[SPvP/WvW]The "Rage-quit" Power Build

[SPvP/WvW]The "Rage-quit" Power Build

in Engineer

Posted by: Colt.3682

Colt.3682

Hello fellow Engineers!

Is there someone on the enemy team, who you really dislike (or dislikes you) and you want a way of showing it to them?
Do you want to make someone literally rage quit?
Do you think condition-builds are kinda boring and are looking for a fun power-based engineer build?
You like explosions a lot ?
Then i shall bring you redemption and present you my build, which i am running since the past few months.

http://gw2skills.net/editor/?fcAQFAUlIq6Z38ylF1LJxoHc+zkGUB9Kqg+/oQutF-TkAg0CnIiRFjLGTMyYsxMsA

Pros and Cons

Pro:
-Extremly high spike damage (between 10-20k depending on the armor of the target for a full combo – you can practically “one-shot” someone)
-fun to play (at least in my opinion) and really annoying for the enemy
-lots of CC which can possibly lock down 1 person for quite some time
-destructive in team fights because of the high aoe damage along with boon stripping and CC from slick shoes
-can somewhat even kill bunker guards for example(although it takes some time and i have no insight on the performance of professions regarding this subject)

Cons:
-really really squishy
-will have a hard time against conditions
-MM necros, off-guards, PU mesmers are your worst nightmare
-not too viable in tournaments (i have tried it and if you get focused you are pretty much dead – it should work better if you build a bit more tankier)
-a bit slow on its own if you dont take runes to compensate or trait for it

Idea
First i started with the idea of a build using gadgets and were trying around with the already provided build like the “Inspector Gadget” build. This led me to the conclusion that i wanted a build which can provide heavy CC-effects whilst delivering high damage.
So i started fiddeling around with kits, with turrets, playing without any kits and eventually arrived at the build, which is incredibly frustating to play against- so much that my guildies refuse to play against me. People have thrown a lot of insults at me for playing like this – thats why i came up with the name.

Traits

20 Explosives:
Forceful Explosives(III) is pretty much needed to make this build work
properly and Explosive Powder(VII) will boost your main spike damage
by a nice 10% (i will explain this part a bit later).

10 Firearms:
Rifled Barrles (IV) is a really nice trait since it increases the overall range
of your rifle – especially for the overcharged shot – jump shot combo.
However this is not a must-have so you can also take Sitting Duck (II)
for example.

0 Inventions:
There is not much to talk about this traitline, unless you want to put
20 points in there to get the movementspeed bonus, which can be quite
nice for this build, since it doesnt have a reliable source of swiftness
unless you take runes for it or switch some traits in the tool-traitline.

10 Alchemy:
Protection Injection (VI) is really nice to have because you mostly have
to go into close combat to deliver your main damage.
You can also pick Acidic Coating (III) if you want to “troll” some more.
Backstab thiefs will hate you a lot.

30 Tools:
I picked Static Discharge (II) because i like this trait and its always nice
to have that extra damage. Speedy Gadgets (III) lets you use your slick
shoes and mine more often. I have tried playing without this trait but it
was really annoying to have those giant cooldowns. If you can deal with
it then pick another trait like Kit Refinement instead, which is also the
last one i´ve picked because it turns you Bomb Kit into a even more
devastating team-fight weapon. You can leave out on this trait to pick
Speedy Gadgets (VI) for example. Both traits dont really synergize
well for obvious reasons.

Attachments:

(edited by Colt.3682)

[SPvP/WvW]The "Rage-quit" Power Build

in Engineer

Posted by: Colt.3682

Colt.3682

Utilities

Bomb Kit:

This will be the weapon/kit you will be using in close combat. You can kite people, provide combo fields (smokebomb for stomping) and deal a lot of damage with it.
Also the Big ol´Bomb will be part of your spiking combo (again – this will be explained later)

Slick Shoes:

Those things are just so good and synergize so well with the bomb kit its incredible. You can keep your opponent down for about 3-4 seconds if you spray a small circle around them. You need to use them offensivly, thats how they really shine in my opinion but you can also slow down pursuer with it. The toolbelt skill Super Speed is a stunbreaker and can get you in and out of a fight really quickly.
You can also use it to set up your oil slick faster but its obviously not a good idea against classes which use heavy CC themselfes.
It doesnt work too well against enemies with teleport abilities like thiefs, mesmers and elementalists.

