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Posted by: Gunblade Hero.2806

Gunblade Hero.2806

http://www.guildhead.com/skill-calc#mMMM9VmrwTMmrwTMax9MxVosaMco8kiG7070M7khF707kGL70V7ow270m

This is essentially Nyota’s build, except instead of elixirs, I use Gadgets. because Gadgets are more fun anyway.

The basic premise is a straight crit your face off build, but, as you are very squishy, your only problem will be those you can’t unload on. I;E, Melee. You can kill most glass cannon specs with a basic combo. In this case, its net, jump, buckshot, overcharged. You can then make it worse by Gadget net shot (lightning bolt) walk up while auto attacking, and hit gadget boots (lightning bolt) and by then buckshot should be off cooldown depending on how far they’ve flown. So, ranged (yes, even casters) aren’t a problem. You put them on the defensive easily.

Melee, however, tends to be tougher. The glass cannon builds don’t melt quite as fast as the ranged builds. I think its mostly because ranged auto attacks and abilities tend to go on a terrible 3 seconds global if they fail to fire. Anyway. Don’t rely on net shot in melee for the aforementioned reason. lay down a Net turret or use your gadget for that. Don’t try to burst melee, especially thieves, with your combo. Just don’t. Use it for escape or if you’re already in melee range anyway and have enough life to use an escape after your jump/buckshot.

Med Kit: I chose the med kit for the same reason Nyota did: The cooldown. Plus, with speedy kits, you can use your med kit and then use the med Kit’s 5 when you are about to enter battle. Also good for a jump/knockback and run away to heal tactic, thought the 1-3 heals for practically nothing its still better than nothing if you’re running anyway.

Goggles: I took the goggles for the immunity to FREAKING BLIND. Also for the vuln and extra crit, I guess.

Net turret: I took the turret option because it has a medium-low cooldown, and its overcharge is a stun. Very useful against melee if you kite them near the turret. For traits, you could take +5% to imob and crip on imob if you wanted, but I’ll explain why not later.

Rocket Boots: I took them because its essentially another overcharged shot, but with a little less damage. Plus, you get a lightning bolt(trait) and a very nice burn on toolbelt use, though keep in you mind you advance TOWARDS your target a foot when you do this. Not to be used to run away. Also: cures movement impairing effects.

Supply Drop: I wanna try the Charrzooka sometime. Just once.

Traits: I go 10 Explosives, 30 Firearms, 30 Tools.

10 Explosives because after 60 into other things, the options are more health, more toughness, or ore damage. I chose the Glass Cannon route because the others don’t help as much as I would like for the DPS loss incurred.

30 Firearms: Obvious. You can take Imob on crit, damage, and blind. Thats the more defensive option used for kiting/ensuring a kill. I take Cooldown reduction, damage, and crit.

Why not to choose damage to imob: Simple. It works on ranged, but melee, I’m honestly too busy trying to get away from an imob’ed melee to effectively shoot them as well. The 1-2 shots you get off, 6-8 if you chain imob and he doesn’t dodge because hes an idiot, isn’t worth the extra distance traveled away from him. Chances are, if you are able to always keep him away from you, hes bad and should die bad anyway.

30 tools for Lightning bolt, gadget recharge and speedy kits.

For gear, I use Sigil of Air, Divine, and Rampager’s jewel. I use sigil of nothing underwater because screw fighting underwater.

Underwater Fighting: Screw it.

Well, I guess if you HAVE to fight underwater, just plop down a rifle, rocket, and net turret with your resto turret and swim in a circle. Those things do crazy damage underwater for some reason. Maybe its because they have more time since no melee can effectively hit you underwater if you master the art of going up and down and around to confuse the crap out of em. Note that your net shot (on the harpoon) fires at them regardless if they are behind you or not. It will shoot straight out your bunghole at them. Press it again right after to make it deploy. They are now stuck forever.

Edit: I did not mean to link that youtube video. is funny, though.

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Posted by: Mif.3471

Mif.3471

This is my Bee Gees build for ah ah ah ah staying alive in WvW:
http://www.guildhead.com/skill-calc#mcMM9VMLaR0MLaR0x0aGaVkqzoso

30 Explosives for the mandatory grenade spam.
10 Inventions for regeneration at low HP and protection when you’re crit.
20 Alchemy for a free Elixir B, protection proc on disable, and regeneration with a kit.
10 Tools for perma-swiftness when running across the map and on demand when chasing an enemy.

Grenade Kit is your primary damage dealer.
Flamethrower is for cooking people on the other side of doors.
Elixir U is for huge burst damage.

Elite skill is open, because all Engineer elites are pretty useless.

“Knight” gear for power, crit and toughness.
Cherry Pie for health steal on crit (procs very well with Grenadier’s three attacks and Flamethrower’s fast attacks)

Tarnished Coast | Best cookies in all of Tyria

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Posted by: MassRelay.9327

MassRelay.9327

Can I get some feedback on this build?
http://gw2skills.net/editor/?fcAQFAUlspSXHwSiF17IyoCdmoHPGkNZfeQfPIEC

I guess you can say the idea is chugging elixirs and stacking might. Enhance Performance + HGH and all the elixirs (and Toss elixirs) allows me to keep 8-11 stacks of might + other boons up most of a fight.

I swap between Grenades and Rifle depending on the situation. Currently debating on replacing standard rare orbs in full “Knights” gear with x2 Superior Runes of Water and x2 Superior runes of Hoelbrak. (15% boon duration + 20% might duration)

Thoughts?

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Posted by: GankSinatra.2653

GankSinatra.2653

Having NO luck getting a combo field stealth to work with a blast finisher. I’ve tried Big Ol’ Bomb, Rocket Boots, and Detonate Healing Turret with no results. I have been able to trigger it with Jump Shot (leap finisher) though. No luck with Smoke Screen from Flame Turret, either.

I’m totally not twitchy enough to be able to do this in battle. The only one I could see being able to do would be the Elixir S.

Ah you must remember that smoke bomb takes 1 second to detonate, then provides a 3 second aoe effect plus a combo field. So if you press:
-smoke bomb
-healing turret
-toolbelt skill that explodes turret

You can pretty much stealth while walking towards your enemy without stopping. As such its also possible to drop a fire bomb right after your stealth setup then blowing the turret up, people will run right into it not knowing you’ll just disappear, or channeling a fumigate while in stealth. But yeah that takes fast fingers. Might i suggest rebinding toolbelt skills to Z X C and V, utilities to Q E and R? Shield 4 knockback is a blast finisher as well btw.

Sometimes rocket boots + smoke bomb for the 6 second aoe stealth is a bit funky, but i find that it works best if you wait a little bit after blowing up your turret, before you use the boots.

(edited by GankSinatra.2653)

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Posted by: MassRelay.9327

MassRelay.9327

Are you using something to extend the stealth buff timer? The smoke bomb + healing turret explosion grants just a couple seconds of stealth. That is enough for you to turn the tide of battle?

Where do you get 6 seconds from?

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Posted by: deathweasel.3649

deathweasel.3649

That is the build I have been running with as well. Havent tried much in PVP with it but I have seen it in videos. Just tears through enemies. Loving it so far at level 60.

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Posted by: LazerEagle.7209

LazerEagle.7209

http://en.gw2codex.com/build/20195-engineer-all-round-pvp this is my build. It has a description on how to use it in the link. Thank you for taking the time to read it!

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Posted by: Dragin.4520

Dragin.4520

still gearing up for this build i’m almost done its a full condition damage build that does the damage in pve and pvp
http://gw2skills.net/editor/?fcQQJAqalspauX7SdF87IBoH5Fv8VkCMT5PKYbbB;TIADKmLA

Dragonbrand
Dragin Wind ranger of Duel

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Posted by: GankSinatra.2653

GankSinatra.2653

Are you using something to extend the stealth buff timer? The smoke bomb + healing turret explosion grants just a couple seconds of stealth. That is enough for you to turn the tide of battle?

Where do you get 6 seconds from?

It stacks. I’ve been able to do 3 blast finishers in one smoke bomb, and that was before Big Ol’ Bomb got bugfixed and now works as a blast finisher and i realised that Supply Crate is also a blast finisher.

You can detonate turret while channeling shield 4, knockback then do rocket boots even. Thats like 9 second stealth. Just 1 blast finisher with rocket boots and you will escape pretty much anything too.

And yeah you’ll be surprised how nice a 50% heal with even just a 3 second stealth is.
You just have to be smart about it. And it doesnt mean thats all i can do, just means i can choose to safely bomb a point, stealth res/stomp, run away, put a double super elixir, etc. Its just fun to feel like a crazy terrorist with a deathwish and to lure people into a cluster of bombs.

