Perfecting the Flamethrower

Perfecting the Flamethrower

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

So, in hopes it’ll finally get fixed let’s share results to get better.

After testing for a while I must say might stacking doesn’t deal enough damage compared to almost anything we actually can afford, it HAS AoE but it could actually be better.

I came up with this build… pretty simply the classical 30 points into firearms and…

10 in tools for static discharge! that’s right, I found that might-stacking behavior kinda pointless so I went and tested and it’s great, well… average actually but for the flamethrower it’s great.

Obviously your utilities are the FT and the rifle turret, but picking that single trait is enough to make up for those 30 points deep elixir-freaking, in fact I do more damage, more AoE, more burst and actually get even more procs! without needing a 2/2/2 stupidly expensive setup, this gives enough space to choose 1 more utility to swap for the situations (which is likely going to be utility goggles, ‘coz they won’t cancel your #1 skill like throw wrench does AND give a stun breaker coupled with fury) AND any healing skill of choice… which I think is great.

Also as you should have noticed I’ve left 30 points for you to spend, well 20 if you want speedy kits (which is likely, again) but still pretty cool considering the boost in the damage.

Best sigil setup should be P/S either P/P with Fire and Accuracy, knight/rampager/berserker armor btw, runes of your choice.

Also rifle turret’s toolbelt skill helps a lot to overcome the #1-2skills targeting bugs.

Think about this… if we finally retain stats from weapons we’r going to get quite some burst from the SD and might.

(edited by Rfreak.6591)

Perfecting the Flamethrower

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

I like it. Detonating the turret flamethrower #4=another 3 might stacks. Shield 4=another 3. Shucks, if people really want the might grab trait #10 in explosives and use med kit. Even after the buff to HGH, I’ve always felt like it was a huge tradeoff to have to constantly chug elixirs to get the same dps increase you could get from comboing a couple fire fields or just switching to med kit every 10 seconds.

Perfecting the Flamethrower

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

It worries me that most engineers have already excepted that the FT has low damage unless you do all sorts of things to stack might with it.

This is supposed to be a workaround untill the damage gets adjusted and fixed, not ‘the only way to use the Flamethrower’.

It takes away all versatility in a Flamethrower build, just to get those might stacks.
The fact that the dev’s design the engineer like that while still claiming engineer damage is low because of this non-existing versatility, really worries me.

The option of static discharge is at least something else than might stacking. It opens a bit more options for versatility at least. Not sure if I would call it a real ‘versatile’ build though. Not that it has to be… but it points at the flaw in the reasoning of the devs.

If we have to pull tricks to make the Flamethrower damage good, than that build should also be extremely versatile.
If it’s not versatile, than why didn’t it get good damage without those tricks in the first place?

Wiggely, wobbely and other wombaty wabbity creatures…

Perfecting the Flamethrower

in Engineer

Posted by: Riojin.2649

Riojin.2649

I run similar setup to this. 10/30/0/10/20, P/s, Tough,cond,pres gear . for WvW. I play it more towards Ccondition damage though. mostly for burn duration and pistol application. I use static discharge with rifle turret because it dosent inturupt the flame thrower and you can double tap it. What I mean by that is that you can drop the turret. Explode. and use toolbelt skill to double fire the discharge and get the blast finisher. Its on a relatively short cd and its wonderful. Fire and lightning everythere. I usually open up with the pistol series of moves with static discharge firine all over the place and when I see them dodge I switch to toolbelt kit and pull em in. Prybar to the face and switch to flamethrower. The flamethrower is there to proc bleeding and burn real quick and form there I got options. If they stay in melee their toast cause static discharge and toolbelts are still firing away. If they run away (wich they always do) then its pistols to the back. I even sometimes drop the rifle turret and hit its overcharge move and then explode it for more diacharge. Its not the OMG best build ever but its great fun.