Throw Mine:

In my opinion this is amongst the single most versatile ability the engineer has.
-use it to stop enemies from stomping your teammates
-place a mine on a downed teammate when rezzing, to knock away people coming along to stomp him
-knock people of ledges
-because it is unblockable you can cancel block skills (whether it be gear shield or shield stance, guard blocking skills) -it
-cancel healing skills (it even works on Shelter … but from my knowledge it doesnt cancel the heal itself)
-use it as an ordinary blast finisher
-strip a single boon (especially if you see that the enemy only got stability – lich form for example)
-knock people out of shadow refuge
-place it under your feet to interrupt teleporting guards/thiefs

The toolbelt skill is really nice – it is too good to rip away all those precious boons from guards and warriors. When they think they should be immune to your CC you just strip the stability.

Elite

Supply Crate – nothing more to say. It is just the best in many situations.
But you can take Elixir X if you feel like you want to “troll” even more.

Runes and Sigils

Why superior rune of the Air ?
I was playing around with many runes and if you want maximum damage in PvP this is – in my opinion- the way to go. The lightning strike can hit up to 3k or even 4k damage (it does also work if you are in the Tornado Form from Elixir X .. scaling even higher to 6k damage).
Otherwise you can also take runes of speed if you are feeling that you dont want to take speedy kits but still want to be fast.

For Sigil i take the Superior Sigil of Fire because it seems to fit the best into this build.

Amulet : Berserker

Combo

Now i want to explain the spike-damage combo i have mentioned several times.
Basically it is like this :

Slick Shoes (you can equip the bomb kit whilst doing that to pull in more enemies)-> Big ol´Bomb -> Minefield right onto of the knockdowned foe(detonate instantly ) -> Blunderbuss ( Overcharged Shot -> Jump Shot)

This will kill many professions really quick unless they got stability already (in that case you use the minefield to get rid of that first) or have not used their teleport-stunbreaker yet.

You can trick some people into using their stunbreaker by throwing multiple annoyances onto your enemy before you do your combo. Net shot, Throw Mine, Overcharged Shot followed by Jump Shot put quite some pressure onto them.


Thats about it so far. I might add different stuff later on.
Please be mindful that this is my first guide.
I hope you enjoyed reading it and have fun with this build.

If you got any questions you can message me in-game : Prof Dr Morris Katz

Have Fun =)

(edited by Colt.3682)

[SPvP/WvW]The "Rage-quit" Power Build

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

A few suggestions from my end:

1. I don’t think static discharge is a good choice for this build unless they changed the way in which it fires. All the tool belt abilities will not directly target an opponent, so it may be difficult to actually hit them with the SD. They’re not really abilities you want to be using at every possible chance either, except maybe the mine field.

Since you’re using a kit, you might as well slot speedy kits in there for constant mobility. This is especially important with bomb kit since it’s completely ineffective if you’re not in the proper position. I haven’t tried that magnet bomb thing from kit refinement, but I don’t expect it’s that reliable. You could also easily change it to armor mods for extra defense, and adrenal implant would give you more dodges and ensures that your stamina stays full for +10% damage. Alternatively, you could take 5 out of tools and put 5 in explosives for steel packed powder, giving your bombs and mines vulnerability stacks for extra damage.

2. Also, I’d strongly consider using the med kit since the points in tools give you access to a 15 second bandage self. You’ll lose the option to blast in the water field, but these aren’t the most convenient utilities to do that with, and you’ll probably be focusing on using them for damage anyways. This also gives you access to the stimulant, which will provide you with a reliable source of fury for extra damage, especially on engagements. Inertial converter will also recharge bandage self as opposed to regenerating mist, the former of which could be much more valuable if you’re in danger of dying.

