Need advice/help with this Engi PVE build
What I have been told as a best solo setup on r/ by Nike:
“64040 rampagers armor, givers weapons and assassins earrings and berserker rings, amulet and backpiece. Runes of the Aristocracy, Sigil of Strength, Sigil of Force/Night/Slaying to taste”.
He told me that NoTrigger was testing different builds. I have no idea how it end up.
When I solo, I use the normal zerker setup.
Thats a video from before sin was introduced, he used rabid gear…. http://www.youtube.com/watch?v=Qx96chY48wI
What I have been told as a best solo setup on r/ by Nike:
“64040 rampagers armor, givers weapons and assassins earrings and berserker rings, amulet and backpiece. Runes of the Aristocracy, Sigil of Strength, Sigil of Force/Night/Slaying to taste”.
He told me that NoTrigger was testing different builds. I have no idea how it end up.
When I solo, I use the normal zerker setup.Thats a video from before sin was introduced, he used rabid gear…. http://www.youtube.com/watch?v=Qx96chY48wI
It’s worth mentioning that lupi has heavy armor so it naturally benefits condition builds more.
Yes, I agree, ty.
I linked the video to show rotations as was asked by the OP.
I wouldn’t use elixir U. Quickness in PvE is just too situational, and endurance regen is precious. I hate giving that up.
The build and skill rotation set up by DnT is very very good. Someone linked it above, but I added links below to the up to date version (I think). If you pug a lot though, you’re going to benefit from knowing what to change up. I may add more grenades to my rotation to stack the most vuln I can. I may switch out EG for bomb kit so I have access to another fire field and blast finisher for might stacking. This decreases my personal dps, but is a greater benefit to a poorly organized party. It’s only worth doing if nobody else is paying attention to defiance, since Big Ol’ Bomb messes up planned interrupts very easily. Bomb kit can also be a lifesaver in paths where your party is struggling with a trash run, doubly so without a thief in your party (since you can stack stealth). Solo runs are another issue entirely. So, tl;dr: the optimal utilities to take from a pure dps standpoint are grenade kit, elixir gun, and flamethrower. But bomb kit, tool kit (for blocking and pulling), elixir R, utility goggles, elixir C and slick shoes are all things I’ve used in PvE to great effect. They’re just highly situational.
If I’m running solo, or with a party lacking a banner of discipline, I use precision/ferocity food. With group buffs (at least banner of discipline and maybe spotter too) I use power/ferocity food. The new utility buffs, bounteous and furious maintenance oils are GREAT general utility buffs that also extend boon duration. Mob specific ones are better if you’re dungeoning though. If your party needs more vuln stacks, any food that provides condition duration is going to help most with that.
As for weapons, I very rarely use anything but rifle. Pistol/shield is better in difficult solo situations, especially against high toughness bosses like GL, but in a party you’ll generally have someone who can reflect. I prefer just taking the trait “invigorating speed” to gain vigor when I gain swiftness, if I need more survivability, or tool kit. Sigil of energy probably does the same job without the retrait. If you really like pistol/shield, go with it, I just find that rifle suits me better.
This build: http://www.dtguilds.com/forum/m/6563292/viewthread/15457607-dnt-engineer-build-9914/page/2/post/78787174 and this rotation: http://www.dtguilds.com/forum/m/6563292/viewthread/15386797-optimal-dps-rotation are the best you can do from a damage standpoint. Like I said, I modify this when it better suits the party and situation.
I use strength runes and berserker’s gear (with assassin’s rifle), since that offers me the most utility in the greatest number of potential situations. Assassin’s gear/berserker’s trinkets with scholar runes would offer slightly more damage output. Precision food tends to benefit me more than power based food, since I’m not using full assassin’s.
For trash run stealth stacking, my rotation is this: BOB, smoke bomb, healing turret, flame turret, detonate healing turret, vent/detonate flame turret, supply crate (just for the extra blast finisher), rocket boots. This should give you 12s of stealth if nobody else contributes blasts, and 2s more for every blast finisher your party adds. After the trash run I switch my utilities back to kits.
For might stacking, start in flamethrower. Put down BOB, throw down napalm, flame blast/detonate flame blast. Deploy and detonate healing turret. Switch to EG and use acid bomb. Immediately cancel to rifle and use jump shot (a leap, not a blast). You can throw down supply crate too. This gives your party 15 might, as well as giving you a fire shield from jump shot. If you take grenade kit over bomb kit (preferable from a damage/vuln standpoint), that’s cut down to 12 might without BOB. Not much of a loss.
For burst healing: BOB, healing turret/cleansing burst/detonate, BOB should explode while you’re switching to FT for flame blast/detonate flame blast, switch to EG and use acid bomb. I haven’t calculated the numbers on healing, but that rotation is 4 area heals (3 if you’re using grenades instead of bombs). That all has to happen quickly, since the water field doesn’t last very long. If you have a ranger or ele in your party, you have a bit more time to blast, as their fields last longer than yours does.
The only thing I would 100% change other than elixir U is your superior sigil of earth. You don’t need that, especially using pistol.
edit: Sinister, not Carrion, I get it now.
