New GM Trait Synergy?

New GM Trait Synergy?

in Engineer

Posted by: Shaogin.2679

Shaogin.2679

So with Synaptic Overload granting 5 secs of quickness on 20 sec cd on knockbacks, could it possibly synergize very well with the knockback from Bunker Down mines?

If so, could we be looking at a decent melee FT build, seeing as how the FT crits often and would be dropping mines every 2 secs possibly?

And even if you take out the traits in Explosives and instead invest into a Flamethrower bunker build, it seems Bunker Down is a trait that will synergize amazingly well with the FT kit, protecting you from many melee attackers, while possibly investing 30 into Inventions to gain projectile reflections and slotting Healing Turret and Flame Turret?

Not sure how all this will play out, but I am definitely interested.

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Posted by: ellesee.8297

ellesee.8297

i don’t think bunker down mines will knockback. it would be pretty op don’t you think? knockback on 2 sec cd.

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Posted by: Shaogin.2679

Shaogin.2679

I don’t know, from what a read it looked like it would function just like current mines except they would not remove boons. I suppose it could be OP when point holding. But outside of that it would be a nice tool to stand toe-to-toe with melee fighters.

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Posted by: Adamantium.3682

Adamantium.3682

I also do not think Bunker Down will have knockback. I think it is a reserve mine.

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Posted by: WEXXES.2378

WEXXES.2378

Even if it was a reserve mine, those things can do quite a bit of damage (2-2.5k crits)

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Posted by: Alyssa.7254

Alyssa.7254

I thought they stated in one of those dev speaks on their twitch channel that it would not knock back.

Either way, I think the traits look promising. The only one that bothers me is the turret trait that buffs going into alchemy.

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Posted by: Anymras.5729

Anymras.5729

I thought they stated in one of those dev speaks on their twitch channel that it would not knock back.

Either way, I think the traits look promising. The only one that bothers me is the turret trait that buffs going into alchemy.

That really is an awkward place for a Turret trait – Alchemy is a traitline with nothing for Turret-users, aside from Blood Injection (which buffs Condition Damage by a percentage of Vitality, thereby buffing the Flame Turret), after all. I think the theory is that Alchemy is for party support…but Alchemy is almost exclusively Elixirs, Flamethrower or Elixir Gun.

I’ll be giving it a shot, since I don’t really care for Deployable Turrets and I think it sounds very useful, but I really would like to have some more benefit for my turrets from the Adept or Master traits.

New GM Trait Synergy?

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Posted by: Chaith.8256

Chaith.8256

Don’t complain about a Turret Grandmaster in Alchemy.

There are plenty must-have defensive traits in the Alchemy line that you can use for the Adept and Master level traits. And Alchemy is the Boon Duration line.. Experimental Turrets scales off of Boon Duration so..?

Honestly, why would anyone care about taking Metal Plating or Autotool Installation? Instead of traiting for an insignificant increase on an insignificant aspect of your build (keeping turrets alive, long term), you could pick up actual good traits.

We received two Turret Grandmasters… the one without boons is in Inventions, and the one with boons is in Alchemy. Would you rather the boon based Experimental Turrets go Explosives, Firearms, or Tools?!

All of you are crazy.

http://gw2skills.net/editor/?vcAQJAqelUUpErVWxqKseNiMqQnJ6h+ZZAwnH0FbBhA-ToAAzCuIkRJjTGjMSZsyMEZKA

Will be a legit build. :P

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(edited by Chaith.8256)

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Posted by: insanemaniac.2456

insanemaniac.2456

i think so too. do turrets reveal you? havent tried, cant play

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New GM Trait Synergy?

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Posted by: Chaith.8256

Chaith.8256

i think so too. do turrets reveal you? havent tried, cant play

Turret autos do not, no. Detonations I believe, do.

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Posted by: Uhtameit.2413

Uhtameit.2413

That really is an awkward place for a Turret trait – Alchemy is a traitline with nothing for Turret-users, aside from Blood Injection (which buffs Condition Damage by a percentage of Vitality, thereby buffing the Flame Turret), after all.

Please, that barely enhances your condition damage even if you have lots of vitality.

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Posted by: Uhtameit.2413

Uhtameit.2413

Looks nice, but also looks like insta-death against conditions (no vigor except if the healing turret procs so less dodges, no TK block or rocket boots to kite or anything). On the plus side, as long as thumper turret is alive you’re unkillable.

(edited by Uhtameit.2413)

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Posted by: ellesee.8297

ellesee.8297

that build would be better off running energy instead of smoldering. you literally get nothing from smoldering even with the 20% burn duration. no extra burn ticks from flame turret toolbelt, flame turret, incendiary powder, or balth 6 piece.

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(edited by ellesee.8297)

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in Engineer

Posted by: Chaith.8256

Chaith.8256

Looks nice, but also looks like insta-death against conditions (no vigor except if the healing turret procs so less dodges, no TK block or rocket boots to kite or anything). On the plus side, as long as thumper turret is alive you’re unkillable.

Engis insta die against conditions, how will Toolkit block and a bit more vigor change that?

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Posted by: Chaith.8256

Chaith.8256

that build would be better off running energy instead of smoldering. you literally get nothing from smoldering even with the 20% burn duration. no extra burn ticks from flame turret toolbelt, flame turret, incendiary powder, or balth 6 piece.

Correct, I thought with Smouldering you’d be at 100%, but only 95%

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Posted by: Uhtameit.2413

Uhtameit.2413

Looks nice, but also looks like insta-death against conditions (no vigor except if the healing turret procs so less dodges, no TK block or rocket boots to kite or anything). On the plus side, as long as thumper turret is alive you’re unkillable.

Engis insta die against conditions, how will Toolkit block and a bit more vigor change that?

I just…like…to live a little bit longer

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Posted by: Adamantium.3682

Adamantium.3682

that build would be better off running energy instead of smoldering. you literally get nothing from smoldering even with the 20% burn duration. no extra burn ticks from flame turret toolbelt, flame turret, incendiary powder, or balth 6 piece.

The bolded is not correct. When building burn duration you do not need to worry about the extra tick like you do with bleeding. The duration stacks, so applying two burns of 2.5 seconds each gets you an extra tick even though each individual burn is not going an extra tick.

I do agree that Energy is a better choice for this build, I just disagree that Smoldering does nothing unless you get full ticks out of each burn.

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