speed effect nerfed.

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Posted by: MentalPause.9183

MentalPause.9183

Problem with Elixir U to me is Quickness doesn’t feel that great without decent no-cooldown abilities. I could be every much wrong here though.

WvW perspective: Agreed, which is why I use wouldn’t bother using it with anything other than rifle, the auto attack can hit for a decent amount with the right stats. I like it to help keep pressure on my target. It works well with bomb kit too though, placing bombs on enemy siege, speed dropping bombs in the middle of a larger group, stuff like that.

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Posted by: bromi.7809

bromi.7809

Btw never tried it with bomb, does it shrink fire-off delay?

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Posted by: Ayestes.1273

Ayestes.1273

I don’t even think Rifle auto’s would be sturdy enough to base Quickness on, but then I haven’t tried that since nearly Beta. Elixir U can probably find some decent direct damage based auto to work well off of, it just wouldn’t be anything like the autos a Thief, Ranger, or Warrior can output though.

If Explosive Shot was buffed, then maybe it could work in a condi build. I’d still see more Condi-Burst out of Geomancy alone though then quickened Explosive Shot autos even if the bleed was doubled. I’m skeptical of it in general I guess, but I would love to be proven wrong here.

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Posted by: redslion.9675

redslion.9675

Quickness+toolkit, maybe.

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

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Posted by: Sororita.3465

Sororita.3465

With wvw ranks i may consider class changing…would be sad but seriously considering it

Commander Starlight Honeybuns[BUNS]
Timelord to Lillium Honeybuns, IoJ
Forever together, or not at all.

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Posted by: Kabooky.8071

Kabooky.8071

Turrets, tried rifle turret on the mobs near zone in to start building bloodlust stacks.
Hit consistently for 300dmg with its slow rate of fire in full zerker gear. Combined with the ft det change I’m about done with engies.,

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Posted by: Resouled.5614

Resouled.5614

Try this with a high power/crit build:

Magnet-Prybar-Slick shoes-Elixer U-Toolkit auto

Quite some decent damage there. Finish off with overcharged shot-netshot-throw wrench with static discharge.

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Posted by: Linc.6834

Linc.6834

With the murderization of Kit refinement, I’m thinking of dusting off the ol’ static discharge build with Elixer U instead of goggles. With zerker gear quickened hipshots or wrench combos could be deadly. Also have to test the buff to suprise shot, if it scales better by 50% that could be a way better buff than it looks like on paper.

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Posted by: Ayestes.1273

Ayestes.1273

Surprise Shot does seem like it’d have enough to keep doing with Quickness. That old build seems like it’d do better with the upgrades. Elixir U, Rifle Turret, and Tool Kit. I do wonder how bursty Tool Kit autos would feel under Quickness. Oh it does make me curious.

Virydia – Hearld
Tirydia – Scrapper

(edited by Ayestes.1273)

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Posted by: Kontrolle.3514

Kontrolle.3514

The Build i use since patch:

http://gw2skills.net/editor/?fEAQJAoYhMmmbwR5gjDAkHn4CLiCPUeMTO2A

i recommend this, you wont have to be afraid of gamebraking nerfs too.

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Posted by: Victoitor.2917

Victoitor.2917

@Timid Yeah I agree, thoI think for a condition damage build I probaly would go with the Net Turret and Rocket Turret or Flame Turret, I really like the extra controll that one brings! But Toolkit is for sure a strong pick (it allways is)! The reason I take the Grenade kit is so I actually can do stuff in zerg fights, not that I often care to join in on that tho, but wanna test out the new LOS thingie!

@Ayestes! Yeah I had up to the patch been running without a stun breaker aswell, using Mine or Net Turret for the lul’s, and it makes you so powerfull n 1vs1 situations if your able to control the fight (Net Turret is a beast 1vs1 against D/D elementalist ect) Didn’t have much trouble without it, only a few 100% Glass Cannon Theives that got the jump on me gave trouble, and they won’t after this nerf!

I don´t see how glass cannon thieves will be nerfed so that you´ll be able to deal with them. They can still approach you in full invis and deal a huge damage combo with basilisk venom which was not nerfed.

Don´t you think that would be trouble?

