Need Advice (sPvP, WvW, etc)
welp, having vitality is mediocre anyways…
without toughness it just buys you time, but if you trade it for dmg, you will sabotaged yourself.
anyways, about your build:
your skills are fine – the typical kit-swapper
traits – full bunker / bombhealer.
welp, there is problem number one. you may buy (a giant amount since all this toughness + heal) time for your team, but even with this spec, you just will eat alot dmg until you finally fall over, without even having troubled your enemy.
with the current traits, there isn’t really anything I could advise to swap since I think that you need to re-build it completely.
this time you should focus on explosives and/or firearms and/or tools. if you have points left, you still can go for invigorating speed and precision infusion for all the defense you actually need (remember, you still have your blocks, stuns and heals)
and about your amulet: try knight
here again you’ve chosen bunker-play above everything else, and since the engi-skills only scale mediocre with power, we’re dependant of crit-chance and -dmg.
if knight doesn’t makes you happy, you could always go full condi with your kit-swapping. but then I’d recommend nades over bombs
I think the build you have is a good starting ground but it seems to me that you are trying to do several things at once.
In my opinion, Rifle is best for neutralising a point and keeping it contested but is not so good at defending a point. P/S would be more optimal if you want to defend and hold a point which is what your utilities are primed for.
Likewise, I feel your attempt to go into Power is a bit redundant when you won’t be attacking most of the time as you would be busy dropping Medkits/Blocking.
My suggestion would be to decide what you want your build to do and spec for it rather than trying to be a bunker & assaulter at the same time.
Here is my far-point assaulter build which I use in tPvP:
http://gw2skills.net/editor/?fcAQFAUlIq6ZH5SrF1LJxIFdW0hKYfQFyroH53yOG-TkAg2CrIMSZkzIjRSjsGN+A
With my build, I can decap very very fast and generally hold up 1v2 with my many dodges/Blocks/CC. If I feel I’m about to die, I can Rifle 5 in a Smoke Field or Healing Mist to escape, heal up and go back in to decap again. While the build won’t “win” 1v2, you can definitely tie them up for a very long time while contesting the point.
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard
(edited by chungiee.8764)
Thanks for the replies, this is the build I used to run, but felt like I died WAY too fast to condition spam classes (I feel like they can drop my “bunker” spec fast, but it was much worse with this spec):
http://intothemists.com/calc/?build=-VRR;2cP-i0m53UFx0;9;4T-E9E18A;13;05;05;0Sc0;3jwmAjwmA2FS
I am considering trying it again, but with the Healing Kit. I go back and forth on Protection Injection vs Invigorating Speed.
I guess my goal is to find a build with a reasonable chance in any 1v1, and survive a 1vX, because so many of my tPvP games have come down to these situations.
Get a amulet that brings some dmg to the board if 1on1 is your focus. With clerics(settlers might be ok, but suboptimal as well in my eyes) you will hardly kill anyone without supply crate.
Engi has tons of active def-skills to handle power specs plus dumbsh*t passive def(AR(plz finally kill it A-Net!!!)) to handle condispecs. That should be enough to defeat your opponent if you´re able to dish out some dmg. You don´t need to rely on def-stats that much. Better look out to bring some vigor/block/blind/stun/snare while dishing out good dmg, thats much better def than any stat could offer.
A neutral far point may be fine, but dont overestimate it. Youre team is still playing 4on4 for 2 points while yours is neutral, so wheres the huge advantage? Often you would do better to help in teamfights/def close if your opponent is camping far, so you´re fighting 5on4 for 2 points while they hold 1. If youre able to kill fast or far is undefended → go for it in a good situation.
So in my point of view, its not that usefull to just skill for neutralizing farpoint and running there like a lemming anyway. But if you wanna do, at least bring some dmg to kill quite fast, what means at least 2 offense stats on your amulet.
I guess my goal is to find a build with a reasonable chance in any 1v1, and survive a 1vX, because so many of my tPvP games have come down to these situations.
Not sure how long you expect to survive a 1vX but have you tried this build? It seems fairly popular at the moment:
http://intothemists.com/calc/?build=-VRw;2cPVi0m53UFx0;9;4T4-JE18A;458-5;0Sc0;3hoHAhoHA2Fn
Elixir S doesn’t have the res of R but it does give you double stealth and a invulnerability to escape. I’d also suggest P/S over P/P for Blocks/Stun/Knockback.
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard
I guess my goal is to find a build with a reasonable chance in any 1v1, and survive a 1vX, because so many of my tPvP games have come down to these situations.
Not sure how long you expect to survive a 1vX but have you tried this build? It seems fairly popular at the moment:
http://intothemists.com/calc/?build=-VRw;2cPVi0m53UFx0;9;4T4-JE18A;458-5;0Sc0;3hoHAhoHA2Fn
Elixir S doesn’t have the res of R but it does give you double stealth and a invulnerability to escape. I’d also suggest P/S over P/P for Blocks/Stun/Knockback.
The main reason I use Elixir R is for the self-rez. The endurance is just a side benefit.
Blowtorch does a lot of damage, I may mess around some with the shield though.
I am currently using the Med Kit, but not sure if I should switch to Healing Turret. I can’t figure out which one I like more.
(edited by Tsyras.5274)
