My Engineer Build: Gadgetnaut

My Engineer Build: Gadgetnaut

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Posted by: BlindedPeace.8736

BlindedPeace.8736

Evenin’ Engie forums! I was toying around with my engineer, and came to the conclusion that gadgets were rather underused. So, I decided to try a build using some of these gadgets along with my flamethrower, due to me being a pyromaniac. After some field testing in Malchor’s Leap, I was thrilled with the results.

Link here (May need to copy/paste) :

http://gw2skills.net/editor/?fcEQJAqelspya37y2F17IxIFkmzgeA46eXRKecjB;T0AZVCqkUpqSRFlSGlEKZVypkUpxIzIA

Weapons: Pistol/Shield (changeable), Flamethrower

Sigils: Superior Sigil of Rage (10% on critical, gain 3 seconds quickness [45 sec CD]), Superior Sigil of Accuracy (10 precision per kill, up to 25 stacks. Ends on down).

Runes: Superior rune of Rage (10% Crit Damage, Fury duration, chance for fury (30s) when hit, 5% additional critical damage while under the effects of fury).

Healing/utilities: Elixir H, Flamethrower, Rocket Boots, Utility Goggles, Supply Crate
Traits:
Firearms 30, “Precise sights”, “Fireforged Trigger”, and “Juggernaut”
Alchemy 20, “Fast Acting Elixirs”, “Deadly Mixture”
Tools 20, “Static Discharge”, “Speedy Gadgets”

This build prioritizes in critical hits. This reinforced my choice of the flamethrower; as the standard attack hits ten times, and moar hits means moar crits.

  • Critical hits have a 50% chance to inflict Vulnerability, due to “Precise Sights”.
  • Critical hits have a 10% chance to grant quickness for 3 seconds, due to “sigil of rage”.
  • Due to the full set of “Superior Runes of Rage”, Critical hits inflict 10% more damage (15% under the effects of fury).
  • Fireforged trigger and Deadly Mixture increase Flamethrower damage, while reducing cooldowns on flamethrower skills.
  • Juggernaut gives 200 toughness and a permanent 5-7 stacks of might. Sounds good to me.

So, to type it all out (yay space wasting!), critical hits are very important. To capitalize off of this, I would recommend Berserker gear or Valkyrie gear; Both grant crit damage.

About my utilities: Utility goggles.

Utility Goggles are, in my opinion, extremely underrated. They break stun, grant fury, and render you immune to blind for 12 seconds!

  • Utility goggles break stun, grant fury, and render blind useless.
  • Cooldown is 40 seconds (32 traited)— same as Elixer B.
  • Analyze applies 10 stacks of vulnerability instantly— no cast time— on a 33.25 second cooldown.
  • Analyze also triggers Static Discharge, which means a free attack without breaking your chain.
  • The “Speedy Gadgets” trait reduces the cooldowns for both this and Rocket boots.

Now for Rocket Boots.

The inclusion of Rocket Boots is harder to justify. While I find them hilarious, they are rather useless at first glance (a stun breaker that puts you into a stun? really?). The allure in them is the toolbelt skill, Rocket Kick.

  • Rocket Kick is a small AoE that inflicts a heavy burn.
  • This burn is influenced by might, which is received from the Juggernaut trait.
  • Rocket Kick has a 16.75 second cooldown (traited). This leads to frequent burns and static discharges.
  • The Rocket Boots themselves are a blast finisher. Use this with the flamethrower for some tasty area might.

The rocket boots are moreso personal preference. If you wish to swap them out, Elixir U (quickness) or Elixir B (fury/might/swiftness/retaliation) are also good ideas.

  • U’s on-demand quickness leads to some hearty DPS. 48 second CD, traited.
  • B’s boons include fury, which can lead to some healthy fury stacking.
  • Both of these skills benefit from the Fast Acting Elixirs trait, granting reduced CD.

Anyway, that’s about it. Let me know what you think, I’ll be happy to answer questions/take feedback. Happy engineerin’, Engineers!

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

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Posted by: Kronosfear.7548

Kronosfear.7548

Hi. Before I begin, pardon some hesitation on my part to comment since I myself have not put forth any builds on the forums and therefore feel… a little bit noobish.

First off, utilizing Rocket Boots just for the Rocket Kick (with emphasis on Rocket Kick) is probably a reason in practice that this particular gadget is underused. That’s already a skill slot unused and by extension makes Speedy Gadgets pointless. We both understand the depressing downside of Rocket Boots (breaks a 2 second stun with a 4 second knock back. Whoop-de-doo).

Goggles are a little awkward. To optimize its use, I’d have to get stunned first and only then will I enjoy the benefits of fury and blind immunity. The good side is the toolbelt skill Analyze. Such a situation falls under the same argument as the previous paragraph.

