Just came back about a week or 2 ago after a few month break and found that my old grenade spec was now worthless. I always used the flamethrower before and set out to make a new build centered on it. It’s intended to survive as part of the group while maintaining consistent control, condition damage and escape abilities against multiple enemies. I’ve been testing it out for a few days in wvw and with solo farming and explorable dungeons.
http://en.gw2codex.com/build/23139-pve-wvw-flamethrower-engy
The toolkit gets subbed out occasionally(blasphemy) for something else like elixir U, elixir gun etc. I’ve found with kit refinement you can double down on super elixir every 20 seconds really helping to heal yourself and your allies. I also switch around some of the traits depending on the situation. Kit refinement going to Speedy Kits or a few others going to fit needs. With this build I work precision/condition gear with others mixed in and have a 100% burning uptime on anything i’m using #1 on. With 1000 condition damage and the might stacks up I do 100/tick on the bleeds on a little over 600/tick on burning. With a sigil of air the damage really starts of add up.
One of the things I really love about this build is that it terrifies thieves. You pop elixir S right as they start and you can blow all their points and they can’t hide from a randomly spraying flamethrower. Thieves that rush in trying to abuse the stealth and culling issues find themselves downed by the consistent damage the FT puts out.
I also like to play this somewhat like a tf2 pyro, so it’s more of a honey badger build. You can single handedly keep people off the door of a keep/tower with the sustainability and self-healing. Zergs and large groups will always scatter as well when you start charging and put the fear of god into them with fire spraying everywhere, even if you’re not actually hitting them. I use the rifle as a harass and control because I really hate the letting people get away thing, particularly thieves. Another thing I like to do is save toss elixir S as an extra escape. Nothing baffles pursuers more when you throw down junk to cripple people from toolkit then stealth for 4 seconds.
This also works very well with the elixir gun which personally I’ve liked better using than the tool kit most of the time. You can get the #1 shot on people for awhile and build up that weakness and bleed on them. It makes you win a good number of fights as well when the enemy can’t dodge and often hits for half. Without the big damage shots either they don’t always see it’s coming till they’ve got a lot of bleeding and have no endurance left to get away. In dungeons the double down on the healing circle is invaluable to keeping yourself and your group alive.
While not being focused in one area of having any kind of burst damage I’ve found that I can constantly find a niche or role to work with and still do respectable and steady damage over time. The sheer number of escape abilities and survivability with the elixir gun equipped is pretty staggering as well. I suggest this for the engineer who thinks that there is always something that they could be doing to help and effect the battle.