Raimundo Faztudo (Human Engineer) – Current WvW
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD

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Posted by: FreekPalmer.2839

FreekPalmer.2839

http://gw2skills.net/editor/?fcAQFAUl0pyWX7SfF17IxoHk+zbG0j863+KqQlB;TkAg0CnoqxUjoGbNuak1MoA

My current build. No nerf pain. The idea is to control for as long as possible and then when u have the chance blow them up. You can hit 10% increase, huge crit chance, large crit damage, double stuns and after all that jump shot them for some serious burstage.
Now I know it’s not 100nades. but with a little bit of knowledge its pretty good. Just takes a little bit of timing. You can survive, if you are clever. You can damage. Also if you wanna orb cap. You will disappear.
Try it if you don’t believe me. Also now with mag shield on kit refinement you can laugh.

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Posted by: bromi.7809

bromi.7809

Btw they ‘fixed’ smth with Packaged simulant.
No, seriously, did someone ever even TRIED the trait? Can’t see what in it could possibly make me select it O.o

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Posted by: bromi.7809

bromi.7809

My current build.

I’m sorry why exactly did you have kit refinement in builld with only med kit?
And why in your build do you have rocket turret instead of, say, toolkit which would make it so much mre versatile?

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Posted by: Spiuk.8421

Spiuk.8421

The Build i use since patch:

http://gw2skills.net/editor/?fEAQJAoYhMmmbwR5gjDAkHn4CLiCPUeMTO2A

i recommend this, you wont have to be afraid of gamebraking nerfs too.

Attachments:

Rubios – Tales of the Sunless [TXS]

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Posted by: Linc.6834

Linc.6834

Think I’m gonna try to go 100% condition duration also, seeing as I blew a lot of gold on putting together a condition gearset. Something like this.
http://gw2buildcraft.com/calculator/engineer/?2.0|a.1m.h1h.a.1m.h5|0.0.0.0.0.0|1h.71i.1h.71i.1b.7i.1h.7i.1h.9b.1h.9b|2w.0.2w.0.1b.62.1b.62.1b.63.1b.62|u5ab.a4.0.k19.a6|30.d|2d.2f.2v.2k.0|
With 100% duration bleeds from E-Gun auto should last 8 seconds, and shrapnel grenade would last ridiculously long (almost long enough to get 5 of them off). I wanted to adapt my HGH build to something that doesn’t cover my skillbar with elixers, while still being able to stack some decent might up.

(this all depends on weather or not givers weapons really were fixed, I read that they were in another post)

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Posted by: Kimbald.2697

Kimbald.2697

Testing turrets at the moment.
Mostly net turret and rocket turret.

Dam… they still die fast to any mob hitting them.

Wiggely, wobbely and other wombaty wabbity creatures…

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Testing turrets at the moment.
Mostly net turret and rocket turret.

kittenhey still die fast to any mob hitting them.

I think they want you to repair them with the toolkit which is why they buffed the repair on it. I guess you’ll have to give up a turret to take it though.

Because, you know… spending your time repairing turrets is really the best way to kill your foes mid-fight.

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Posted by: Kimbald.2697

Kimbald.2697

Testing turrets at the moment.
Mostly net turret and rocket turret.

kittenhey still die fast to any mob hitting them.

I think they want you to repair them with the toolkit which is why they buffed the repair on it. I guess you’ll have to give up a turret to take it though.

Because, you know… spending your time repairing turrets is really the best way to kill your foes mid-fight.

Sad, isn’t it: to repair them, you need to be fighting real close to them.
Throw wrench alone isn’ going to cut it, by a long margin.

But when you fight close to them, in melee since you’re using the toolkit, than the enemies natural aoe will kill them regardless of your healing…

The best way to keep them alive is trait to put them down at range, so you can throw them up a rock or a roof.
But than you can’t repair them against ranged…
And some turrets need to be in close range anyhow.

The new buffs are cool, but you need so many traits to keep them barely alive… it’s sickening.

Wiggely, wobbely and other wombaty wabbity creatures…

(edited by Kimbald.2697)

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Posted by: FreekPalmer.2839

FreekPalmer.2839

Well if you want to know why I went with kit refinement. It is because it is the best option down that tree. It also gives u a nice 2 second missile reflect every 20 seconds. Med kit is pretty much mandatory with the 25% reset on all tool-belt skills.

Rocket turret toolbelt skill is amazing. lots of burst. Also have u double tapped the rocket turret drop? more control and burst. If you blow it up it’s aoe and procs lightning.
With the control you have. it mean you can run do a lot of controlled damage.