Now if only Elixir Guns #2 didnt miss 90% of the time. Please change that ability Anet. Must be faster and not arch so insanely high.

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Posted by: Haralin.1473

Haralin.1473

@dragin why explosive podwer? The explosion from your pistol #1 does not count as explosion.

My Fun CC Build no damage only CC, ranged Knockbacks are fun

http://gw2skills.net/editor/?fcQQJAqelIqyWnpSXF1LJxoCMO0jEL4FLqQl/ogt0F;TIADKmLA

Haralin Engineer
[Skol]

(edited by Haralin.1473)

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Posted by: Dragin.4520

Dragin.4520

i’ve been playing with my build for a while and surprisingly it actually does do the 10% to pistol skill number 1 for explosions through the tests i’ve done. but as my trait build and i’m also still gearing up my engineer. i also switch alot of traits around depending on the fight i’m doing for a boss battle in a instance or for WvW. But i do keep the same trait lines.

Dragonbrand
Dragin Wind ranger of Duel

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Posted by: zaxziakohl.5243

zaxziakohl.5243

PvE build it does really good in WvW, but I’m sure it will do much better in WvW once I get used to the kit swaps. It’s a new build for me, but I’m loving it, just not fully used to it yet.

http://www.gw2build.com/builds/simulator.php#1.4.6.0.19.0.0.0.0.0.79.96.94.92.102.1.1.8.228.232.0.0.0.0.260.264.266.276.279.0.0.0.0.20.0.30.20.0

It’s Support Bomber. I’m full heal spec. All my gear is Cleric Gear. This is one version of the traits. I will also run 30 in Power, and 10 in Alch, but I do miss the backpack regenerator when I do. Bomb kit is my main weapon set, I use my shield for control particularly the daze effect. It allows me to get close to the opponent. I can tank a lot of the champ mobs with this build. Kill time isnt too bad either since the bombs are high damage.

I am debating switching out the grenade kit and using it underwater only. I haven’t decided what to replace it with yet. Everything else is pretty set in stone. My survivability is insane compared to the Berserker build I originally ran.

I am also not running a full Dwayna rune set. I run 3 Dwayna, 3 Water, then I run one Water in my aqua breather as well. I run Sapphire Orbs in my weapons. They are cheap and have nice stat boosts.

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Posted by: Kriaser.8041

Kriaser.8041

http://gw2skills.net/editor/?fcAQFAUl0pyaX3SiF17IyYGfWnB+ge95Bb1WQIA;ToAg0CqUVpoiaKzUipsT5mSOF
PvE build, can be used in PvP and WvW, but very glass-cannon.

PvE use – You can remove conditions from your party members quite easily. You’re very mobile and have multiple snares, escapes, and knockbacks. Double Super Elixir + Regen = great extra healing

PvP use – Great control. Typically always an answer for anything. Weak in the HP and Armor departments. Not great for bunkering, but amazing roaming ability and getting the drop on someone.

WvW use – Great for defense, also multiple knockbacks for hitting people off of ledges.

Tips or advice for this build? I want to try to add more survivability to it, but I’m not sure how without sacrificing too much.

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Posted by: Cyferwolf.1089

Cyferwolf.1089

Basic Rifle/Grenade WvW skirmish and PvE Build

Decent all around. Not the fastest, hardest hitting, or tankiest, but it does decently for most anything you want to do.

Simple build based off the typical grenadier build

Rifle along with elixir H, Elixir B, Elixir R, Grenade kit, and Supply Crate.

Traits: 30/20/0/20/0

Take Incendiary Powder, Short Fuse, and Grenadier in Explosives. Remix Short Fuse with Explosive Powder if you want better spike and less dps. Change Incendiary Powder with Shrapnel if you want to bleed instead of burn, Empowering Adrenaline if you dodge a lot, or Exploit Weakness if you want to chase people down easier.

Take Rifled Barrels and Go For the Eyes in Marksman. Or mix with Precise Sites for vulnerability, Rifle Mod for a damage increase, or Knee Shot for more control.

Take Fast Acting Elixirs and Cleansing Formula 409 in Alchemy. Remix Fast Acting Elixirs with Self Regulating Defenses for an emergency Elixir S at 25% to save your bacon.

Difference is mainly that I run this with a different mix of gear. 3 Knight’s armor pieces, 2 Arcon, 2 Aurora, Knight’s amulet and rings, Beryl earrings of the valkyrie, & a berserker’s rifle. 5 soldiers superior runes and a soldiers crest along with a sigil of rage on the rifle and whatever backpack fits your needs.

This equipment does cut your damage and crit chance, but the upshot is survivability. You get about 21000 hp out of exotics along with 3200 armor. It’s enough to escape a thief and turn the fight around if you dodge when they start to hit you, and enough to survive a group focusing you down with some support.

Use the rifle when dueling or trying to pick off targets from a group, use the grenades to spam on large groups or zergs, or when you need crazy range. Use your elixirs to clear conditions.

Toolbelt Elixir H and B tosses provide additional clears and random buffs (66% chance of utter disappointment)

Toolbelt elixir R provides a helpful res (assuming certain thieves don’t teleport out of them.) [aside: google chrome’s dictionary has the word “telephoner” but not the word “teleport”.]

Grenade Toolbelt provides a helpful spike of damage that can go up to 5K easily enough.

Alternatively switch Elixir H for the Med Kit and put 10 in Alchemy and 10 in tools. You lose 1000 HP and cleansing Formula 409 but gain Speedy Kits and some crit damage. There’s an extra chunk of time to in this one necessary switch to Med Kit and use Antidote to clear conditions, but you can just switch Elixir B out for Elixir C if you want, and take swiftness from Speedy Kits and Med Kit Drop Stimulant.

Biggest reason I stick with alchemy is I feel like the med kit’s too clunky, and it seems like every time I really need the stimulant or antidote and I’m in a group some other jerk picks it up before I do.

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Posted by: Ulalume.2470

Ulalume.2470

That is the build I have been running with as well. Havent tried much in PVP with it but I have seen it in videos. Just tears through enemies. Loving it so far at level 60.

In PvE, which gear would you go for with this build?
It’s almost what i was looking for.

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Posted by: derneue.3624

derneue.3624

http://en.gw2skills.net/editor/?fcAQFAUlIqiYX3ShF1LJyIFfWnBqgeJqQ+95Bb1WQIA

Running this Nade build mainly for WvW (Zerg and Brawling), which is quite similar to Kriaser’s.
Works great for me so far: Speedy Kits, Invigorating Speed combination for constant swiftness and vigor; Kit Refinement and elixir gun for double condition removal; Elixir R as obligatory stun break and “self-res” in smaller scale battles.
Most of the time taking the Healing Turret for the extra aoe heal (deploy->wait 0.5sec->detonate), but med kit works just as good, especially in 1v1 situations.

Don’t look at the stats in the build editor, as I removed all gems/jewels from it.

To counter the lack of Vit/Tough from the build, I’m using Beryl Orbs in “Knight” leatherworking set. Basically because I wanted to get a little more Vit and crit dmg, without losing power.
Currently having around 2800 vit/tough combined, which is just enough for WvW in my opinion. Crit chance with exotic rifle is around 42%, crit. dmg 32%.

Using Bowl of Fire Salsa as buff food.

(edited by derneue.3624)

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Posted by: Garoth Winfried.8695

Garoth Winfried.8695

Am I the only one playing around with a turret build? I guess that means it’s not that powerful but I have fun with it so I guess that’s what counts. Anyways, here it is:

http://www.guildhead.com/skill-calc#mMMzM9Mz0oMmxMMMwxMG0xaaoscabVV

First time using that builder so hopefully it works right. Basically I take a full utility build on turrets with as many trait bonuses to assist them, including ground targetting and exploding turrets from the tools and explosive trees respectively. I might change the crippling trait from explosion to one that deals more conditions since this build has quite a lot of conditions that deal damage. I also have a few ways to combo with fields (some of which I can place myself) though I haven’t found much use for the stealth field. Still, if I’m with a group of players, I hold off on using it till I see a fire field for Area Might (or whatever field that guardians drop that adds relatiation).

This is mostly a support build for WvW and can be helpful in holding points in sPvP but it’s best use is PvE due to the turrets helping to keep too much aggro from getting on you and self-repairing so you don’t lose them as much.

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Posted by: Daigle.8497

Daigle.8497

http://gw2skills.net/editor/?fcQQFAUlIq6ZH5y3F1LJxIFfW0hPUYRFq8XGyNtA;TwAZUCukQp6SxFFYGwEgZBzBmEshAA

Melee-oriented two-kit build.

It is designed to punish overextension by either pulling and snaring a single enemy, and keeping them locked down by applying a multitude of conditions, or to initiate and snare a group of enemies while being able to absorb damage.

