Rifle/Flamethrower Gadget Build

Rifle/Flamethrower Gadget Build

in Engineer

Posted by: Aorin.9168

Aorin.9168

Hello,
I’m thinking about making an Engineer, as I’ve grown bored with my other 80’s and want to try something different. I’m posting this build with hope for feedback from veteran Engineer players. Any advice you may have is welcome.

After researching a bit and playing around with some different builds, I’ve come up with two variations of roughly the same build.

Version 1
http://gw2skills.net/editor/?fcIQFAUlspKe3ySrF1LJxoCcG0j8W37KSRlb8nCyF-jgyAYrgQZCSOHN5lsEogYlrIasqFMVpQquESfCDA-e

It utilizes Rifle and Flamethrower, while using gadget abilities; mainly the Personal Battering Ram and Throw Mine slot skills for the control they offer, both on the Toolkit and in their slotted abilities.

Explosives: 10 points
Forceful Explosives – 10 points in Explosives gets me +10% condition duration, which helps when in Flamethrower Kit; Larger bomb/mine radius improves the area of the bomb left behind when dodging, the Toolkit bombs, and the Throw Mine utility slot mine

Firearms: 30 points
The crit and condition damage synergy of this tree work really well with this build.

Hair Trigger – Since the Engineer really only has one option for a power build weapon, I opted for 20% reduction on rifle abilities. It also helps with the control approach I am taking to Engineer, letting me use Net and Overcharged Shot more often.

Fireforged Trigger – The main damage source of this build is the Flamethrower kit, making this a must-have.

Juggernaut – Since Flamethrower will be equipped most of the time during combat, +200 toughness and Might Stacking are a huge bonus. This build utilizes Superior Runes of Strength, improving the Might duration by 20% and damage output by 5% while Might is present.

Alchemy: 20 points
Acidic Coating – Since the design of this build is control/dps, causing blind when struck by melee is extremely helpful if mobs do slip through the cracks, improving the survival of the build.

Deadly Mixture – Another must-have for the Flamethrower kit.

Tools: 10 points
10% cooldown reduction on Toolbelt skills and Toolbelt skills restore 10& endurance, which meshes with the bomb-on-dodge passive from Evasive Powder Keg (Explosives tree).
Speedy Gadgets – must-have for the control aspect of the gadget utilities

Version 2
http://gw2skills.net/editor/?fcIQFAUlspKe3ySrF17IxIFcm0gek36eXRKucjB-jgyAYrgQZCSOHN5lsEogYlrIasqFMVpQquESfCDA-e

Basically the same build, trades 10 points in Explosives to put 10 more in Tools.
This improves the cooldown time of the control abilities in the Toolbelt slots, resets their timer at 25% health, and causes them to do damage when used.

Tradeoff – no bomb on dodge, smaller radius on bomb/mine.

critique!
help me shape my Engineer into kittenery

Rifle/Flamethrower Gadget Build

in Engineer

Posted by: Wiseman.4075

Wiseman.4075

I run FT/Rifle/Gadgets often. I have always enjoyed the build but I use the Rocketboots for the added mobility around the field. 900 range jump is super useful for gap closer or running plus it is a blast finisher.

My experience with Battering ram is it is difficult to hit people with. I usually run WvW so people are quick. Throw mine from experience takes more time to throw and set off than I like but it has specific scenarios. The AoE radius of throw mine always seemed alittle too small imo.

Utility goggles seem like they would be useful for fighting thieves and giving yourself a nice burst duration with added vulnerability stacks. Slick shoes is just funny and can come in handy often too. I always enjoy pairing slick shoes with rocketboots in WvW. This allows you to throw CC across an entire battle field or allows you to escape without too much problem.

So I guess I’m saying having the added Gadgets to your build to help a FT tank build is a very useful thing to do but dont over look other gadgets too. They are very good for many situations and with Speedy Gadgets in your build you should be set to swap.

Just my 2c, good luck with the build. You found a pretty solid one that can constantly be altered and tweaked.

Rifle/Flamethrower Gadget Build

in Engineer

Posted by: Aorin.9168

Aorin.9168

Thanks for the input!
I’ve taken to using flamethrower, personal battering ram and the rocket boots for the large gap it creates if i get mobs all over me.
So far I’m having a lot of fun with the class and the build.

I like the rifle for all the utility but it seems like pistol does more damage overall.
I wish they would rework rifle a bit…maybe combine the 3 and 4 ability, letting blunderbuss knock the target away from the force of the blast, create a new offensive attack…like an “Aimed shot” ability. It IS a rifle after all..

Snipe – 1s cast – 12s cooldown
Deals moderate to high damage
You fire a carefully aimed shot that hits one of your targets vital organs, dealing damage and causing one of the following conditions.
Leg shot: Hamstring your target causing X damage and crippling your target for Y seconds.
Head shot: Your target is dazed, interrupting any spells being cast and applies 2 seconds of confusion.
Gut shot: Your target bleeds out slowly, causing X damage over Y seconds.
Chest shot: You shoot your target in the chest, dealing X damage and stunning your target for Y seconds.

or

Execute – 3/4s cast – 12s cooldown
Deals damage based on targets current health
Fire a well aimed shot, hitting your target in a vital area, dealing extra damage based on the targets current health. The health of your target determines the cooldown of this ability. (for balance?)
2x damage -50% 16s cooldown
3x damage -20% 20s cooldown

Rifle needs a shiny new ability :P

(edited by Aorin.9168)