3. Self-regulating defenses might also be more valuable than protection injection for this build, but there’s tradeoffs for either choice.

[SPvP/WvW]The "Rage-quit" Power Build

in Engineer

Posted by: LLaG.9218

LLaG.9218

omg sir ur a genius, this is build i was looking for by a long time

[SPvP/WvW]The "Rage-quit" Power Build

in Engineer

Posted by: Kabro.6518

Kabro.6518

Well done with this. It might not be perfect for everyone, since engys preferences differ from person to person, but its builds like this that break away from the lulz ’nade spam and zzcondi builds in general, that keep me satisfied in the class.

Myztìk [vT]-Bromega Power Engy

[SPvP/WvW]The "Rage-quit" Power Build

in Engineer

Posted by: jlneedham.8219

jlneedham.8219

Interesting build. I’ve tried a couple of times to make a gadget build to no avail, but this looks promising. I’d like t see video of you displaying your talents with this build.

[SPvP/WvW]The "Rage-quit" Power Build

in Engineer

Posted by: Colt.3682

Colt.3682

Big thanks to all for the replies so far !

@ Yamsandjams.3267
The reason why I didnt take speedy kits is obvioulsy kit refinement. Thats why I suggested to take runes of speed or to put 20 points into inventions as a bypass.
The magnetic bomb is acutally quite funny and i took it because I had good experience with it. It can be used to keep enemies close to you – heck, you can even pull thiefs out of their shadow refuge (although this is quite tricky since you need to know where he stands).

1. I know about that but static discharge seems to hit at close combat … even with those toolbelt skills. I wanted to take it to maximise the overall damage as much as possible – but obviously one can leave out on this trait and take others.

2.The medkit is nice – I agree, but this build got problems with conditions and thats why I took the healing turret. If you get immobilized you can at least get rid of it as opposed to the medkit. And it is very easy to blast that water-field with the mine or the jump shot, whilst using them offensivly. The healing to your teammates is not to be underestimated aswell.
But I guess this can be decided on a personal level of which you like more. If you can deal with conditions using only the medkit you are good to go. I acutally might give it a try.

3. Good point – i guess one can also put 20 points into alchemy to pick both of them (leave out on Firearms for example), if one dies a lot.

@jlneedham.8219
Thanks, I have tried to record stuff some time ago but it wont work on my current pc (yes, it is very old) and drop the framerates to abysmal and unplayable levels.

[SPvP/WvW]The "Rage-quit" Power Build

in Engineer

Posted by: Dirame.8521

Dirame.8521

A few suggestions from my end:

1. I don’t think static discharge is a good choice for this build unless they changed the way in which it fires. All the tool belt abilities will not directly target an opponent, so it may be difficult to actually hit them with the SD. They’re not really abilities you want to be using at every possible chance either, except maybe the mine field.

Since you’re using a kit, you might as well slot speedy kits in there for constant mobility. This is especially important with bomb kit since it’s completely ineffective if you’re not in the proper position. I haven’t tried that magnet bomb thing from kit refinement, but I don’t expect it’s that reliable. You could also easily change it to armor mods for extra defense, and adrenal implant would give you more dodges and ensures that your stamina stays full for +10% damage. Alternatively, you could take 5 out of tools and put 5 in explosives for steel packed powder, giving your bombs and mines vulnerability stacks for extra damage.

2. Also, I’d strongly consider using the med kit since the points in tools give you access to a 15 second bandage self. You’ll lose the option to blast in the water field, but these aren’t the most convenient utilities to do that with, and you’ll probably be focusing on using them for damage anyways. This also gives you access to the stimulant, which will provide you with a reliable source of fury for extra damage, especially on engagements. Inertial converter will also recharge bandage self as opposed to regenerating mist, the former of which could be much more valuable if you’re in danger of dying.