The traits are to attempt to increase both offensive and defense by reducing overall cooldowns and increasing the amount of activated protection.

Ranged snaring

Rifle 2 <— Decent immobilize on a low cooldown
Supply Kit <—- High-cooldown knockdown, with subsequent immobilizes
Tool 5 <—- Low-cooldown PULL
Tool Belt <—- Ranged cripple

Melee Snares
Toolbelt Swap <—- Caltrops with Bleed and Cripple
Tool 2 <—- Caltrops with Bleed and cripple
Bomb 5 <—- Immobilize and Cripple
Rifle 5 <—- Unsafe Initiation

Melee Damage options:
Tool 1
Tool 3 <—- 3 stacks of confusion and decent damage
Bombs <—- take your pick
Boots Toolbelt <—- High-damage, long-lasting burn (why Superior Rune of the Forge is being used in the armor)

Escapes:
Rifle 4 <—- Launch both self and opponent in case of bad engages
Rifle 5 <—- Targeted Leap for positioning
Tool 4 <—- Block all incoming damage for 2 seconds
Rocket Boots <—- Blast-type escape
Bomb 4 + Blast

Pros
- Can initiate and engage multiple ways
- Can snare nearly indefinitely through immobilizes and cripples
- Nearly 50% uptime on confuse application
- Force splits
- Decent AoE and Single-target capabilities
- Multiple burst heals

Cons
- No forms of CC, confusion will wreck the build
- Cannot sustain burst
- Lackluster ranged options (no real poke)
- No reliable forms of protection
- Nearly useless in WvWvW (Effective range of 600 is quite dangerous)

Any Thoughts/comments?

(edited by Daigle.8497)

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Posted by: kimosabe.3452

kimosabe.3452

Bunker Boy(sPvP)
http://www.gw2build.com/builds/simulator.php#1.4.6.0.19.0.0.0.0.0.81.94.96.90.102.6.6.22.228.0.0.0.0.0.261.262.266.276.279.280.0.0.0.10.0.30.30.0

Trait Breakdown
10 Explosives

The only reason your going ten in this tree is for Forceful Explsovies. I like this trait mainly because it couples well with tthe Bomb Kit toolbelt ability(Big Ol Bomb). Also Bomb Kit will be your main “dps” outlet if your ever at a point you can play offensively.

30 Inventions
The main traits I’m using are Cloaking Device, Reinforced Shield, Elixir-Infused Bombs.
Personally I like Cloaking and Elixir Infused, but they aren’t particularly crucial to the build so you can switch those two out if you like. The two traits you will need above all else is Automated Medical Response and Reinforced Shield. A.M.R. will allow to survive
soooooo much longer on long point battles. Also the cooldown is barely noticeable in the long run. Reinforced Shields is a given. Shields ability are really the only abilities you need on a shorter cooldown, plus the extra toughness is quite nice.

30 Alchemy

The main traits I’m using are Protection Injection, Backpack Regenerator, Cleaning Formula(409)_. The one you need above else is Cleaning Formula. C.F. can be used with Super Elixir(Elixir Gun), and Throw Elixir C. This will greatly reduce the threat of bleed/poison stacking on you since you will have at least four viable condition scrubs. I’d advise Protection Injection just cause when your stunned that is greatest chance you will be taking heavy damage so this basically nulls a good bit of that. I like Backpack Regen because it doesn’t count a Regenetation buff and if you stack with Regen buff, and Super Elixir you can easily get a 5k healing in.

Utility
Healing Turret
USE IT. Like seriously this thing crazy good if you use it properly. Heres a tip after you drop it wait like 2 seconds, it will make a brief water field amd when it does blow it up for an aoe heal. The toolbelt is just the same. I like to use it with the Shield 4 blast or if im lucky I can tiem it with Big Ol Bomb’s blast. I usually get a 1.5k heal from it so its pretty handy.

Bomb Kit
-Bomb Kit most valuable asset I have to say is the toolbelt ability. Big Ol Bomb does and aoe knockback in a roughly 300 yard radius(so about the size of a point). The fire bomb provides a nice combo field that I try to take advantage of if im playing offenisvely. Concussion Bomb speaks for itself. I have a decent amount of condition damage in this build so the 5 stacks of confusion usually hits for around 600-700. Smoke Bomb gives an aoe blind which is pretty awesome for point holding. It also h)provides a smoke field(use with a blast such as shield 4 to give team aoe stealth).Glue Bomb is awesome for peeling melee off yourself or team members.

Elixir Kit
-Elxir’s toolbelt provides and small aoe regen buff to you and allies( unfortunately not a water field). Elixirs 1 gives does a stacking bleed(around about 5 stacks) and weakness which is always good. I try to switch between pistol and elixir to keep a good bleed stack rolling if I can. Fumigate poisons enemies and clears conditions off allies. Though it may go unrecognized cleaning off allies will be beneficial in the long run if your fighting against condition damage builds. Super Elixir coupled with the trait Cleaning Formula is invaluable. I can usually get a good 2-3k healing if i stay in the field the whole duration. And on top of that its a Light field so more condition removal!

Elixir C
-Pretty straightforward turns all your conditions into random boons.

Play Style.
Ummm just play it? lol

This build is very tanky. I primarly try to play “support” as much as I can.
-Using the shield 4 to peel melee off an ally or knocking one off a point.
-Spraying fumigate on allies when fighting a necros or clatrop thieves.
-When reviving a bro throwing down Big Bomb just incase some tries to stomp.
-Using shield 5 preemptively against backstab thieves is a lifesaver.

That is all I can think of atm lol. Let me know what you think or whatever :p

King of Da Trill-Engineer-http://i48.tinypic.com/29z9d0z.jpg
how i feel about mesmers…http://i45.tinypic.com/260pv7r.jpg

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Posted by: ESKan.6782

ESKan.6782

http://gw2skills.net/editor/?fcQQJAqelIqyaX7y3F1LJSYGSohB6BghX3lYBfKwWA;TsAAzCpoay0koJbTumkNNs4swcBA

This is something I just theorycrafted. I plan to use it in PvE.

It’s a Pistol/Shield build, but switches to Flamethrower if I’m in need of Area of Effect damage. The Flamethrower’s 5 hits per second (And pistol’s poison darts to a lesser extent) lends itself perfectly for on-crit effects, so I use those traits for condition stacking.

20 points in Inventions to get that delicious Reinforced Shield which does not only make you more tanky, but also reduces the cooldown on the blast finisher that is Magnetic Inversion. Also, the extra healing power is nice for the water field blast finisher that you will be using with your healing turret and one of your 4 finishers.

I’ll be testing it starting tomorrow.

[PD] – Far Shiverpeaks.
Nameless Inversion/Ascension/Evasion/Ruination/Impression/Perdition/Compassion/Tactician
Guild Wars 2 will be an amazing game when it’s finished. Compare Prophecies to EotN!

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Posted by: ESKan.6782

ESKan.6782

Aand it’s a bad link. Apologies for that. Incidentally, I just closed the tab with the build on it.

Anyway, I believe the traits were 10/20/30/10/0. Utilities were Healing Turret/Flamethrower/Utility Goggles/Rocket Boots. You can kind of figure it out from that.

[PD] – Far Shiverpeaks.
Nameless Inversion/Ascension/Evasion/Ruination/Impression/Perdition/Compassion/Tactician
Guild Wars 2 will be an amazing game when it’s finished. Compare Prophecies to EotN!

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Posted by: Bankaikiller.8617

Bankaikiller.8617

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Posted by: Odd View Sarvong.1098

Odd View Sarvong.1098

http://gw2skills.net/editor/?fcAQJAqalspiXnwynF17ISoHSogpWiU8YW2HFyVbB;T8AgzymEMJZS1kiJqbM3Iuxej7G5NjNObM3A

This is my PvE build, largely based around support/healing. It’s also really good for solo play, mostly because of how overpowered we all know Bomb Kit has become. I prefer dual pistols to the shield because of Glue Shot, although laying that extra burn on an enemy with the fire shot is a cute little perk if you’re bored.

This build is very passive. The more people you have with you, the more effective it becomes.

(edited by Odd View Sarvong.1098)

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Posted by: Cribbage.2056

Cribbage.2056

My sPvP/tPvP build:

http://www.gw2build.com/builds/simulator.php#1.4.8.0.0.0.4.0.0.0.79.87.89.90.103.8.8.12.0.0.0.246.249.0.256.0.0.272.278.280.287.0.0.0.20.10.30.10

I tried loads of builds before this. Rifle, Pistols, Pistol+Shield, but the DPS builds die way too easily and the bunker builds just didn’t suit me. I’ve settled on this hybrid. DPS is okay and survivability is pretty good. Also has a bit of utility and support for team.