I believe these are the reasons why gadgets are under used. They can be used in PvE, where mobs are single-minded and predictable, but not as much as you’d hope they’d prove to be effective.

Perhaps you could figure out how to fit in the other gadgets in your build. To be specific, Personal Battering Ram and Throw Mine. They both have nice cooldowns and a definite crowd control at your disposal. Their toolbelt counterparts are also good.

Happy playing.

“Conversation enriches the understanding, but solitude is the school of genius.”
- Sir Edward Gibbon

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Posted by: BlindedPeace.8736

BlindedPeace.8736

Thanks for the reply! Yeah, i was very skeptical about rocket boots. I forgot all about mines though, that was rather silly of me.

As for utility goggles, you get fury and immunity to blind regardless of breaking a stun. And as goofy as the rocket boots themselves are, the four-second blastback has saved my hide once or twice. Then again, it was Pve. Noooo way would i bring those to WvW.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

My Engineer Build: Gadgetnaut

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Posted by: Linc.6834

Linc.6834

building around gadgets seems kind of backwards if you ask me. Usually they will add to a build as a stunbreak or something. But I’ll add my 2 cents.
I agree that goggles are weird in that breaking stun is a defensive action but gives you offensive buffs. And rocket boots are just silly, although together they play differently because using the boots to fly back then the goggles to get up quickly could be advantagous. If we could have any sort of reliable stability they might be worked in.

The other gadgets aren’t much better, throw mine has a teenie tiny area for it to get triggered, not to mention a big red circle for the enemy. And I believe that its not effected by the cooldown reduction, or at least I think the toolbelt isn’t. PBR can be loads of fun tho. But once you go toolkit its really hard to use anything else.

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Posted by: gimmethegepgun.1284

gimmethegepgun.1284

If I may, if you don’t have HGH or Cleaning Formula 409, there’s little reason to use Elixir H.
If you use Medkit, your heal recharge rate benefits from your high Tools and you can swap out Fast-Acting Elixirs for something more useful, like Self-Regulating Defenses.

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Posted by: coglin.1496

coglin.1496

building around gadgets seems kind of backwards if you ask me. Usually they will add to a build as a stunbreak or something. But I’ll add my 2 cents.
I agree that goggles are weird in that breaking stun is a defensive action but gives you offensive buffs. And rocket boots are just silly, although together they play differently because using the boots to fly back then the goggles to get up quickly could be advantagous. If we could have any sort of reliable stability they might be worked in.

The other gadgets aren’t much better, throw mine has a teenie tiny area for it to get triggered, not to mention a big red circle for the enemy. And I believe that its not effected by the cooldown reduction, or at least I think the toolbelt isn’t. PBR can be loads of fun tho. But once you go toolkit its really hard to use anything else.

I use a 3 gadget build alot. The benefit of it is that in a 1 v1 i can generally kill an enemy, literally without being touched. I can literally keep them flat on their back the entire fight. Downside is that gadgets have no condition removal.

Poor craftsman blame their tools. Poor players blame their Engineer.

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Posted by: Kronosfear.7548

Kronosfear.7548

Anyone tried having a Stability boon, and then use Rocket Boots?

Will it turn to a backward leap (like a reverse Rifle 5) or will the knockback effect persist?

“Conversation enriches the understanding, but solitude is the school of genius.”
- Sir Edward Gibbon

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Posted by: gimmethegepgun.1284

gimmethegepgun.1284

Anyone tried having a Stability boon, and then use Rocket Boots?

Will it turn to a backward leap (like a reverse Rifle 5) or will the knockback effect persist?

Presumably you won’t move at all, like Overcharged Shot during Stability.

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Posted by: Kronosfear.7548

Kronosfear.7548

Anyone tried having a Stability boon, and then use Rocket Boots?

Will it turn to a backward leap (like a reverse Rifle 5) or will the knockback effect persist?

Presumably you won’t move at all, like Overcharged Shot during Stability.

Well if a similar situation is put forth, then perhaps the same would apply to Rocket Boots. Thanks.

I guess that’s another awkward skill for an engineer that has just been made more awkward than before.

“Conversation enriches the understanding, but solitude is the school of genius.”
- Sir Edward Gibbon

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Posted by: jerome.1582

jerome.1582

Try using smoke bomb before using rocket boots. Only condition damage can kill you.

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Posted by: BlindedPeace.8736

BlindedPeace.8736

Woah, thanks for the feedback. Yeah, after looking into my traits I decided to go with the medkit. Don’t know why I didn’t think of it sooner, lol.

As for rocket boots with stability, you don’t fly off and you don’t get self-cc’d. I love having a guardian around for that.

