Power Shoes

Power Shoes

in Engineer

Posted by: Cempa.5619

Cempa.5619

As you guys know Dec 14th patch buffed the Trait Power Shoes:

Power Shoes: Increased move speed to 25% in combat

Did not see many try to build around that so I wanted to share my high powered Rifle bunker build: (Might stacking)

http://intothemists.com/calc/?build=-V70;2Z;0h0u5NQFx0;9;59TT;25;047817A;16;kittenW3H7W36gC

Health 24,522
Toughness 1,860
Power 2,127

(edited by Cempa.5619)

Power Shoes

in Engineer

Posted by: Shivenis.3761

Shivenis.3761

Bad link (coping and pasting brings to a blank build)

Power Shoes

in Engineer

Posted by: Cempa.5619

Cempa.5619

Power Shoes

in Engineer

Posted by: Sivetar.9327

Sivetar.9327

Still blank to me.

Power Shoes

in Engineer

Posted by: AlietteFaye.7316

AlietteFaye.7316

Not many talking about it because the 10 points for Speedy Kits is still a much better bargain. It’s not bad if you’re going for a tanky build like yours, but otherwise is completely overshadowed.

twitch.tv/aliettefaye

Power Shoes

in Engineer

Posted by: Cempa.5619

Cempa.5619

I also get a blank link not sure why sorry :/

Basically its 0/10/30/30/0 With Elixir utilities, Rifle and Might runes with Power stack Sigil. You end up with a truck load of power and any non bunker gets burst down quick while you have loads of Toughness, HP and solid condition removal.

Speedy Shoes is 25% IN COMBAT up 100% of the time regardless of what you do or don’t do. That is massive survival power seeing how easily this build removes condition and mitigates burst.

One last point, the build stacks Might+Retaliation! (Well technically you can’t stack retaliation what I mean is it has high up time for Retaliation)

http://www.guildhead.com/skill-calc#mmMM9VMoGgMMoGgM0axx0oVRsMRq8kiH7070m7kGo70V7owY70m

(edited by Cempa.5619)

Power Shoes

in Engineer

Posted by: KirinDave.6451

KirinDave.6451

You all are getting a bad link because you’re using textile wrong. Read the freakin’ instructions.

Anyways, I do not get the choice to go 30 into inventions for a wimpy +30 power. Why not pull that out, get more precision and condition damage, and give your rifle kits the power to blind to give you some addition support and staying power? Here is a link to the build.

You could also go for speedy kits and 10% further faster recharge rate on throwable elixirs, but I confess to despising that goofy kit dance while running just for mediocre mobility that is impossible for this build to maintain in combat. The days of everyone feeling obligated to take the medkit are over.

(edited by KirinDave.6451)

Power Shoes

in Engineer

Posted by: tigirius.9014

tigirius.9014

You all are getting a bad link because you’re using textile wrong. Read the freakin’ instructions.

Anyways, I do not get the choice to go 30 into inventions for a wimpy +30 power. Why not pull that out, get more precision and condition damage, and give your rifle kits the power to blind to give you some addition support and staying power? Here is a link to the build.

You could also go for speedy kits and 10% further faster recharge rate on throwable elixirs, but I confess to despising that goofy kit dance while running just for mediocre mobility that is impossible for this build to maintain in combat. The days of everyone feeling obligated to take the medkit are over.

If they only made it 25% out of combat it might. I still have to use it in Orr to escape. Still don’t have the speed that my thief and ranger both enjoy.

Balance Team: Please Fix Mine Toolbelt Positioning!

Power Shoes

in Engineer

Posted by: fluidmonolith.3584

fluidmonolith.3584

Not many talking about it because the 10 points for Speedy Kits is still a much better bargain. It’s not bad if you’re going for a tanky build like yours, but otherwise is completely overshadowed.

I agree. We have 3 movement speed increasing traits, but there isn’t much choice between them.
Speedy kits gives you +33% speed in and out of combat, just for turning a kit on and off.
Power Shoes gives less speed (25%), and only in combat. I could only see it as being reasonable if you didn’t use kits at all, or didn’t care about out-of-combat speed.
Then there’s Leg Mods, which is still only 10%, and only when you have an unarmed kit.

I think for most purposes, Speedy Kits is going to be preferred, with maybe non-kit builds selecting Power Shoes (and being at an out-of-combat speed disadvantage), and no one would ever select Leg Mods.

Maguuma
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)

Power Shoes

in Engineer

Posted by: KirinDave.6451

KirinDave.6451

Not many talking about it because the 10 points for Speedy Kits is still a much better bargain. It’s not bad if you’re going for a tanky build like yours, but otherwise is completely overshadowed.

I agree. We have 3 movement speed increasing traits, but there isn’t much choice between them.
Speedy kits gives you +33% speed in and out of combat, just for turning a kit on and off.
Power Shoes gives less speed (25%), and only in combat. I could only see it as being reasonable if you didn’t use kits at all, or didn’t care about out-of-combat speed.
Then there’s Leg Mods, which is still only 10%, and only when you have an unarmed kit.

I think for most purposes, Speedy Kits is going to be preferred, with maybe non-kit builds selecting Power Shoes (and being at an out-of-combat speed disadvantage), and no one would ever select Leg Mods.

I’m pretty sure Leg Mods and Power Shoes stack though. Movement skills cannot stack over 33%, but they can stack up to it (with the slick shoes toolbelt skill being something of an exception).

It’s too bad that 30 in alchemy is basically required, because that’s basically swiftness in combat without a lot of heartache and without being subject to boon stripping or stealing. If Alchemy wasn’t such a critical tree it’d be decent to go ?/?/20+/?/20+ for permanent +30% speed in combat. One could imagine a pretty neat turret+bomb build there.

(edited by KirinDave.6451)