Key features:

Elixirs.
Healing H – this is the best heal for an elixir build. Seems obvious to say it, but it’s a pretty poor heal in any other build.

B – I can’t play PvP without some form of swiftness and with an elixir build this gives you swiftness for much of the time (plus of course might and fury which add some DPS).

S – absolute must. With 20% faster and longer, this skill can save you time after time. Also, its toolbelt is very useful for both stomping and escaping.

C – the third elixir slot was one I changed around a fair amount by situation for a long time. But I’ve actually settled mostly on C now. Condition builds are still in use, particularly necros and ele’s, and this elixir helps towards keeping on top of them.

Elite X – yup, I am using Elixir X. Despite the supply crate being a great Elite, Elixir X on an elixir build does beat it for me. In particular, it enables you to flip defended nodes with whirlwind and gives you a chance against some classes that are often troublesome with Juggernaut. Of course, you don’t get to pick which form you get, which does impact its usefulness a little, but I can live with that.

Weapon
Rifle – I personally feel that rifle, pistols and pistol+shield are all pretty good, but the rifle is simpler to play and has an easier to apply knockback, which makes a huge difference against some classes (e.g. thieves).

Traits
You might notice the traits other than alchemy seem like a bit of a mixed bunch. There is probably a fair amount of leeway for changing these to personal tastes, but I have chosen the ones I think bring the most overall.

Stats
I tried rifle builds focused on crit and crit damage, but they were all very glass cannon. And as things stand, being an engi glass cannon is kinda pointless, because theives and mesmers do it way better.

So instead, I have gone for a very small amount of crit, which becomes a moderate amount with fury and sigil, but solid power, toughness and vitality. I’ve found I can survive really well even against multiple opponents. The DPS is average/low, but it is enough to kill people over time or contribute to team kills in big battles.

Playstyle
Stand on the edges using rifle and toolbelts. This will add damage but also clear conditions and give team mates buffs.

Use knockback, tactically, to prevent stomps/rezzes or push enemies out of circle (followed by a net shot to keep them out, which is about the only time you can reliably use the horribly buggy immob).

Use Elixir X to cap nodes or in an emergency when you are getting outfought. Both forms are very heavy on knockback. Whirlwind is kind vulnerable to being DPS’ed down, but usually not before you’ve irritates the enemy a bit.

When you need to escape, you’ve got your self knockback, your shrink and (if you get lucky) your toolbelt stealth.

A NOTE ON RUNES – the builder I used is not able to show my rune set up. I actually use 4 earth, 3 water. This gives 15% prot duration, 10% boon duration and a chance for a prot proc when hit.

(edited by Cribbage.2056)

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Posted by: Grifter.6803

Grifter.6803

I’d like to know everyone’s thoughts on this build.
http://gw2skills.net/editor/?fcQQJAqal0pqd38y3F17IyoHc2EmZgekXAGf9pw8B;ToAAzCpo8xYlwKLMOfkwMCYGA
(Sorry… The link works if I copy and paste, but I get a Bad Link if you click it directly… I don’t know why)

I used to try to do turret builds, but their rate of fire seems too slow for not enough damage.

With this build I try to use the goggles first, their toolkit ability and their primary ability while just in range, and fire off a few shots standing still. Then I start dancing around using blind and poison.

I’m trying to maximize my condition damage, and deal out ton of conditions and critical hits.

With the tool kit ability for the boots, I can jump in towards an opponent, then use the rocket boots to jump away. And with the slick shoes, I can down any melee attackers charging me.

Problem is, I feel like I am VERY squishy, and as I am new to PvP, I can handle 1v1, but anything greater and I die quickly.

Thoughts?

(edited by Grifter.6803)

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Posted by: Hvaran.6327

Hvaran.6327

2grifter

Pistols got no control on opponent.

And u used in that build some extremly tough amulets, if u have them in game it’s good but if not u’re paperthin with less then 2th of toughness and 15th of health and med kit is usefull if u’re on pve better then pvp, on pvp only with good control and more swiftness.

The runes u chosen in built are not the same…what for that was? If u wanna use cond. damage so use mathced runes for that.

Make more experiments on pve/pvp and u will get one build with what u will be Legen….dary.

Handarand – Handacooon – Handa Panda – Handa Genie

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Posted by: Gang Bang.1827

Gang Bang.1827

The Ultimate Engineer Build (Support/Tank/DPS) – Eximinds’ “Beast” Build

The engineer is truly the jack-of-all-trades in Guild Wars 2. In this guide I’ll break down the weapons, kits, traits, and equipment that I found to be highly effective in PvE, PvP, and WvW.

Link to the build:
http://www.gw2db.com/skills/calc/engineer#14|0|3187|4700|1095|253|4065|30|1795|1417|1885|0|0|0|0|0|0|0|0|20|1880|1479|0|20|1883|1446|0|0|0|0|28017|0|53492|53492|53492|53492|53492|26062|48789|0|0|0|0|

Weapons:

Rifle – You won’t be using the rifle that often. It’s main strength is to control and damage enemy players at a range. Use the Net Shot and Overcharged Shot to keep the distance from warriors and thieves that want to burst you at melee range. However, if they do get in close punish them with Blunderbuss and Jump Shot. Jump Shot is a leap finisher. Combo this skill with Fire Bomb for fire armor, Smoke Bomb for stealth, Poison Grenade for weakness, or Super Elixir for retaliation.

Healing Turret – This heal skill provides a burst of healing with a regeneration boon. For a split-second after it deploys it creates a water field. It takes practice, but if you detonate your Healing Turret when the water field appears you’ll combo an area of healing effect which will heal you and your allies. I recommend only detonating the Healing Turret if you need extra health because if you pick it up instead, you’ll reduce its cool down by 5 seconds.

Elixir Gun – When you switch to the Elixir Gun you’ll create an Super Elixir with the Kit Refinement trait. This light field cures conditions on impact and ticks for 10 seconds while it regenerates you and your allies health. You can also use its auto-attack as a projectile finisher to remove conditions. If you need even more healing, stack another Super Elixir on top of the existing one. It’s currently bugged, so you and you’re allies will be regenerating more than 1000 HP per tick. Fumigate can be used to cure conditions on allies and Elixir F will cripple your foes and grant your allies swiftness. If you spam the auto-attack you can have permanent weakness on your enemy. Use Acid Bomb to escape battle when you’re low on health.

Bomb Kit – In PvP and WvW, use this kit when in melee range. You don’t see it, but every time you drop a bomb it creates a red AoE circle. When the enemy sees a red AoE circle, they usually back out of it. This is great for pushing the enemy and creating an area of denial. For the fearless enemies that decide to stay in melee range, drop Smoke Bomb to blind them and Concussion Bomb to confuse them. Combo your Fire Bomb with Big Ol’Bomb for 3 stacks of might. Spam the auto-attack and switch to Grenade Kit to stack on more conditions. Use Glue Bomb when running away from battle.

Grenade Kit – The bread-and-butter of the engineer class. Out of all weapons, this one has the highest DPS when combined with the Grenadier trait. It has a range of 1500, and is great for boss battles in PvE dungeons, hitting the tower walls in WvW, and attacking enemy zergs in WvW. It is great on anything that remains stationary or too big to miss. However, it’s easy to dodge at a distance because of its air-time, so switch to rifle for more reliable ranged attacks on moving targets. Spam all the grenades skills as they come off cool down, then switch to bomb kit if in melee range to stack on more conditions.

Supply Crate – This elite skill is a blast finisher, so you can also combo it with your Fire Bomb for 3 stacks of might. It also causes stun on impact, drops bandages, and turrets. In one-vs-one battles, try to stay near your supply crate for extra support.

Alternatives:

Med Kit – Instead of the Healing Turret, you can use the Med Kit. Drop your bandages and stimulants before you enter battle in PvP. The Drop Antidote can cure all conditions and the Drop Stimulant can grant fury and swiftness, however, it can be a little clunky in battle to drop and pickup. The Bandage Self skill benefits from the Inertial Converter trait and reduced Tool Belt cool down for investing in the Tools’ trait line.

Elixir R – When running PvE dungeons, you can swap out the Bomb Kit for Elixir R. It cures stun and refills endurance, but its biggest benefit is that it revives downed allies when you toss it. You can even revive yourself, just toss it before you go down.

Elixir S – This is useful when you want to get back into your tower in WvW while a 20+ enemy army is ramming your door. Swap out the Bomb Kit, pop Elixir S and run into your tower. Once inside, man the siege. And if there is no siege, you are the siege! Climb the walls and rain down grenades.

