Non-HGH Condition Builds

Non-HGH Condition Builds

in Engineer

Posted by: Tsyras.5274

Tsyras.5274

I have been trying to come up with good builds that are not HGH and still have the “Engineer” kit feel.

http://gw2skills.net/editor/?fcAQJAqelIqSYHxSyF1LJy4DdW4D4noC53nHsVaBhA-j0xAINhQSUQoSgpwioxWTLiGrKlIq2jQEVDA-w

Has anyone else used anything like this?

1) Without 409, Inertial Converter works really well for this. I can toss my Elixir R and cleanse conditions, then when I am about dead I can toss again to rez myself.

2) Medical Response adds some nice defense with multiple heals and condition removers.

3) I debated heavily on the shield vs pistol. I have decided to stick with the shield due to significant defense with a stun, or a nice ranged interrupt.

The damage is not as face melting as HGH (even though sometime with confuse stacks, bleeds, and the proc burn…the damage can be quite surprising), but it also has some nice survivability and utility with Elixir R and the Tool Kit. I haven’t had much chance to duel with it yet, but I feel like after I master it, it should be fairly good in a 1v1 situation.

Any thoughts? Or does anyone have another similar build they have tried with success?

Non-HGH Condition Builds

in Engineer

Posted by: vinceftw.5086

vinceftw.5086

I think medical response is kind of a waste of 5 points. My build is 30/10/0/10/20 to get the toolkit skill 20% recharge rate which I feel helps loads, for the block especially. I don’t think the whole 15 points is worth it, as you can see in my build but that’s preference I guess. Oh, and I don’t really see the condition removal in Elixir R. Am I missing something?

Elxyria – Engineer / Deluzio – Mesmer
Quickblade Vince – Thief
The Asurnator – Elementalist

Non-HGH Condition Builds

in Engineer

Posted by: Terrahero.9358

Terrahero.9358

I run 30 explosives, 20 Firearms, 20 Tools.
P/P Battle/Corruption sigils.
Medkit/Grenadekit/Toolkit/Elixir S/Supply Crate

I run with the 3stacks of Might on Heal from the explosives tree, which also procs just from swapping to the medkit.
My runes, with foodbuff, allow 100% cond. duration. Aswell as 40% might duration. So i commonly manage to stack up 9-12stacks of might from just playing, and not actively trying to stack by using skills. It happens as a side-effect without requiring any actual thought, nice and simple

I really like this build. It allows me decent survivability aswell as good kiting and decent mobility thanks to perma-swiftness.
Mind you, i play WvW, and its an allround solid build. I can roam with it, go small groups, and in zergs and sieges its good aswell.

Downside is very limited condition removal. All i got is Antidote from my Med Kit.

Non-HGH Condition Builds

in Engineer

Posted by: Nate.8146

Nate.8146

When you look at the engineer’s arsenal (grenades, bombs, turrets, pistols), it is a class suited for condition application and there’s two ways you can focus. You can focus on lower condi dmg with higher condi duration, or vise-versa. Since you spec’d into power, your focus is on duration so I would recommend you use giver weapons to boost you up to 50% base condi duration and have a yummy pizza to further boost that up to 90%. The primary purpose of your grenades is to freeze and poison the enemy, and the duration boost will shut down anyone without condi removals. It’s a very good supportive role that I’ve used with great success. I would also replace your runes of engineering with runes of the undead. The boost in condi damage will help offset the fact that you didn’t put any points into firearms. You can get an extra ~300 condi dmg boost out of that.

A similar build I rolled was 30/20/0/10/10. Toolkit + Bombs + Grenades + full rabid set with undead runes. It’s a very effective anti-zerg class because I would just pummel them with grenades and confusion bombs. The 10 pnts in vitality was so that I get the auto elixir S at 25% health. I would run into the thick of a zerg with toolkit shield, plant smoke, confusion, and fire bombs (in that order). Take a huge dps hit, and then run my tiny butt out of the kill zone. I would then just grenade them from the sidelines. The bags flowed like a river and while they wasted their skills on me, the rest of my zerg would go in to clean up. It’s also effective in smaller groups too as I would static shot + tool kit pull / prybar + confusion bomb to put 12 stacks of confusion, doing something like 2-3K dmg per skill use.

