Q:
Power Engi?
A:
http://en.gw2skills.net/editor/?fdAQFAUlUUpErtbxkLseNCbBNqxI6OWlN+5DEgkC-TJRHwAFeAAc2fAwFA4YZAA
It’s survivable, but hybrid. Played like a power Engi, with Rifle.
Edit: My hybrid tournament build
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New Twitter: @chaithhh
Any advice on playstyle with that build?
As I’m sure you are aware engineers have some bursty (mostly short range) options but no useful gap closing abilities. Without fast or instant teleports, leaps or other means of quickly and reliably shortening your attack range you are left with:
-Grenades
-Autoattacking with rifle, elixir gun, pistol
-The channeled and well telegraphed toolkit pull
-Turrets
Engineers and necromancers are both in the same boat in this respect imo in that in 1vs1s you generally need the enemy to come to you or for them to stay and fight if you are building this way.
(edited by icewyrm.5038)
Any advice on playstyle with that build?
twitch.tv/chaithh
It’s a competent 1v1, teamfight carry, and support.
Set up kills with Magnet, Overcharge Shot, and Net Shot.
Support your team with Healing Turret, Detonate, and Acid Bomb every time you can see your team sustaining damage.
Play defensively with Grenade Kit if you need to.
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New Twitter: @chaithhh
http://en.gw2skills.net/editor/?fdAQFAUlUUpErtbxkLseNCbBNqxI6OWlN+5DEgkC-TJRHwAFeAAc2fAwFA4YZAA
It’s survivable, but hybrid. Played like a power Engi, with Rifle.
Edit: My hybrid tournament build
and now please stream again. Have to see you in action
Personally I enjoy SD and HGH for power. SD has a quick no tell burst, cc, and 15 vuln stacks. You can down people within seconds and not many bunkers can keep up with you. HGH has a bit more survivability and you could go hybrid with it. Stability from elixir B I think works really well with overcharge shot because you don’t get knocked back.
Actually Engineers have several means of safely closing gaps.
Some not mentioned are as followed.
Rocket Boots
Elixir Gun’s Acid Bomb
Toss Elixir S
Rifles Jump Shot
And any smoke field blast finisher that would generate Stealth can make closing gaps or gaining advantageous positioning relatively safe and reliable.
These skills/abilities coupled with a impressive access to Cripples,Chills and Immobilizes makes catching foes very reasonable.
You will find after you become more proficient at Engineers (particularly power based Engineers) and as your opponents become more skilled.That it’s not closing gaps that becomes the tricky part. But opening them, and setting up your opponents for the “Sweet Spot”.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Closing gaps with stealth relies on your enemy staying in an area rather than moving away, though opening into combat from stealth can certainly help to gain combat initiative.
Jumpshot has a long animation and is ground targeted rather than player targeted so is very easy to avoid. Rocket boots is the best engineer gap closing skill available but is again non player targeted, has a long and obvious animation, and prevents you using your other skills for a longer period of time than most other leap type skills due to the rolling component at the end of the leap.
Elixir bomb is useful for gap creation but not for gap closing – in the time you’ve stopped moving, rotated 180 degrees using your turn around button and then activated and completed the skill animation another person running next to you using no skills whatsoever will have covered the same distance.
None of these skills are really comparable to real gap closing abilities available on other classes like steal, blink, lightning flash, or flashing blade, or even to skills like savage leap or swoop in my opinion.
In reference to closing gaps, I feel we really do lack in that area. Considering we have bomb builds and builds that focus on the tool kit or even the FT, the engineer really does seem to lack ways to close the gap. When you see all of the weapons skills out there on other professions, having to use a utility slot for rocket boots really feels lacking.
https://www.youtube.com/watch?v=6q3em9s5I4c
So to sum everything up, I really enjoy Chaith’s hybrid build and variations of it. Also messed around with a Static Discharge build again, and to my suprise the burst is considerably better than I remember it being. So I’ve been having fun again playing a power or hybrid engi. Thanks for all the comments people.