Continued below…

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Posted by: Gang Bang.1827

Gang Bang.1827

Toolbelt:

Regenerating Mist – This provides a little bit of regeneration and creates an water field. However, it’s a small window to combo and is difficult to finish yourself.

Healing Mist – This provides even more regeneration than Regenerating Mist and can even be used when you get disabled.

Big Ol’ Bomb – An area of denial skill and a blast finisher. This is lots of fun to play with. If you see an enemy Mesmer portal in WvW, run up to it and place the Big Ol’Bomb. Then watch the enemy fly as they portal through.

Grenade Barrage – This throws 8 grenades with the Grenadier trait, giving you an insane amount of burst damage.

Traits:

Explosives: 30 Points
III: Forceful Explosives – A must for Bomb Kit as it increases the blast radius.

VII: Explosive Powder – Bombs and grenades get an extra 10% damage.

XI: Grenadier – Increases the grenade range to 1500 and throws an extra grenade.

Evasive Powder Keg – This creates a bomb when you dodge. So try to dodge into your enemies to place the bomb closer, unless you’re kitting them.

Steel-Packed Powder – Every time you hit your enemies with a bomb or grenade you cause vulnerability. Each grenade counts as 1 stack, and since you throw 3, you can stack 20 to 25 vulnerability really fast and keep it on with the basic attack.

Alchemy: 20 Points
VI: Protection Injection – You gain 3 seconds of protection when disabled (5 second cool down). This is handy for melee classes that want to burst you. Usually they start off by disabling you, and then burst you. The 33% less damage helps a lot.

IX: Backpack Regenerator – 125 HP every tick when holding a kit. It’s not a lot of health by itself, but when stacked with Super Elixir, food, and regeneration boons you can out heal a lot of damage.

Tools: 20 Points
IV: Kit Refinement – Free Super Elixir when switching to Elixir gun. This is your main source for fast condition removal.

VI: Speedy Kits – Perma-Swiftness! You’ll always be moving 33% faster. Keep switching between kits every 5 seconds.

Equipment:

Cleric (Power/Toughness/Healing) armor with Engineer Runes. The Engineer runes gives more toughness and 5% more damage when using a kit. Don’t forget to put an Engineer Rune on the water breather, because your helmet unequips when underwater. For the back piece, rifle, and water breather, use Soldier gear (Power/Toughness/Vitality) for a bit more power and vitality. For the trinkets I also use Clerics with sapphire jewels. You should have roughly 800 healing power in PvP and PvE.

For the rifle, I use Sigil of Superior Force for 5% more rifle damage. You don’t need to equip a spear gun for underwater, just use the Grenade Kit (trust me).

Food and Sharpening Stones:

If you don’t use food and maintenance oils or sharpening stones in WvW, you’re at a disadvantage. Use Mango Pies for +70 Vitality and 85 HP regeneration per tick, and use either Hardened Sharpening Stones or Superior Sharpening Stones for more power (which ever you can afford).

And that’s the “Beast” build. A shout out to commander Silborn on Isle of Janthir because he’s the one who coined the nickname. I hope it gives you some insight on the engineer class and how it can be a powerful force on the battlefield.

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Posted by: Effex.3049

Effex.3049

Hi all,
I’ve been running the same pistol/shield build (link below) for the past 6 weeks or so. The recent buff to the tool kit made the build even better.

http://gw2skills.net/editor/?fcMQJAqel0pyUH5yuF17IxoHk+zdG0j8qX++pAbB

The reasons that i use this build over other options are the following:

> Pistol shield is the most complete weapon available. It offers a strong mix of power based damage, condition damage (poison, confusion, burn and bleed), and control abilities (projectile reflect, knockback, daze, block). This mix is important for pvp because the variety of abilities allows you to react to your opponent, and forces your opponent to interact with you on a variety of different axes.

>Static Discharge provides a high amount of ranged AoE damage at the cost of one trait. To maximize this trait, however, you need to equip low-CD ranged attacks on your toolbelt. The options are limited here, but the two best are hip-shot (tool belt of rifle turret) and throw wrench (tool belt of tool kit). I want to recognize that tool belt abilities that do not target a player will trigger static discharge, but that discharge will often fizzle into the ground rather than travel to your target (e.g. throw elixir). Notable exclusion of rocket kick (tool belt of rocket boots) because the range on this ability is too short for most situations (i dont want to be in melee range) so it often misses. i recognize how bad the rifle turret actually is, so it may look like a wasted utility slot. In practice, however, the 7.75s cooldown on hip shot (with traits) allows for sustained static discharge, which really holds this build together.

>The tool kit offers excellent survivability skills. box of nails is great for kiting, gear shield is a long immunity to soak burst, and magnet pull is great utility.

>Elixir gun (with kit refinement) offers, 3 regen boons (toolbelt and 2 ground effect regens), 2 aoe condition removal skills (Super Elixir, one on swap and one on 5), 2 light combo fields for further condition removal, and excellent mobility skills (acid bomb for running away and Elixir F for chasing)

> Bandage Self (tool belt of Medkit) provides good healing on a 15.5s cooldown (traited) and resets at 25% health thanks to Inertial Converter (15point Tools Trait), which adds more survivability to the build.

The Mountain
80 Norn Engineer, Midnight Gaming [MN]
Henge of Denravi

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Posted by: DkVZ.7153

DkVZ.7153

I like the idea of a static discharge build, haven’t tried that yet. But I do have tried pretty much every build that was posted here.

The one I’m sticking to now is a simple DPS pistol condition dmg build and I’m surprised I’m not seeing it very often:
http://tinyurl.com/d539eb6

You max out precision, crit dmg and condition dmg. In PvE and WvW I balance it out with toughness too. In PvP I go 10/30/0/0/30 (nothing in the toughness line).

The good part is the ultra-easy going nature of this build. Your main attack does AOE (piercing bullets trait and short natural AOE of pistols) AND condition damage through traits and the natural bleeding of the skill (can do bleeding, more bleeding, and burning (and more buring with incendiary ammo)). Anyone who hasn’t tried that out in WvW must give it a shot, it’s IMO better than grenades with grenadier, although with a shorter range (1000 against 1500). You also deal 5% more dmg against bleeding opponents because of a minor trait, and your opponents will always be bleeding.

Otherwise you spam pistol 2 and 3 which also do condition dmg and AOE of some sort. I also use glue shot and the flamethrower 3 to keep enemies off melee. I think it might well be because of the condition dmg but this build tends to attract aggro a lot in PvE, even when there are dudes right in front of the enemy.

The secondary skills aren’t actually that relevant, but incendiary ammo is very good for burst damage and I need a kit for the perma-swiftness so I always get flamethrower for which the 3 and 5 skills are also quite useful. The fire combo field is also cool.

As for the rest I sometime take rocket boots instead of slick shoes, mostly for the tool belt skill (sort-of-melee range massive condition damage). The last skill is totally up to you, could also be Elixir gun, or the goggles or I sometime take thumper turret for an additional blast finisher (the tool belt skill) and AOE knockback with overcharge. I think I’m the only thumper turret lover in the world though.

In fact, I love this build because it’s sooo easy (your auto-attack is strong for once and does AOE) and does very high dmg for engineer standards. Only downside is that you’re going to be kiting like there’s no tomorrow (tough things die while you’re kiting because of the high condition dmg) and you’re kind of a glass cannon.

(edited by DkVZ.7153)

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Posted by: Reinzshlek.6541

Reinzshlek.6541

With this build, I centered it around Decent burst damage coupled with control. I refuse to do the typical cookie cutter build so I have tried to make this as original as possible.

So here is a link to the build:
http://gw2skills.net/editor/?fcAQFAUl0paZH5y4F17IxoHkuziGki86XRKyv+B;ToAg0Coo2xsjYH7Oudk7Mo4QB

Now I will start with my weapon and utilities first.
Rifle: Great cc capabilities. Net Shot coupled with Overcharged Shot, very useful for getting people off your tail and keeping them away. Blunderbuss is a nice burst/bleed.
I added the Sigil of Superior Air for the extra burst.

Utilities:
In the heal slot I use the Med kit. This is because I prefer have my tool belt heal with this seeing how it’s on a 15 1/2 sec cd. The Med kit itself is used to apply swiftness/vigor through traits and the 4 skill is useful with removing a quick condition mid fight. The 1-3 skills are useful right before or right after a fight for the extra 3k health when you pick all 3 up. I will also use the 5 skill right before or during a fight for the fury it gives which is helpful when focusing a target.

Throw Mine: This skill has been a life saver for both myself and party members. It may have a small trigger radius, but when you are kiting someone or trying to keep a group of enemies from bursting yourself or a friendly player, throwing this is the middle of the mix can change things quite a bit. I also use this when enemies are trying to rez one of their own or trying to stomp one of mine.