Seriously give it a go.

http://gw2skills.net/editor/?fcAQFAUl0pyWX7SfF17IxoHk+zbG0j863+KqQlB;TkAg0CnoqxUjoGbNuak1MoA

If you’d like more burst try U instead of S. Use overcharge, then hit U and you will do burst whilst they recover.

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Testing turrets at the moment.
Mostly net turret and rocket turret.

kittenhey still die fast to any mob hitting them.

I think they want you to repair them with the toolkit which is why they buffed the repair on it. I guess you’ll have to give up a turret to take it though.

Because, you know… spending your time repairing turrets is really the best way to kill your foes mid-fight.

Sad, isn’t it: to repair them, you need to be fighting real close to them.
Throw wrench alone isn’ going to cut it, by a long margin.

But when you fight close to them, in melee since you’re using the toolkit, than the enemies natural aoe will kill them regardless of your healing…

The best way to keep them alive is trait to put them down at range, so you can throw them up a rock or a roof.
But than you can’t repair them against ranged…
And some turrets need to be in close range anyhow.

The new buffs are cool, but you need so many traits to keep them barely alive… it’s sickening.

Not to mention I think it’s only the first attack in the auto-attack that actually repairs the turrets, so if you hit a mob around your turrets, you’ll stop repairing them… I haven’t actually bothered to confirm that though, but I believe that’s the way it works.

At least they got some CD reduction so you can replace them more often, particularly flame turret.

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Well if you want to know why I went with kit refinement. It is because it is the best option down that tree. It also gives u a nice 2 second missile reflect every 20 seconds. Med kit is pretty much mandatory with the 25% reset on all tool-belt skills.

Rocket turret toolbelt skill is amazing. lots of burst. Also have u double tapped the rocket turret drop? more control and burst. If you blow it up it’s aoe and procs lightning.
With the control you have. it mean you can run do a lot of controlled damage.

Seriously give it a go.

http://gw2skills.net/editor/?fcAQFAUl0pyWX7SfF17IxoHk+zbG0j863+KqQlB;TkAg0CnoqxUjoGbNuak1MoA

If you’d like more burst try U instead of S. Use overcharge, then hit U and you will do burst whilst they recover.

That’s about the toolbelt skils from the turrets, which I agree can have some good usability. But the actual turrets themselves are a different case. In many instances, I see people taking a turret just for the toolbelt skill and never placing the turret. It’s similar to how people take signets for the passives and never pop the signets.

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Posted by: FreekPalmer.2839

FreekPalmer.2839

no, you missed the point. You can use turret. you just drop and overcharge at the same time. Its a large damage knockdown. Then blow it up. use it like a mesmer illusion. once it has done it’s job blow it.

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Posted by: Yamsandjams.3267

Yamsandjams.3267

no, you missed the point. You can use turret. you just drop and overcharge at the same time. Its a large damage knockdown. The blow it up. use it like a mesmer illusion. once it has done it’s job blow it.

Oh right, forgot about that. Haven’t toyed with turrets since the betas.

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Posted by: Zenguy.6421

Zenguy.6421

no, you missed the point. You can use turret. you just drop and overcharge at the same time. Its a large damage knockdown. Then blow it up. use it like a mesmer illusion. once it has done it’s job blow it.

Du’oh! So that’s what I’ve been doing wrong.

I always thought they were meant to be turrets because that’s what it said on the label and in what I thought were the instructions. I never realised that was all just marketing material from ‘Turret’, makers of high quality bombs for Engineers.

Now if only ‘Turret’ will keep improving the refresh rate on their bombs – those cooldowns between use are still way too high.

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Posted by: Yamsandjams.3267

Yamsandjams.3267

no, you missed the point. You can use turret. you just drop and overcharge at the same time. Its a large damage knockdown. Then blow it up. use it like a mesmer illusion. once it has done it’s job blow it.

Du’oh! So that’s what I’ve been doing wrong.

I always thought they were meant to be turrets because that’s what it said on the label…

That’s your problem right there. Any good engineer knows 98% of documentation isn’t worth the mass of the medium on which it is recorded. Except perhaps in the case of digitally formatted documentation since the weight of the actual data is infinitesimally miniscule.

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Posted by: redslion.9675

redslion.9675

What about Automated Response?

Automated Response trait: Grants immunity to conditions when the inflictor has over 100% duration.

What will that mean?

that now you are immune to condition that last more than 100% their normal duration?

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself