New Traits: Theorycrafting an engineer build

New Traits: Theorycrafting an engineer build

in Engineer

Posted by: Cero.5132

Cero.5132

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

New Traits: Theorycrafting an engineer build

in Engineer

Posted by: Cero.5132

Cero.5132

Pros:

  • + A minimum of 36 BlastFinishers in 60 seconds
  • + Fire Field
  • + Smoke field
  • + 10 knockbacks in 60 seconds
  • + Even without IP huge burning uptime
  • + Assuming a huge amount of group heal
  • + higher amount of condicleanses for group
  • + good cleave, though probably not as good as with grenades
  • + good condipressure
  • + good physical damage
  • + High mobility
  • + Immobilize
  • + NO NADES!

Cons:

  • - No Vigor
  • - Less swiftness than before
  • - No Transmute
  • - No hidden flask
  • - No Backpack Generator (even though I believe the blast finisher heal could cover this…)
  • - No Inertial Converter
  • - No nades…

Not decided/Confirmed yet:

  • Motar #3 Waterfield
  • Possible instant stack of stability
  • Possible Block and Pull
  • Possible Ress

Though everyone with a little bit of knowledge of this game will now go: “What? This is ridiculously overpowered!” and I can´t tell you otherwise…

Mathematics:
Bomb #2 + 2x dodge + swap to medkit + dodge = 12 stacks might for 22 seconds
Wait 10 seconds and repeat.

That´s a easy permanent 24 might stacks! Not only For the engineer but for EVERY ALLY around him!
Just imagine ths with a waterfield…

I don´t need to tell you, that this is ridiculously overpowered on paper, right…?
A celestial burst decap support 25-mightstacks engineer with ton of group and self heal is sadly just too much…

New Traits: Theorycrafting an engineer build

in Engineer

Posted by: Dirame.8521

Dirame.8521

To early to care about making new builds, especially since a lot of them are TBD. I’d rather think about bringing back my old builds with added guns and hidden missiles.

That’s not to say that this isn’t a good idea. I actually like your idea but my excitement is tempered by the fact that nothing is final.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

New Traits: Theorycrafting an engineer build

in Engineer

Posted by: Rozbuska.5263

Rozbuska.5263

Yea traits and skills arent finished yet and we dont anything about our elite spec. To early to theorycrafting anything:-)

Tekkit Mojo – Engineer
Tekkit’s Workshop

New Traits: Theorycrafting an engineer build

in Engineer

Posted by: Cero.5132

Cero.5132

Haha yes I realize it´s quite early ^.^
But things like this ama just trigger my theocrafter inside xD

This possible build just instantly came into my mind after I heard the changes and wanted to discuss the possibilities to see what people like about the changes. What could possibly be too powerful or even too boring/ineffective and maybe just implement few of my thoughts and hopes.

New Traits: Theorycrafting an engineer build

in Engineer

Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

with the stats being removed from the traits I Think there will be alot of fun new metas.
For example, now u can go explosives as a dmg line, inventions or alch as a sustain line, and Tools as a utility line.

For those of you who have played Archeage, the specs work like that; two comdo specs and one off spec. I’m thinking we’ll see alot of builds like that. Gonna be fun!

let’s say you’re a WvW:er and you want a mokittenps build (i don’t evne know if the mortar will be good for dsp, but lets say it will)

The build could look something like this:

Explosives:
Rocket belt thingy or grenadier
Dmg vs vuln
mortar

Inventions:
healskill → blast finisher
healsplos
bunker down → medkit at ur loaction (sweet sustain for a longrange dps)

Tools
mainly bcs speedy kits (which is kinda sad)

Something like that