Tool Belt skill Mine Field: This is nice when helping protect a node before a fight or during a big fight. Dropping these and standing in the middle while sitting on a node is amazing. Only because if a thief is trying to creep up on you he/she will set one or more of these off. I do this all the time and it works. It allows me to throw my Tool Kit on and pop the shield to prevent the burst that is about to be dropped on my head. The biggest perk to this is not only the short cd but the double discharge from the trait “Static Discharge”. Since you have to activate the TB skill twice, once to throw them out and again to blow them up, the trait triggers twice.

Engineer-Power Wheels
Warrior- Bazinga Brute
“It’s just a game, play it your way and have fun :-) "

(edited by Reinzshlek.6541)

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Posted by: Reinzshlek.6541

Reinzshlek.6541

Tool Kit: This kit is a requirement, hands down, for any dps Engi( IMHO). A 3 second block with “Gear Shield”, a pull “Magnet” to grab those pesky perching individuals who are literally “raining” on your parade or to pull bunkers off the node and "Box of Nails " which is nice to throw down when kiting or mid fight just to slow people down, Who could ask for more? It is, by far, one of the best kits available.

Tool Belt skill Throw Wrench: First off, 15 1/2 cd coupled with the static discharge trait, very useful. Secondly, it hit everyone going out and coming back to you and with a high crit chance you can watch the big numbers pop up. Thirdly, With the “Power Wrench” trait it not only reduces the cds of your “Tool Kit” skills, it also adds a cripple to throw wrench.

Personal Battering Ram: Very useful when a melee type is trying to bash your head in or an alternative to getting enemies off a downed friendly.

Tool Belt Skill Launch Personal Battering Ram: 19 1/4sec cd, not bad, but it hits everyone in that line in front of you while crippling them on top of activation the Static Discharge trait. Very useful.

Elite Skill Supply Crate: Everyone knows what this does. I use it mainly for big fights as support and usually drop it on a group of people trying to burn one friendly.

Now for the traits.
I use 0/20/0/20/30

Firearms: I go with Hair Trigger for the reduced Rifle CD and Rifle Mod for the increased rifle damage.

Alchemy: I use Invigorating Speed and Protection Injection.

Tools: I use the obvious and previously mentioned, Static Discharge. I also go with Speedy Kits and Power Wrench.

Engineer-Power Wheels
Warrior- Bazinga Brute
“It’s just a game, play it your way and have fun :-) "

(edited by Reinzshlek.6541)

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Posted by: Reinzshlek.6541

Reinzshlek.6541

A breakdown of the skills:
The Firearms traits are obvious seeing how I use the rifle.
With Alchemy, I went with Invigorating speed and that is coupled with Speedy Kits in the Tools trait line. This every 5 secs that I equikittent, I gain 5 secs of swiftness and 5 secs of vigor. Seeing how the Tool Kit is a vital part of my gameplay, I keep those boons up almost indefinitely. Now the Protection Injection trait is also vital to my play style. With no stun breakers, that 3 secs of protection is a life saver when a 100 Derps warrior stuns or knocks you down in order to pop frenzy and 100 Blades. Even when I D/D BS thief stun you with Bask venom, This trait triggers and cuts that damage down my 33%. Even while stunned you can still switch to the tool kit and the time the Protection wears off, so has that stun or KD and BAM!!!!! Out comes the gear shield.

The tools trait is your bread and butter. “Static Discharge” is where most of your burst will come from. "Speedy Kits is a great partner for Invigorating speed as mentioned earlier and Power Wrench says it all.

Now for my Gear.

Amulet/Jewel: Berserker’s Amulet/ Knights Jewel. The amulet is for the obvious power/precision and crit damage, the Knights Jewel is to keep that crit chance up there while making your HP pool a little big to survive those burstys that are going to be gunning for you.

My runes are Superios Rune of Earth x 7. 7 runes because you need one in your breather for underwater fights seeing how that takes place of your helm. I use earth to increase that protection given by the “Protection Injection” trait as well as giving you a 5% chance to gain protection when hit and giving you a Magnetic Aura when below 20% Health which is nice when you are trying to put some distance between yourself and the fight to heal up and you have that one ranged class trying to finish you off from a distance. It also gives you a little more Toughness.

I created this build in order to fill a roaming/ Bursty type slot while also giving myself survivability and control. I am built to control a situation to the best of my abilities while also burning people down at a pretty hefty rate. I am not the typical glass canon build but it has proven effective and helpful on so many occasions.

I am very comfortable with this build but I know it’s not perfect. Any suggestions would be nice and comments would be even better. This is my first time posting so be gentle please :-).

Engineer-Power Wheels
Warrior- Bazinga Brute
“It’s just a game, play it your way and have fun :-) "

(edited by Reinzshlek.6541)

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Posted by: DkVZ.7153

DkVZ.7153

Seems pretty balanced to me.
Looks like the build Teldo labelled as “Glass cannon” on his stream: http://www.twitch.tv/teldoo

Basically a power rifle build (there’s a good post about that build in this thread) with 10 more points in the toughness line.
People usually take a stun breaker (like the Goggles – comes with a short cooldown tool belt skill) or good old Elixir C.

The only thing I could suggest is trying the 0/30/0/10/30 road and get a stun breaker. 10/20/0/10/30 is also OK (you can take the explosion radius increase – works on Mine Field) but if you’ve found your comfort there don’t change anything :P

Only thing I don’t like about rifle builds is the lack of ranged AOE (problem in WvW – glass cannons without AOE aren’t that useful there). Rifle 4 and 5 are close range skills, blunderbuss sucks IMO so you’re left with the piercing auto-attack which requires some intense positioning to maximize.

Anyway the more I try new builds the more I think Engineers aren’t supposed to be glass cannons. There’s too much stuff that makes a balanced engineer possibly a better value. Like the 10% healing -> power minor trait in inventions, the 5% toughness -> power also in inventions (basically a free +70-100 power along with the +100 toughness) and all the close range stuff we got (not to mention Juggernaut).

(edited by DkVZ.7153)

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Posted by: Reinzshlek.6541

Reinzshlek.6541

Seems pretty balanced to me.
Looks like the build Teldo labelled as “Glass cannon” on his stream: http://www.twitch.tv/teldoo

Basically a power rifle build (there’s a good post about that build in this thread) with 10 more points in the toughness line.
People usually take a stun breaker (like the Goggles – comes with a short cooldown tool belt skill) or good old Elixir C.

The only thing I could suggest is trying the 0/30/0/10/30 road and get a stun breaker. 10/20/0/10/30 is also OK (you can take the explosion radius increase – works on Mine Field) but if you’ve found your comfort there don’t change anything :P

Only thing I don’t like about rifle builds is the lack of ranged AOE (problem in WvW – glass cannons without AOE aren’t that useful there). Rifle 4 and 5 are close range skills, blunderbuss sucks IMO so you’re left with the piercing auto-attack which requires some intense positioning to maximize.

Anyway the more I try new builds the more I think Engineers aren’t supposed to be glass cannons. There’s too much stuff that makes a balanced engineer possibly a better value. Like the 10% healing -> power minor trait in inventions, the 5% toughness -> power also in inventions (basically a free +70-100 power along with the +100 toughness) and all the close range stuff we got (not to mention Juggernaut).

Thank you for your input on this.

I don’t have a stun breaker because the utilities I use allow for max control. This is the reason I have the Protection Injection trait along with the earth runes on my armor. I can survive burst 90% of the time and have a 3 sec block on a 16 sec cd which is also very helpful.

I started out using the teldoo GC build and slowly tweaked it to something I can call my own. It is definitely something I am comfortable with. I used the goggles for awhile but them switched to the mine because the mine filed allows me to catch stealthy types before they can attack me while guarding a point. It’s not 100% but it is very useful. That and the fact that the static discharge trait activates when you drop the mine field and when you blow it up and they are on a short cd.

I like the damage with my Engi because I can control it. This whole build is set up to maximize control and damage while not being a GC. I can play very defensively if I need to, I can be a high, steady damage dealer or I can just use my many CC capabilities and lock a target down while it or another is bursted down. I agree with engis not being a Burst spec 100%. hat is why I built mine the way I did.

With the rifle, I don’t WvW at all, it’s sPvP or tPvP and the rifle is very handy there seeing how there are many melee profs being rolled right now. I can not only push people away with it but I can keep them away or get right in their face if I need to. I have tried a more bunker type build, but it doesn’t fit my playstyle so I never really got into it.