Non-HGH Condition Builds

in Engineer

Posted by: Ostricheggs.3742

Ostricheggs.3742

30 5 0 20 15 with 3 5 11 explosives, 1 9 alchemy, 6 tools, 6 undead runes, rabid ammy, battle/corruption sigil, heal turret, bomb/nade kit, elixir R, pistol/shield

Best build for engis ATM.

twitch.tv/ostricheggs MOTM/TOL 2/TOG NA/WTS Beijing winner. Message me for PvP Coaching
@$20 an hour! It’s worth it!

Non-HGH Condition Builds

in Engineer

Posted by: Chaith.8256

Chaith.8256

30 5 0 20 15 with 3 5 11 explosives, 1 9 alchemy, 6 tools, 6 undead runes, rabid ammy, battle/corruption sigil, heal turret, bomb/nade kit, elixir R, pistol/shield

Best build for engis ATM.

Try ze earth/doom sigils, ya?

Forum Lord Chaith
Twitch.tv/chaithh
New Twitter: @chaithhh

Non-HGH Condition Builds

in Engineer

Posted by: Tsyras.5274

Tsyras.5274

So I have been practicing more with my build and there are two classes I am having trouble with:

1) Mesmer…by the time I spend the 5 seconds finding the real one I am at 25% HP. I honestly have no clue what to do here.

2) Necromancer…I can’t keep up with the storm of conditions and after the first 10 seconds of the fight I drop like a rock. This is with liberal usage of healing turret overload and tossing Elixir R. I feel like I spend so much time on the back of my heels just trying to live…and all the while they are healing themselves and have full HP at the end of the fight.

Other classes seem OK. A thief can catch me with my pants down, but between gear shield and regular shield I can usually take the burst and then if they don’t run away (which they usually do)…they are easy.

Non-HGH Condition Builds

in Engineer

Posted by: Bull Zooker.1672

Bull Zooker.1672

im new to engie, but the only thing that shuts me down consistently are condition classes (im only lvl 55) as our means of removal are few. I think it will get better with practice though.

Grandad Fester / Unruly Pigeon – Necromancer by trade

Non-HGH Condition Builds

in Engineer

Posted by: Yobculture.5786

Yobculture.5786

im new to engie, but the only thing that shuts me down consistently are condition classes (im only lvl 55) as our means of removal are few. I think it will get better with practice though.

Use elixir H, elixir B, one other elixir in conjunction with Cleaning Formula 409 (needs 20 in Alchemy).

Lots of little condition cleaners I suppose, if you run into your own thrown elixirs too, and you have the fast-acting elixirs trait.

Far Shiverpeaks

Non-HGH Condition Builds

in Engineer

Posted by: Bull Zooker.1672

Bull Zooker.1672

im new to engie, but the only thing that shuts me down consistently are condition classes (im only lvl 55) as our means of removal are few. I think it will get better with practice though.

Use elixir H, elixir B, one other elixir in conjunction with Cleaning Formula 409 (needs 20 in Alchemy).

Lots of little condition cleaners I suppose, if you run into your own thrown elixirs too, and you have the fast-acting elixirs trait.

thanks for the advice man, my love for kits doesn’t leave much space on my spec for elixirs but I am definitely thinking about picking up elixir S with 409 to help with condi and burst pressure. maybe switch out elixir gun for elixir S.

Grandad Fester / Unruly Pigeon – Necromancer by trade

Non-HGH Condition Builds

in Engineer

Posted by: Nate.8146

Nate.8146

The elixir gun’s #5 (super elixir) also removes conditions. Healing pulse is great too for when you need to FT the front gate. Healing turret + super elixir + 2x healing mists keeps you in the fight much longer. With only a 16 second CD (if traited), IMO that’s better than using any elixir variants. Elixir S is most useful for breaking stuns or quickly getting out of bursts. It’s also useful for getting into a tower under attack. When you’re within range, toss elixir S for stability and then activate your toolkit shield. You’ll have 4 seconds of invulnerability. If you need more time, then drink elixir S and gain an extra 3 seconds of movement. Never had a problem getting into a tower using this method.

IMO don’t let a fight linger to the point where you have to play more defensively than offensively. If that happens, you’re at a disadvantage. Take a close look at your loadout and find the optimal combos. For example, using toolkit #5 (magnet pull) then #3 (prybar) then double tap shield #4 launch your foe to a safer distance followed by double tapping #5 to stun him. In group fights, this “idle” time is most valuable as you are controlling the fight. There are many variations to this as well, such as using big ol’bomb, elixir gun acid bomb, battering ram, etc. Lot’s of fun ways to control the fight. That’s the engineer specialty. Try to keep your grenades only for fort defense and assault. If you use them in a skirmish, you might find you are not being as effective as weapons with auto-aim.