I agree that mines are a little awkward to use. They have fantastic damage output (least the toolbelt skill), but the randomness kills me. I’ve yet to try the battering ram, though. Might synergize well with the flamethrower, cause that knock-back shouldn’t obstruct the #2.

Edit: Forgot to mention, you can get stability from Elixer S’ toolbelt skill (if it makes you giant). Not sure if being tiny will negate the cc or not, but you won’t need a stunbreak then anyway.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

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Posted by: djtool.8372

djtool.8372

Battering ram is a good gadget for rifle users.

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Posted by: Kronosfear.7548

Kronosfear.7548

Woah, thanks for the feedback. Yeah, after looking into my traits I decided to go with the medkit. Don’t know why I didn’t think of it sooner, lol.

As for rocket boots with stability, you don’t fly off and you don’t get self-cc’d. I love having a guardian around for that.

I agree that mines are a little awkward to use. They have fantastic damage output (least the toolbelt skill), but the randomness kills me. I’ve yet to try the battering ram, though. Might synergize well with the flamethrower, cause that knock-back shouldn’t obstruct the #2.

Edit: Forgot to mention, you can get stability from Elixer S’ toolbelt skill (if it makes you giant). Not sure if being tiny will negate the cc or not, but you won’t need a stunbreak then anyway.

If you’d persist with rocket boots, try getting Alchemy VI – Protection Injection and see if the knockback from the rocket boots will trigger the protection. Though I don’t see it being viable, at least it’s something for you to test.

“Conversation enriches the understanding, but solitude is the school of genius.”
- Sir Edward Gibbon

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Posted by: BlindedPeace.8736

BlindedPeace.8736

So I swapped out rocket boots for Battering Ram, and oh my god it’s fantastic. Enemy gets close, use the poison dart volley (#2 pistol), block and stun with shield, Battering ram, Flamethrower #2, ???, profit.

Plus, it’s awesome hearing my engie yell “Surprise!” whenever I use it.

Reyson Aedric, Engineer
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”

My Engineer Build: Gadgetnaut

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Posted by: MrSilver.5269

MrSilver.5269

I played with a gadget build for the longest time, and came to terms with the fact that the alchemy build was better for me.

For my playstyle Elixir B and U are absolutely must haves, and as much as I LOVE slick shoes, I found that Elixir S has way too many uses. As such, I generally trait for the reduction of cool-downs for Elixirs, condition removal, and either self-regulating defenses, projection injection, or invigorating speed, or potent elixirs. All of those traits are so good, you could make an argument for all of them. IMO, alchemy has the best traits of any that we have.

It would be nice if they would merge potent elixirs together with fast acting elixirs into one traid (reduce cool-down AND increase duration).

Just my opinion.

But I’m trying, Ringo. I’m trying real hard to be the shepherd.

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Posted by: Kai.3680

Kai.3680

I played with a gadget build for the longest time, and came to terms with the fact that the alchemy build was better for me.

For my playstyle Elixir B and U are absolutely must haves, and as much as I LOVE slick shoes, I found that Elixir S has way too many uses. As such, I generally trait for the reduction of cool-downs for Elixirs, condition removal, and either self-regulating defenses, projection injection, or invigorating speed, or potent elixirs. All of those traits are so good, you could make an argument for all of them. IMO, alchemy has the best traits of any that we have.

It would be nice if they would merge potent elixirs together with fast acting elixirs into one traid (reduce cool-down AND increase duration).

Just my opinion.

The merge would be a dream for elixirs. I always hoped there would be a trait that would allow a 0 cast time for all elixirs such that you could activate the elixir the same as a guardian or warrior would there shouts. It could be something along the lines of injected elixirs or whatever. Being able to vent the elixirs just like the regen mist of the elixir gun would also be a nice option.

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Posted by: runeblade.7514

runeblade.7514

Elixir B + Utility Goggles are the best combo ever.

You get an almost perma-fury from that skill.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: Direksone.3867

Direksone.3867

Definately looks interesting! I might look into Gadgets more for PvP! Too bad we can’t save a build for WvW. My PvE build SUCKS in WvW.

Blood And Metal is a guild on Gunnars Hold that is all about metal, punk,hard rock etc.. Join us!

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Posted by: Chickenshoes.6250

Chickenshoes.6250

Should consider food for your build. Everyone should really. It gives serious stats and anyone that isn’t using it, unless they’re screwing around or chilling in LA is missing out.

Take a look at Ghost Pepper Poppers. Ridiculously cheap. All it takes is peppers and cheese with cheese being an insignificant karma expense.

40% chance to cause might on critical during the day
40% chance to cause chill on critical during the night
+10 Experience from kills

At night it becomes a chillthrower. How cool is that?

Also good maintenance oils, while not as cheap, stack with food and can give +precision.

Don’t tell the other classes….

(edited by Chickenshoes.6250)