My Condition EG/SS/FT Build

My Condition EG/SS/FT Build

in Engineer

Posted by: BlinkTwice.7932

BlinkTwice.7932

Not sure if many of you remember a few weeks back I wsa having frustrations understanding engineer for sPvP. Im Glad to inform all that helped that the advice given was useful in I have made a build(not sure if unique or not) that works for my play style.

Weapons/Heal
Pistol/Pistol – Superior Earth/ Superior Fire Sigils
Med Kit

Runes/Amulet
Rune of Orrian
Rampager’s Amulet

Kits
Elixir Gun
Slick Shoes
Flamethrowr

Elite
Supply Kit of course

Traits
20 Explosives – Sharpnel, Incendiary Powder
30 Firearms – Precise Sights, Rifled Barrels, Coated Bullets
0 Inventions
10 Alchemy – Blood Injections
10 Tools – Speedy Kits(everyone loves speedy kits)

IGN: Tewlla/ Asura

This build is made of course around CD. I use Elixir Gun/ Slick Shoes/Flamethrower as my Utility skills. On that know I should say now that I really only have these two for Belt skills. Stun breaker on EG and Extra Burn damage to flood in. I only use the Flamethower If im accompanied by someone to do some burst damage with Flame Blast and CC around a Point with people. On the other hand I use Elixir gun when needed mostly for a heal aoe and the Fumigate. Again this is usually while accompanied. Slicks Shoes is to knock down people to land some easy hits in and let the ticks keep going then Glue gun afterwards. In case of emergency Use the Supers Speed tool belt skill and medkits to heal and haul.(no point and giving the other team another 5 points)
The build isnt a bunker, but if finagled right you can staay on a point for some time. (air bunker and napalm) I usually Roam with constant superspeed and cap points that need to be caped(superspeed boots are wonderful to get out of battle and to the next point (Though im not sure if it was intended. tooltip says Run at double speed instead of grant swiftness with is 33% so…..seems legit).

I found myself In MUCH better match ups against heavy armor professions, Necros and Mesmers are still a pain in the butt to take down, ususally need company,. Against other Engies i have a 50/50 ratio. Elementalist are a problem burstwise so thats a haul moment for me personally if they use dagger dagger.
Cant think of anything else that i may need to cover so Id love some feed back or ideas. Again thnks for all the help. The Engie community is so well bonded haha.

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lvl 80 Bunker Engi Brooke Allana

My Condition EG/SS/FT Build

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Posted by: Ralkuth.1456

Ralkuth.1456

Vigour in Alchemy can be nice, gives you some dodges.
Don’t forget Incendiary Ammo gives you large burn stacks.
Elixir S and Toolkit are great mitigation tools, try them out sometime? Rampager is rather squishy (ran HGH Rampager before).
Seems ok to me… superior earth and fire share a CD i think (5 seconds), better off with an always on/on kill sigil on one hand.

5 useless class titles
Carrying enemy team since 2012
“Multiclass implies you can actually play the class” – a certain royalty

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Posted by: BlinkTwice.7932

BlinkTwice.7932

Thanks for the in
put. Ill keep working on it.

lvl 80 Bunker Engi Brooke Allana

My Condition EG/SS/FT Build

in Engineer

Posted by: John Widdin.9618

John Widdin.9618

I may be missing something, but Shrapnel doesn’t effect anything in your build.

You could easily drop that, and shove it into Alchemy, primarily for the 8% transmute, or instead into inventions for stabilized armor, then take your neck gem and swap it for something a bit beefier. I would then drop blood injections for protection injections. this is a 53%ish decrease is damage taken when stunned or knocked down.

This will help you a bit against necromancers. You probably won’t kill them, but you’ll live longer.

Rocket boots (20s cooldown) will compliment your build via a high duration burn, and get you just as far + cleanse soft CC, compared to Slick shoes. Only upside is the added Knockdown and stun break, but it’s a 1 minute cooldown for the CC.

You will also be able to use Rocket boots + Acid bomb to cover large distances.

(I personally don’t consider medkit to be all that great, because of the waterfield given by Healing turret, but that’s all preference. With that build you could easily blast that field 3 times.)

And as previously mentioned, your sigils share cooldowns, might consider something else. I say drop the Earth for Geomancy.

Zachary ~ Mesmer/ John Widdin ~ Warrior/ Zazmataz ~ Engineer
Maguuma – [TriM][DERP]

(edited by John Widdin.9618)

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Posted by: MentalPause.9183

MentalPause.9183

I may be missing something, but Shrapnel doesn’t effect anything in your build.

Your not, and just to be clear Shrapnel DOES NOT effect the explosion from pistol shots.

Also since sigil of Earth and Fire share a cooldown I’d suggest dropping Earth for a Sigil of Geomancy.

The other thing I noticed is that your running Flamethrower and Elixir Gun but your not running Fireforged Trigger for the reduced cooldown on both kits. I’d consider dropping Precise Sights for it.

- Oresan

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

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

I may be missing something, but Shrapnel doesn’t effect anything in your build.

Your not, and just to be clear Shrapnel DOES NOT effect the explosion from pistol shots.

Also since sigil of Earth and Fire share a cooldown I’d suggest dropping Earth for a Sigil of Geomancy.

The other thing I noticed is that your running Flamethrower and Elixir Gun but your not running Fireforged Trigger for the reduced cooldown on both kits. I’d consider dropping Precise Sights for it.

- Oresan

Explosives:
Actually Shrapnel always at least effects the bombs from Evasive Powder Keg, although it is really only useful with bomb or grenade kit (or both). Try Enhance Performance instead or move 10 points elsewhere (Stabilized Armor, Protection Injection and Invigorating Speed are really nice).

Firearms:
Precise Sights is not very useful for a condi build, as condition damage is unaffected by vulnerability. If you spend most time with pistol/pistol, Hair Trigger is a much better choice.
I never use Rifled Barrels in sPVP as most fights take place at ranges well below 900.
I’d suggest moving 10 points elsewhere (see above) or try Napalm Specialist/Modified Ammunition.

Alchemy:
In my opinion almost every other adept trait is better than Blood Injection, which only gives you a bit more condition damage.

Sigils:
Fire and Earth share a cooldown. Try using one with and one without cooldown, e.g. Earth + Corruption, Geomancy + Accuracy, Energy + Perception

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

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Posted by: BlinkTwice.7932

BlinkTwice.7932

Thanks for the tips guys. I suppose a bit of trait rearranging is in order. Was hoping sharpnel counted the pistol explosion but i suppose not. Ill try something all of you have mentioned and come back with the results. thanks again.

lvl 80 Bunker Engi Brooke Allana

My Condition EG/SS/FT Build

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Posted by: vinceftw.5086

vinceftw.5086

I thought on swap sigils have a 10 sec cooldown?

Elxyria – Engineer / Deluzio – Mesmer
Quickblade Vince – Thief
The Asurnator – Elementalist

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Posted by: Brew Pinch.5731

Brew Pinch.5731

OP, my suggestions:

  • Those sigils run on the same cooldown timer. Pick one (fire) and then change the other to a passive or ‘on kill’ sigil (corruption).
  • Switch to Rabid stats for vastly superior survivability, pure DPS stats only really work for Thieves or Mesmers (tonnes of evade, invuln, stealth and/or distractions).

Good luck!