(edited by Elegy.2159)
Thanx for all the info Elegy
I have seen the video of the DPS engineer, but I wanted to experiment with the new sinister stats. I already use the Sin/zerk setup at this moment. But since Iam a little stubborn, I intend to make a sinister build just for the the fun of it.
Some changes to my build will be Giver weps/ and runes of aristocracy.
I think that would be some better choices right?
Yeah! I hope sinister works for you. It has engineer written all over it, but I haven’t personally found a way to make it viable in comparison to berserker’s or assassin’s. If you like it, I’ll definitely be giving it another try.
I totally forgot about Giver weapons and runes of aristocracy. Those would be excellent, I imagine. Especially Giver’s with condi duration food, that should push even your bleeds onto extra ticks. When I experimented with sinister, I used a lot of tool kit along with flamethrower and bomb kit. Burning and confusion are your highest damage conditions, so that’s something to keep in mind. Especially against enemies that attack quickly; confusion just melts them.
Let me know how it goes!
Iám duo-ing CM for the tokens right now with a guildie of mine (who needs the armour). Tbh, I think as long as condi-dmg will not get a good over-haul (pve) Direct damage will most likely surpass Condi-damage.
When the build is finished I will let you know how it works out in dungeons ect. Though I mostly play PVE and I do not play engi as my main character..
So i’ve done some build editing tonight and have made some changes to the build. Note: I dont have the build just yet, because I lack the tokens for buying 3 more Rune of the Aristocracy.
- removed sigil of earth for sigil of Battle;
- removed Exiler U/Toss Elixer U since it’s to situational and replaced it with Tool-kit for more condi.
- Replaced incendiary power with Enchance Performance (Another might stack):
So if use the might stacking combo which I got from Elegy it should look something like this, note that I use P/S instead of Rifle:
- Big O’l Bomb; (1)
- Napalm;
- Flame blast / Detonate Flame blast; (2)
- Healing Turret / Detonate Healing Turret (triggers enchance performance as well); (3)(4)
- Magnetic Shield / Magnetic Inversion; (5)
*Optional: Supply Crate; (6)
So without the use of Supply Crate this build would have 4 blast finishers on 1 fire field + 3 extra might for triggering Enchance Performance resulting in 15 might stacks. Runes of Aristrocracy should make the might last a while longer.
Other ideas, toughts, advice are still welcome
man, blasting 4 (or even 5 or 6 – you can blast 2 ft2) blasts at fire field would take u so long… it is cool when you have long fire field and your party helps you to blast – by 1 or 2 blasts from a man, but it is awfully annoing to do it yourself.
it is surely not the best way to play engi, why may even you need so much might uptime?
It really takes that long? Then I need to use the rotation at the start of combat if I have a party that does not stop to stack might before hand. I see your point Dimes, but I may have typed it wrong, I mean that I may be able to stack that might before hand it’s not like I need to.
The reason why I made the list is to have a comformation from Elegy that I understand the might stacking rotation.
Tbh, you would be surprised how many pugs dont stack might who are actualy better at might stacking then my engi…
go and try it at heart of the mists it takes about full napalm up time (10 sec).
also you can add Bomb2 fire field and blast it with ft2 again
and switch tk to thumper turret for 2 more blasts
Personally, I prefer Grenade over Flame Thrower because it stacks vuln and bleed better.
- doranduck, 2016 on Lore in Raids
man, blasting 4 (or even 5 or 6 – you can blast 2 ft2) blasts at fire field would take u so long… it is cool when you have long fire field and your party helps you to blast – by 1 or 2 blasts from a man, but it is awfully annoing to do it yourself.
it is surely not the best way to play engi, why may even you need so much might uptime?
Sounds like a lot to execute, I know. After a while playing engineer though, it becomes second nature. That’s why I use the fire field from flamethrower rather than the field from bomb kit, as the napalm lasts a long 10 seconds. There are ways to stack even more might with it. It just depends on your preference. I prefer taking another kit rather than a turret for 2 extra blast finishers. It’s nice to be able to change skills out of combat so easily; you can you always switch up on the fly. Why so much might uptime? Well, obviously because it scales with both power and condition damage, which makes the baddies die faster. Extra might duration from runes applies to might you give to others as well, which helps them make the baddies die faster too. Engineer is often responsible for more than half of the might a party has, so the extra duration is well worth it, imo.
In general, yeah, grenades are better than flamethrower. Flamethrower’s autoattack sucks, but having it around for the fire field/blind/blast finisher and easy access to burning from the toolbelt skill is awesome. Especially if you’re relying on condition damage, since burning deals so much damage per tick. FT wasn’t designed to be a heavily damaging weapon, I don’t think. It’s more useful for the utility (and farming, lol).
I mainly use FT for the napalm fire field and blast finisher. And I prefer bomb kit over grenade kit because I dont like to keep button-mashing to place the grenades, but I will give it a try.
I would like to thank all of you for your advice and help. Will get my last rune of aristrocracy to complete my build. I will give it some try-out and post the build in the build-thread for those who are interested.
Thanks again for all the help and advice.
Cheers