Hello my fellow engineers.
This build has been in my head since the ama and I wanted to share the theocrafted build and a few of my thoughts with you along with a few assumptions…
Basically this build focuses on heavy use of blast finishers. Alone by dodging and swapping to medkit you´ll have 4(!) blast finishers every 10 seconds. This build focuses on utilizing them to the maximum.
The Link only shows my choices of (future) kits, amulett, and and a sigil:
http://gw2skills.net/editor/?fdAQFAElsTpPr1ah2LA-T5wHwAl3fAwDAoYZAA
- Rifle: Burst, CC…
*Medkit: One of our Blast Finishers. Also nice synergies with my preferred runeset
*FT: Possible instant stability with new Juggernaut trait. who needs stunbreaks with this!? Firefield and low cd blast finisher. Also burning and knockback.
*Bombkit: blast finisher and knockback, firefield, confusion, everything. I looove this kit xD
*Motarkit: knockback, RUMORS of #3 becoming a waterfield… and even if it doesnt become one the #3 heal is nice… it will replace grenades for this build.
Last utility slot:
*Exlixir gun: in case juggernaut doesnt work as anticipated… maybe personal preference… blast finisher more heal, more poison…
*Toolkit: block pull… do i really need to explain this?
*Elixir R: more doges mean more blast finishers! also the ress is very nice
*Rocket Boots: blast finisher, mobility… and just because I like them!
Runes:
- Strength/Hoelbrak: You stack tons of might. Whether you want it or not!!!
- Altruism: My personal favourite lol. I just like them…. really. Even more might, more fury… btw I´ll do the maths for might later for you guys.
second sigil: pff no idea yet xD Doom, geomancy, battle, air, fire, leeching… can imagine all of them working well.
Explosives:
Minors
- Evasive Powder Keg (!Important!)
- Steel Packed Powder
- Explosive Powder
Adept
- Not sure yet… tbh I´m waiting for the third adept trait
Master
- Short Fuse
Grandmaster
- Evasive Powder Keg = Blastfinisher (!Important!)
- (Could also go for the motarkit trait. But tbh I don´t think they´ll make its autoattack a blast finisher)
Firearms
Minors
- Sharpshooter
- Target the weak
- Target the maimed
Adept
- Crit chance < 600 range
Master
- ROBO LEGS!!!
Grandmaster
- Juggernaut (only if the stability stack is there immediately when switching to ft. If so, then stunbreaks are for the WEAK! and I´ll use alixir r or rocket boots, lol… If we have to wait 3 sec for the stability stack then elixir gun and:)
- Incendiary Powder
Inventions
Minor
- healskill removes condition from allies (I dearly hope they also remove one form us)
- Grant regen to yourself and allies when removing a condition
- Helaing power increased under the effects of regeneration
Adept
- using a heal skill triggers a blast finisher (I assume a 9sec icd. Otherwise way too crazy with medkit. !Important!)
Master
- Heal-Splosion (blast finishers heal. Again I assume it will get an icd of maybe 5 seconds. Either that or it will be either rather weak because it´s blanaced around the engineer having powder keg = blast finisher OR too strong because it´s balanced around not having many blast finishers)
Grandmaster
- Incoming heals heal allies for a % of that heal… is what I´d go for. Though I´m not sure if it triggers from engineer´s own heal, don´t know what the percentage is, and so on… Depending on that I´d maybe go for
- Bunker down with medkits