Kluzukaze – Mesmer
Rhomulos Prime – Revenant
(edited by Rhomulos.2089)
This is what I’ve got so far, very standard: http://gw2skills.net/editor/?fdAQBYk3CaUrB0jQa/cAMUA <—- Traits only
With my standard 6/6/00/2, my goal is an overall DPS increase for myself or my party. Idc if I sacrifice a little personal DPS if it makes my party’s overall DPS go up.
Explosives trait line – Short fuse vs Explosive Powder
Firearms trait line – Sitting Duck vs Hair Trigger vs Rifle Mod
Modified Ammunition seems to be the best general pick, but Bunker Down is interesting as well and I’ve seen it crit for night numbers. It seems situational, but at the same time I haven’t played around with it. Any info for this one would be nice too but not entirely concerned with it.
If anyone knows what’s better and has tested it, it would help lazy people like myself out a lot with choosing between them. In general play I don’t believe the small increases would make that big of a difference but I am curious either way.
Tyvm ahead of time, I appreciate it.
(edited by Rhomulos.2089)
Wrong link.
If you play hybrid condi power dmg with grenades pick short fuse if you use bombs and power gear you dont need short fuse because your main dmg is bomb 1.
In Firearms take Rifle Mod and Precise Sights.
Modified Ammunition is best if you kill mobs while stacking (mobs dont move) if you kitting Bunker Down is way better.
The link only has traits, my gear/skills aren’t really relevant.
I play full zerker, I believe condi stats in place of power aren’t worth it and just lower DPS.
My goal as an engineer in group play is to stack vuln for my party if I’m the only one who can keep it capped and contributing the most to it. I don’t bomb 1 often, so my group can do more damage. Bomb 1 only does a bit more than grenade 1 from my knowledge so that’s a good place to sacrifice personal DPS for group DPS as it stacks much more vuln.
Where it’s fuzzy is that short fuse can offer shrapnel nade and fire bomb on a lower CD so easier vuln stacking/fire field + DPS skill. Rifle mods seems like the best choice but again with Sitting Duck there and sacrificing more personal DPS for group DPS with less vuln build up for classes that front load their DPS.
Rifle CDs seem sort of pointless, but I still don’t know the numbers for sure.
if youre considering sitting duck vs rifle mod, rifle mod is better
its not a significant amount of vuln compared to steel packed powder + precise sights because someone went and forced anet to put an icd on it. you get 2 more stacks and 1 less autoattack damage every 10 secs, its not even 100% uptime on those 2 stacks against champs++, not to mention the immune-to-immobilize crap anet is throwing at us. rifle 3/5 are at least must use skills in a proper dps chain.
personally i like rifled barrels or cds over vuln on crit, but the vuln might be better dps than the cds in a party. havent done hard calculations.
if youre considering sitting duck vs rifle mod, rifle mod is better
its not a significant amount of vuln compared to steel packed powder + precise sights because someone went and forced anet to put an icd on it. you get 2 more stacks and 1 less autoattack damage every 10 secs, its not even 100% uptime on those 2 stacks against champs++, not to mention the immune-to-immobilize crap anet is throwing at us. rifle 3/5 are at least must use skills in a proper dps chain.
personally i like rifled barrels or cds over vuln on crit, but the vuln might be better dps than the cds in a party. havent done hard calculations.
I appreciate the perspective, I’m usually only worried about my overall party DPS when I’m worried at all about my build. I’ll stick with my vuln on crit for the moment.
As for rifle dmg+ I’ll be taking this over sitting duck after some thinking, having to manage +5 vuln on kitten CD with low up-time doesn’t seem worth it compared to a whole 10% dmg boost on blunderbuss and jump shot.
Thanks again
Sacrificing personal DPS for party DPS is a bad idea for engies, mathematically speaking, because engie DPS is so high and pug DPS tends to be relatively low. Most of the support tradeoffs that the engie has to make to get extra support beyond what he already gets with meta tend to be fairly small party DPS buffs in exchange for comparatively big personal DPS buffs.
A meta DPS engie using only his own buffs gets about 8k DPS. Let’s say you trade 10% personal DPS (800 damage) to buff party DPS by 5%. The remainder of your party would have to have a total combined DPS of 16000 to break even which means each party member needs at least 4000 DPS on average. The average “zerk” warrior (zerker gear, bad traits, bad rotation) I estimated to be about 2.5-3k when I ran the numbers, and in the absolute worst case scenario you have staff guardians potentially being less than 1k DPS. That means that even if you’re in a “zerk only speedrun” pug you’re most likely not pulling nearly enough DPS in the general course to warrant any sort of DPS tradeoff, unless said tradeoff is huge (Phalanx Strength warrior sacrifices about 25% DPS for an estimated 50% party DPS buff and it just barely breaks even based on my pug damage estimates).
Also Explosive Powder is better than Short Fuse unless you want the faster blinds.
I’ll keep that it mind, full selfish DPS builds are always fun I suppose. Especially in my case, where I’m almost forced to run with a staff guardian who refuses to get with the times despite blatant evidence of inefficiency.
Lets say I’m in a coordinated group, though. Should I be looking to sacrifice a bit to make way for the conjure bursts? Or just worry about my own DPS even then and let the natural vuln/might stacks just do their thing from my basic rotations?
Explosive Powder, Rifle Mod, and Mod Ammo.
Isn’t hair trigger theoretically better than rifle mod since you use rifle for only blunderbuss and jump shot?
As mentioned before, sitting duck is terrible.
Isn’t hair trigger theoretically better than rifle mod since you use rifle for only blunderbuss and jump shot?
As mentioned before, sitting duck is terrible.
Actualy if you use it with bomb and tool kit it make ideal rotation (jump shot 16s pry bar 15s)
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