3. Self-regulating defenses might also be more valuable than protection injection for this build, but there’s tradeoffs for either choice.

Kit Refinement Magnet bomb is the best skill in the refined set-up and is probably one of the reasons why they won’t allow us to have separate CDs for all the kits.

Cool build. But my fear is that it can easily be kited.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

(edited by Dirame.8521)

[SPvP/WvW]The "Rage-quit" Power Build

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

A few suggestions from my end:

1. I don’t think static discharge is a good choice for this build unless they changed the way in which it fires. All the tool belt abilities will not directly target an opponent, so it may be difficult to actually hit them with the SD. They’re not really abilities you want to be using at every possible chance either, except maybe the mine field.

Since you’re using a kit, you might as well slot speedy kits in there for constant mobility. This is especially important with bomb kit since it’s completely ineffective if you’re not in the proper position. I haven’t tried that magnet bomb thing from kit refinement, but I don’t expect it’s that reliable. You could also easily change it to armor mods for extra defense, and adrenal implant would give you more dodges and ensures that your stamina stays full for +10% damage. Alternatively, you could take 5 out of tools and put 5 in explosives for steel packed powder, giving your bombs and mines vulnerability stacks for extra damage.

2. Also, I’d strongly consider using the med kit since the points in tools give you access to a 15 second bandage self. You’ll lose the option to blast in the water field, but these aren’t the most convenient utilities to do that with, and you’ll probably be focusing on using them for damage anyways. This also gives you access to the stimulant, which will provide you with a reliable source of fury for extra damage, especially on engagements. Inertial converter will also recharge bandage self as opposed to regenerating mist, the former of which could be much more valuable if you’re in danger of dying.

3. Self-regulating defenses might also be more valuable than protection injection for this build, but there’s tradeoffs for either choice.

Kit Refinement Magnet bomb is the best skill in the refined set-up is probably one of the reasons why they won’t allow us to have separate CDs for all the kits.

Cool build. But my fear is that it can easily be kited.

Hm, well I actually haven’t tried the magnet bomb out much, so maybe I’ll take another look at it.

Kiting is partially the reason I suggested speedy kits, which I would probably exchange for SD, personally. However, the rifle can pack quite a punch in ranged combat, and the net shot can be used to immobilize to get in range for bombs. In fact, using both net shot and glue bomb could apply a fair bit of immob to the target, making them vulnerable to all the bomb attacks.

[SPvP/WvW]The "Rage-quit" Power Build

in Engineer

Posted by: Superkav.5012

Superkav.5012

Fun idea for a build. I tried theorycrafting further on it and came up with this:

http://gw2skills.net/editor/?fcAQFAUlIq6Z3yy5F17IxIFc+zhUU47/5hcbLdB-TkAg0CvI2RtjbHzOyds7M+A

With power shoes speed is not issue (as you also mentioned as an option).

You loose a bit of burst/damage but get a bit more toughness to survive initial burst and increased survivability through protection and reset heal.

The loss of Enduring Damage (10% modifier) is somewhat offset by vulnerability on explosions. Finally you get another hard CC with healing turret. With refinement kit that is a total of 6 hard CC’s. This will in particular help in beating tanky condition specs who usually lack stability – except the occational ranger elite and of course condition ss/l warriors.

Another option is to drop healing turret and the cc trait and refinemet kit and go for med kit and perma vigor. Medkit gives speed for mobility between points and you have perma switness/vigor in battle (no need for speedy kits).

http://gw2skills.net/editor/?fcAQFAUl0p6Z3yy5F1LJxoHcm0ZGUh6LqQ+/oQutF-TkAg0CnIKSVkrITRyisFNsA

[SPvP/WvW]The "Rage-quit" Power Build

in Engineer

Posted by: Lupanic.6502

Lupanic.6502

Any tPvP/sPvP footage for this build available?