Again, ty for your feedback. It is very much appreciated :-)

Engineer-Power Wheels
Warrior- Bazinga Brute
“It’s just a game, play it your way and have fun :-) "

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Posted by: DkVZ.7153

DkVZ.7153

Actually, you helped me refine my own build so thank you
I said I was gonna try the “discharge lightning” trait so I also took the tool kit along with it and so far this is the best variation of my build I’ve tried for PvE:
http://tinyurl.com/dyre3cn

The sort of shield block is really something I was missing, launch wrench crits almost everytime and does 1000+ dmg on a line and the box of nails helps my kiting and looks good with the high condition damage I have.

I could ditch Elixir C for something else in WvW, not sure yet. In PvP I use one of these annoying heal/tank build where people can’t kill you and you drop bombs everywhere like a madman (red circles and all). You can’t really kill people either but you almost always win at who’s the most annoying.

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Posted by: Oxstar.7643

Oxstar.7643

I present to you, Gentlemen, my “Megagineer” build.

TABLE OF CONTENTS
.Traits
.Skills
.Weapons and sigils
.Runes and gear
.Strategy
.Tool Kit
.Elixir Gun
.Regular Weapons.

We will start with 10 points in Explosives and we will pick up the trait “Incindiary Powder” for the added burn chance on crits.
Next we will put 20 points into Firearms and pick up “Infused precision” for more speed and “Rifled Barrels” for more range.
Then we will add 20 points to “Inventions” where we will pick up “Cloaking Device” for stealth and “Reinforced Shield” for extra toughness.
Then we will put 10 points into Alcjemy and get “Invigorating speed” for better dodging.
Finally, put 10 points into Tools and pick up “Kit Refinement”.

As for skills, you will want Med Kit for healing skill, Elixir Gun and Tool Kit. As for the last skill you can put what better suits you there, but I reccommend either the Rocket Boots for added burn damage and escape skill or Net Turret for a lot of netting. For elite skill there simply is no substitute for Supply Crate.

Now for the weapons. You will want pistol and shield, with precision toughness and conditon damage. The purpose of this is to provide you both with decent offensive and defensive options. You will want to use “Superior Sigil of Purity” on the pistol to fight conditions, and “Superior Sigil of Earth” on the shield for a chance to do extra bleeds on foes.

For gear you want armor with precision, toughness, and condition damage. As for runes I reccommend “Superior Rune of The Undead” all the way. This gives you both toughness and condition damage and you will do extra damage to nearby enemies when downed.

Now onto the good part, the strategy! Bear in mind, this build is made to survive and your damage will not be amazing. So basically, when you engage you first switch to med kit and use “Drop Stimulant” for increased movement and precision. If your foe has not detected you, switch to tool kit and use “Magnet” to reel the enemy in then hit him with “Prybar”. This does good damage and also applies confusion. Depending on your placement skills you can also drop “Box of Nails” to cripple and bleed him as the situation demands.

Gear Shield is your best friend. Use this to effectively nullify Warrior and Thief burst, then as soon as they let up, Prybar them in the face. You can also use the Wrench to kill crippled foes that are fleeing. Remember, it hits quite hard.

Eixir Gun is your healing weapon. Use this in conjunction with CC skills or Gear Shield to heal quite a lot of hp. Thanks to kit refinement you instantly deploy a “Super Elixir” when you switch to this weapon, and you can put down another one for double healing. Combo this with “Healing Mist” (Toolbelt skill) to do some amazing AOE heals. I output over 1k per second on my Engineer which equals 10-11k healing if you are not forced out of the circle or poisoned.

Or of course you can just annoy ranged foes with this. And remember that you have other skill as well. Tranqualizer Dart bleeds and weakenes foes which is great for support. Elixir F cripples foes and speeds up allies. Fumigate does flat out close range posion damage and also applies vulnerablity. Acid bomb both creates a small area of constant damage and moves you backwards, meaning it can also be used as an escape skill.

Now for your regular weapons. Explosive Shot is your bread and butter ranged skill, of course, and Poison Dart Volley can pack quite a wallop if all shots connect and also does posion making it ideal for fighting enemies with good healing. Static Shot is a flat out aoe skill that does both blind and 2 stacks of confusion, making it a good skill for melee combat as well as ranged. it also has a “bounce” mechanic meaning that if your target is close to another enemy it will bounce betweenn them.

The shield is quite handy. The 4 skill is “Magnetic Shield” which reflects projectiles and can also be released for “Magnetic Inversion” which is an aoe pushback skill.

The 5 skill “Static shield” is another block skill, but with somewhat shorter duration than Gear Shield. At any time during the block phase the skill can be activated again for “Throw Shield” which penentrates foes dazes all foes it hits and also returnes to you and hits anything in it’s way again. This can be used both for interruptions and burst stopper.

So overall this build is made to be a tough son of a kitten to kill, while dishing out good damage through conditions and confusions – While also offering good heals and blocks. I have tested it in SPvP WvWvW and PvE, all in endgame content, and it kicks alot of kitten Remember though, you have to learn when to use what kit yourself. Practice makes perfect.

I hope this build will help many Engineers in the future. Don’t hesitate to ask me if you are confused about the build. Peace out!

(edited by Oxstar.7643)

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Posted by: lindstroem.3601

lindstroem.3601

My p/p-build, based on survivability/mobility and condition damage

http://tinyurl.com/cn3r4ow

Short summary: 10/30/20/10/0

5 CCs
- Immobilize and cripple (glue shot)
- Blind (Static shot, smoke vent from flamethrower)
- Knockback from flamethrower
- 2 knockdowns in a row by overcharging rocket turret

A lot of conditions
- Burning through blowtorch, rocket turret, tool belt skill, firewall of flamethrower and on crit
- Perma poison with only 3 darts hitting (7,2s by 8s of recharge)
- Bleeding (#1, on crit, sigil) Most of the time 5-8 bleed stacks on the enemy with crit luck
- Confusion

mobility/survivability
- Protection on crit
- Invisible on immobilize
- swiftness on crit
- vigor on swiftness
- refilling endurance (elixir r)
- stun breaker (elixier r)
- self-ress while in down state (elixir r)
- All heal skills recharge when under 25% hp

Cure conditions
- overcharging healing turret
- tool belt skill elixier r

Some defensive stuff, but its played pretty offensive to put pressure on the enemy. The mobility helps a lot for it.

(edited by lindstroem.3601)

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Posted by: Cakez.2483

Cakez.2483

Hi all! I believe there is a common misconception that bunker engineers are weaker than other professions and this is leading to an under-representation of engineer bunkers in tournaments. I have come here to say that engineers are awesome! and are much more fun to play =p

I play a lot of engineer in free tournaments and this is my mid point bunker build for tournaments:
http://tinyurl.com/b47y8hd

It is a fairly standard trait setup for bunkering, although I have tweaked it towards my teams playstyle.

I think that we are comparable to guardians and eles in terms of bunkering, and that each of these bunkers have their pros and cons. I will try explain the build in relation to the roles that I fulfill as a mid point bunker and more specifically the characteristics of the build that allow me to fulfill those roles. I will also try to compare it to the more commonly seen guardian bunkers.

Point control
-Engis have lower cd knockbacks and immobilize, which are often easier to land than their guardian counterparts
-However, we lack the stability that guardians have and are thus more susceptible to being knocked off the point. This is slightly counter-balanced by permanent vigor up time
-As a result, engis can neutralize a point easily but the enemy can also neutralize it back fairly easily (or not, if you are very good at blinds/dodges).
-In my experience on Forest of Niflhel and Battle of Kyhlo this build can easily go toe to toe with most bunker guardians 1v1 if not slowly cap the mid point off them. Against an bunker ele, it is almost certain that you will cap the point off them.

Survivability
-We have low cd medkit heals (that refresh at 25%), the currently bugged double super elixir, and high regeneration up time making our healing output not something to be taken lightly
-Permanent vigor makes for great damage mitigation and is also great for kiting
-Blinds and knockbacks also help to prevent damage especially when used at the right times
-Protection when we get cced, although unfortunately not when we get immobilized, helps us survive those spikes
-We are able to survive at the very least 2 heavy spikes due to having both Elixir S and the Elixir S at 25% HP trait
-Unfortunately this build is fairly weak against conditions and poison in particular. I often rely on simply out-healing the damage and avoiding it by dodging and ccing the enemy
-You should be to survive in most 1v1 situations almost indefinitely and hold for extended periods of time against 2 or more enemies
-During downtime you can drop up to 9 bandages and 3 antidotes, this can make a huge difference in a battle as it can heal for upwards of 12k+ and remove 3 conditions
-In comparison to guardians I feel that my HP fluctuates a lot more due to less protection and blocks, but I am able to heal up to full HP a lot quicker. Against burst, I would say that we are roughly on par.

