“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”
My Engineer Build: Gadgetnaut
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”
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.
- Sir Edward Gibbon
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.
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”
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.
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.
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.
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?
- Sir Edward Gibbon
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.
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.
- Sir Edward Gibbon
Try using smoke bomb before using rocket boots. Only condition damage can kill you.
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.
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”
Battering ram is a good gadget for rifle users.
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.
- Sir Edward Gibbon
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.
“Sure, if by “diplomacy” you mean “pry-bar-to-faces.”
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.
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.
Elixir B + Utility Goggles are the best combo ever.
You get an almost perma-fury from that skill.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
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.
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)