Here’s one for you .
http://gw2skills.net/editor/?fdIQFAUlUUpEr9ZxALseNSbBNyw00Qu0K+5CEgjC-TVCBABCY/BPq/YoOAJuAAYpcxLlUA8AAoQJYCmgIDg+YA-w
It’s a grenadier/bomber build. Grenades for that heavy ranged damage, bombs for up close and personal. Grenades average 1.2k-1.5k a grenade (remember to multiply by 3 if shotgunning or all 3 hit), bombs average 3.6-4k a hit. Good for pve and wvw, haven’t tested it in pvp though. Heavy damage, and can take a few hits.
The saga of your life is a summation of the choices you make.
Elixir bomb is useful for gap creation but not for gap closing – in the time you’ve stopped moving, rotated 180 degrees using your turn around button and then activated and completed the skill animation another person running next to you using no skills whatsoever will have covered the same distance.
Actually you just have to dodge roll forward and flip your camera and Acidbomb right after the roll finishes. Requires a dodge, though.
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New Twitter: @chaithhh
It seems quite difficult to reliably dodge roll, about face at the end of it and not take at least one step in the wrong direction before acid bomb activates. This could be due to my added latency though, which fluctuates between 200 and 300 ms or so.
What’s more while the activation time is listed as 1/4 sec on the tooltip, the activation and animation time of the skill of acid bomb from testing is closer to 5 times that (somewhere between 1.5 and 1.7 seconds. Dodge rolling has an innate .75 of a second activation and animation time which means that assuming your method works perfectly the total combo time is going to be a minimum of 2.25 seconds from start to finish, albeit the dodgeroll component is at least moving in the right direction.
Meanwhile blinks such as steal or lightning flash have no animation time whatsoever, the only real delay being latency, while gap closers such as savage leap have an animation time of around 1.2~1.3 seconds while covering a slightly longer distance than acid bomb.
For reference, a player can cover 210 units of distance within one second in combat with no speed buff and most players will at minimum have +25% speed increase for 262.5 per second.
So assuming perfect execution of acid bomb combo (0 skill latency, no walking in wrong direction at any point in the combo) and enemy player at +25% run speed, within the activation time/animation of acid bomb someone will cover the same distance or slightly greater than acid bomb simply by running forwards. If the enemy has swiftness this is compounded very slightly.
That’s not taking into account the fact that at the end of the acid bomb combo your character/camera will be facing the wrong direction, incurring an additional delay to you actually using more skills on your opponent.
(edited by icewyrm.5038)
It seems quite difficult to reliably dodge roll, about face at the end of it and not take at least one step in the wrong direction before acid bomb activates. This could be due to my added latency though, which fluctuates between 200 and 300 ms or so.
What’s more while the activation time is listed as 1/4 sec on the tooltip, the activation and animation time of the skill of acid bomb from testing is closer to 5 times that (somewhere between 1.5 and 1.7 seconds. Dodge rolling has an innate .75 of a second activation and animation time which means that assuming your method works perfectly the total combo time is going to be a minimum of 2.25 seconds from start to finish, albeit the dodgeroll component is at least moving in the right direction.
Meanwhile blinks such as steal or lightning flash have no animation time whatsoever, the only real delay being latency, while gap closers such as savage leap have an animation time of around 1.2~1.3 seconds while covering a slightly longer distance than acid bomb.
For reference, a player can cover 210 units of distance within one second in combat with no speed buff and most players will at minimum have +25% speed increase for 262.5 per second.
So assuming perfect execution of acid bomb combo (0 skill latency, no walking in wrong direction at any point in the combo) and enemy player at +25% run speed, within the activation time/animation of acid bomb someone will cover the same distance or slightly greater than acid bomb simply by running forwards. If the enemy has swiftness this is compounded very slightly.
That’s not taking into account the fact that at the end of the acid bomb combo your character/camera will be facing the wrong direction, incurring an additional delay to you actually using more skills on your opponent.
Good approach, but trust my experience of actually using it as a movement skill, if you swivel your camera instead of using the about face hotkey, you can easily have time to do so during the roll. I don’t think it’s highly dependent on latency, but if you have super bad latency I could be wrong (it seems like you do).
Remember that movement skills scale with swiftness and other movement speed increases too. Everytime I use Acid Bomb properly after the gates open, I gain a little ground on my allies, so it works.
Also, try swiveling your camera and getting into position for Acid Bomb while you are mid animation for Jump Shot (It’s a good movement combo.)
Twitch.tv/chaithh
New Twitter: @chaithhh