Stomping
-Elixir S, throw Elixir S and smoke bomb are the skills I use to stomp
-I find that engis are fairly weak in this department due to the long cds and often having to use these skills defensively to survive.

Ressing
-Having more knockbacks on shorter cds can help prevent non-stability stomps
-Using Elixir S and throw Elixir S to res can avoid you being interrupted and also avoid a lot of damage while ressing

Support
-We don’t provide many boons, if any at all, to our allies but provide support via elixir gun heals and ccing the enemy
-Condition clearing using elixir gun 3 is also pretty sweet
-We can provide a fair few combo fields: fire, smoke and light
-Supply crate has also saved my team mates many times. The stun, immobilize and those bandages (upwards of 12k+ heal) are not to be underestimated!

Damage/Offense
-In terms of sheer damage output I think this build does a bit less than most bunker guardians
-Guardians also have insane retaliation up time that engis don’t have
-Its offensive capability lies in using knockbacks/immobilizes/crate stun at the right times to combo with your team mates. Eg. knockback, immobilize, crate inside double necro wells. Always try to call these out so that your team can capitalize on the ccs to deal damage
-Using elixir gun 3 to poison heals can also make or break a kill.

Last but not least, please feel free to give any feedback. I am always looking to improve. Any questions are also welcome!

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Posted by: aydenunited.5729

aydenunited.5729

“Bionic Commando” build. After playing for around 700 matches as an Engineer, I was struggling to find a build that could do it all… if I was defensive, I struggled with damage, if I was bursty, I was easy to take down in a few shots. If I had a great condition build, it lacked mobility for roaming, etc. or offered no support to the team.

This build for my synergizes well and is really only weak to condition damage, and even then, that’s only to 25% health. This entire build is designed to do a little of everything, and requires use of the Runes of Centaur to get the swiftness support for you and your team to keep near 100% uptime without having to take Speedy Kits.

http://www.guildhead.com/skill-calc#mcMM9cz0mTMCMmvMCM9MGxGzomobMR8khA7070m7kIN70V7owY8ofy

I could go into great detail of how well this build synergizes with it’s traits, but it’s easier just to answer any questions if something isn’t jiving like you want. PM me if you want to know how to make this build work, I’m confident enough in it to say it’s the best overall build I’ve run so far combining defense and offense and utility without sacrificing much at all.

Jumzi (Ranger), Tarnished Coast

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Posted by: Coltz.5617

Coltz.5617

http://intothemists.com/calc/?build=-W70;0B-sP-h0C6-QFx0i53Ukq0R-JU;49T;0T4;0538;415B4;5G3G3G3045BFS

I am not so sure what I am doing wrong but it seems I am lacking everything for this build. I want to be a pure glass cannon but the damage is kind of subpar. Is there anything I can do to improve this considerably?

Please try out my build and give suggestions.

- I infract cause I’m passionate about the game-
“ALL IS VAIN”
https://forum-en.gw2archive.eu/forum/pvp/pvp/gf-left-me-coz-of-ladderboar/page/6#post3486969

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Posted by: papaganoosh.7908

papaganoosh.7908

Does anyone have a really good Bunker build with as much CC in it as possible?

Papaganoosh (SPvP Officer, The Unnamed EU)

http://www.the-unnamed.com/spvpapp – recruiting skilled players for TPvP

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Posted by: Grugosh.6471

Grugosh.6471

Hei,
have a nice FT – bleed build to share. Use it in PVE most of the time to farm event’s and Mob’s. The idea of the build is to share the bleed from FT (sigill) and pistols an the utility form toolkit. Have a Rampager set with the 3 bleed duration runes and the sigil of Agony. Normally i stack the +250 con damage befor using the Agony. Get 7-9 bleed stacks and the pistol burn and the direct damage from FT and 4-5 Might stacks. I like it very much, its a cool event farming build^^. I have some VIT on the ear jewels to make up for the low HP.
Build is http://gw2skills.net/editor/?fcAQJAqal0picn1SdF1LJx4DdOsAQPAcdvrIF5vxA;TgAKfMwIgxWkzHZRjKmBA

(edited by Grugosh.6471)

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Posted by: SneakyErvin.3056

SneakyErvin.3056

Static Discharge Rifle spec.

Explosives 10: V
Firearms 30: IV, VI, IX
Tools 30: II, VIII, XII

Heal: Medkit
Utility: Utility Goggles, Tool kit, Rifle Turret (Grenades under water).
Elite: Supply Crate

Armor: Exo Berserker with Beryl Orbs
Accessories: Exo Valkyrie+Karka with Exquisit Beryl Orbs
Neck: Exo Valkyrie with Exquisit Beryl Orb
Rings: Red Ring of Death, Crystalline Band
Weapon: Berserker Rifle with Superior Sigil of Blood

45% Crit chance, 3400 Attack, 107% Crit damage, 17300HP.

It brings huge burst, pretty nice survivability (alot of dodge and tool kit block), nice control (roots, snares and pulls), acceptable swiftness, great fury.

Reason I went with beryl orbs in my armor is because it gives me what I wanted for the spec, I far prefer beryl orbs/ruby orbs over divinity runes. Scholar would be nice, but I decided on not going under 17k HP and scholar is just too kitten expensive in my meaning. I think staying between 40-50% crit chance is just enough, it gives a crit in 1/2 attacks.

I used to run with Air sigil in rifle, but I prefer Blood, it can proc each 2 seconds, does damage and gives me a bit of health. It’s still a thing I’m experimenting with, might go back to air.

Let Valkyries guide me to my destiny.

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Posted by: Gringo.2163

Gringo.2163

My sPvP build with this is no problem for me do allways 100-200 points. I have tried many setups but this suit me most. The problems are only thiefs but who dont have problems with thems.

http://en.gw2skills.net/editor/?fcEQJAqalspSYnuSgF1LJRIF4/+gKkXRPq8jh8nCsF;ToAAzCpomyMlYK7RupkTNqYWB

(edited by Gringo.2163)

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Posted by: Ejiofor.4801

Ejiofor.4801

I have been monkeying around with Builds, and tried out this build for WvW roaming. Swapping Utilities and Weapons between runs with a small group or zerg happens often. Sieging I’ll drop Mortar, and swap to Grenades for Wall AoEs.

http://gw2skills.net/editor/?fcAQJAqalspyVH5SfF17IxIFdW0geYX9yXRKy/jB;T8AA1ynEaJdSFlSLKbM2IsxajzGpNDCORMpA

It’s an attempt at a hybrid of good, solid survival with consistent damage. Still trying it out. Had one encounter while roaming that was long, but I was able to win(description below).

I chose the net turret because I like to add an extra CC to the Supply Drop when I run into people(and to compliment Sitting Duck) I kept the Superior Runes of the Dolyak for suvivability, with half my trinkets being Soldier’s and Berserker’s.

Just got out of WvW and ran into a Hammer Warrior(I’m interested in learning how to take video, but I’m not sure how). Started off with Box of Nails, Magnet, then Prybar. Swapped to Pistols and popped Glue Shot then Blow Torch, followed by Net Turret. Dodges, and swapping back and forth between Tool Kit and Dual Pistols kept my vigor up (Speedy Kits plus Invigorating Speed). Lots of kiting until my Magnet recharges, along with shield. He got too close, I blocked or Prybarred him. Depending on the situation, I usually drop Supply Crate in the middle of a fight if I find myself needing that little advantage.

EDIT: I see this is a bad link. If you are still interested in the build, just copy and paste the link in the browser. Sorry about that

Gearstrip Jones, Engineer, Borlis Pass, [KPUP]
“Which Lo Pan? Little ol’ basket case on wheels, or the ten-foot-tall roadblock?!”
-Kurt Russell, Big Trouble in Little China

(edited by Ejiofor.4801)

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Posted by: Alshalabi.8347

Alshalabi.8347

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Posted by: Knox.3748

Knox.3748

Ill start changing my build to engi today. Was using Prec Tough Con Damage but now ill get Power Tough Vita with Runes of soldier. More tanky and i hope i am not wasting my engi.

Trying this for Fractals and WvW:
http://gw2skills.net/editor/?fcAQJAqelspSXHwSiF17ISIFSohBSheBYie8YV2kB;TgAAzCpoay0koJbTumkNB

Having 20k hp, almost 3k armor and 1300cd will be pretty helpfull for my team in Fractals. The Bleedingtank! Didnt want to get it full tank because ill save that for my Guardian when i lv it.

Edit: correct link !

(edited by Knox.3748)

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Posted by: Vellius.7912

Vellius.7912

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Posted by: MooCube.1450

MooCube.1450

Elwick Saberlin: Tarnished Coast
http://seekersofmaguuma.enjin.com/