Tekkit’s Workshop
(edited by Rozbuska.5263)
Hello everyone its once again time for new speedrun build:-)
I did extensive testing in past 2 days and must say engi is even in much better place than before. So here it is:
Rotations are basicly same as it was on 3 kit builds before (Blunderbuss, Jumpshot,Nade 2,4, EG 4, …). Mortar skills are not good for dps but very nice for agroing mobs in distance so dont count them in rotation. Mortar 1 tho is 100% projective finisher so if you need you can remove condis thru light finisher like crazy:-)
Bit different is using of toolbelt skills. You cant just simply spam them on cd but carefully use Barrage or Orbital Strike only with Kinetic Charge activated to reach maximal dps.
Bombs have 240 radius even when tooltip says 180 so dont worry you will be still able to do all that cool stuff with them like kite Butcher around pillar:-)
Smoke bomb + Flash Shell allow now quite long AoE blind its very handy in full pull in begining of CoE.
4x Orbital Strikes hit alot (I already saw single crit for 11k) but dodge requirement for that move combat strategies to whole new level. Its no joke when I tell you will need relearn how to dodge. Also dont forget throw under them Fire Bomb.
Some of traits have viable alternatives what suits better in some situations:
Glass Cannon/Grenadier - Now you dont need Greanadier for dps but still you sometime will need larger radiu especialy if you trying to hit something thru wall.
Short Fuse/Aim-assisted Rocket - With shorted cd on Big ol Bomb makes Short Fuse perfect cd synergy for stealth stacking witch I personaly prefer but if you want more dps, take AaR instead.
High Caliber/Heavy Armored Exploit - this depends on your party. If you have enough Vulnerability take HC if not take HAE.
Takedown Rounds/Steamlined Kits - Here its personal preference SK are bit annoying to use you must always watch icon swap to nades for mine what have that nice dps ofc you also have that swiftness right. TR is just simple damage. On other hand EG swap have nice synergy with Glue Bomb, Net Turret and Net from rifle for perma imobilize some bosses
Kinetic Charge - This trait have lots of potential uses with multiple skills. Double Barrage, Orbital Strikes, double wall and much more. Once again its time to relearn dodging:-)
If you have any questions feel free to ask:-)
Enjoy.
(edited by Rozbuska.5263)
Why bomb?
Why not “Shaped Charge”?
Certainly a nice build, certainly viable, don’t think it’s the best we can do is all. Nice start for people who are lost though.
Why bomb?
Why not “Shaped Charge”?
Certainly a nice build, certainly viable, don’t think it’s the best we can do is all. Nice start for people who are lost though.
Because FT is crap?:-) Bombs allow you do lots of utility stuff beside top damage autoattack. Shaped Charge is also option but in AaR shows simply bigger numbers on dps meter. I go short fuse as I said because cd synergy with BoB and healing turret with smoke bomb.
Why No Scope?
Fury is pretty common and easily sustained party-wide; I don’t really see the need to trait for it, even if the alternatives aren’t that spectacular either. Flamethrower also stacks might better with a better blast finisher, and with a fire field that lasts plenty long enough to get both shots of Orbital Strike in.
Anyway, I think your third utility will probably end up just being a spammable toolbelt skill for Static Discharge, since engineers don’t really need to stack might these days.
(edited by Phineas Poe.3018)
Why No Scope?
Fury is pretty common and easily sustained party-wide; I don’t really see the need to trait for it, even if the alternatives aren’t that spectacular either. Flamethrower also stacks might better with a better blast finisher, and with a fire field that lasts plenty long enough to get both shots of Orbital Strike in.
Anyway, I think your third utility will probably end up just being a spammable toolbelt skill for Static Discharge, since engineers don’t really need to stack might these days.
Skilled Marksman will be best if you have 100% fury uptime from party thats true but if your party splitting on some parts in dungs is No Scope handy.
FT is maybe good with pugs for stacking but with good party its waste of slot. If your party dont have 25 stacks of might and vulnerability without your extra blasts you can hardly call that speedrun party. And engi who isnt able squeze all might he need from fire bomb isnt good engi:-P
(edited by Rozbuska.5263)
And engi who isnt able squeze all might he need from fire bomb isnt good engi:-P
You’ve always had a pretty strong bias toward bombs, but I just don’t see why they’re worth taking these days.
High-end DPS has gone through the roof, making burst damage even more important. I just ran through a FOTM 40 and barely had time to use more than Grenade Barrage, Jump Shot, and Blunderbuss before stuff died. ArenaNet broke end-game PvE. It’s just face-roll now.
I also don’t think engineers will have a part in it. 2x Ele, War, Mes, and Guard will be optimal DPS from now on.
(edited by Phineas Poe.3018)
And engi who isnt able squeze all might he need from fire bomb isnt good engi:-P
You’ve always had a pretty strong bias toward bombs, but I just don’t see why they’re worth taking these days.
High-end DPS has gone through the roof, making burst damage even more important. I just ran through a FOTM 40 and barely had time to use more than Grenade Barrage, Jump Shot, and Blunderbuss before stuff died. ArenaNet broke end-game PvE. It’s just face-roll now.
I also don’t think engineers will have a part in it. 2x Ele, War, Mes, and Guard will be optimal DPS from now on.
It will be nerfed dont worry.
Bombs are simply too good to not have them. I probably should make some why are bombs so good video or something show all those stuff what you can do with them what makes speed runs so much more comfortable like kiting Butcher in Hotw 1 it the way where he never use his spin or chill attack and party can safely melee him
I haven’t done Honor of the Waves in two years.
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