(edited by Gilgamesh.2561)
Superbly versatile and evasive bunker build.
I’ve used a build similar to this. I only stopped because I felt like I was just avoiding damage but wasn’t really able to put much out myself, but it’s definately viable especially worked into a bunker build.
Sigil of energy triggers on kit swap now? I have been wondering about this since I rolled my engineer. Did this start working when sigils started proccing with kits. The wiki and google tell me they do not. Please let it be true.
Sigil of energy triggers on kit swap now? I have been wondering about this since I rolled my engineer. Did this start working when sigils started proccing with kits. The wiki and google tell me they do not. Please let it be true.
Someone’s late to the party, sigils have been working since the last update
Thanks, Raijinn. I did realize that sigils are working now, but the info about weapon swap sigils isn’t there. I’ve only just been leveling my engineer recently. I had asked my friend that runs an engineer as his main before I posted. He didn’t know about how weapon swap sigils would work. I assume from your response and the build above that kits are triggering weapon swap sigils when equipping a kit while in combat with the 9 second ICD. Does it trigger on switching back to your main weapons?
I used to do the same thing before they nerfed adventure runes to practice my dodging skills. So you could take sigil of energy and adventure rune to get 100% endurance, swiftness, and vigor on swapping to medkit, also go P/S and with the tool kit just block everything your not dodging. Doing a static discharge build would make sense too since you could build endurance even faster with adrenaline pump. This is all theory tho, switching to Theif you could do the same thing without totally gimping your whole build, but such is the life an Engineer
I’ve used a build similar to this. I only stopped because I felt like I was just avoiding damage but wasn’t really able to put much out myself, but it’s definately viable especially worked into a bunker build.
That’s been my problem When i try something other then the FT with might build I get the feeling I can’t really put out enough and I end up shooting something with my rifle like a hundred times before it dies (exaggeration but that’s what it feels like) it’s even worse with my pistols and don’t get me started on my grenades.
I can see the appeal of this one but I’ve noticed that the EG isn’t really a good choice for trying to stay alive as much as it used to be you can throw down that extra zone but it’s really not doing much to keep you from keeling over while they are after you.
I just wish they would allow healing to stack properly on us I have 1300 healing power with my mixture of karma gear you wouldn’t suspect it if you saw how little it does for my heals tho.
Interesting, I’ve been running something along these lines, except with grenades and bombs instead of FT and TK, and 30 points in explosions. There are a lot of good traits in the explosions lines that benefit both.
Hell, bombs are good even just for the smoke field and Big Ol’ Bomb; those offer a hell of a lot of control while sitting on a point.
http://www.guildhead.com/skill-calc#mcMM9VmalNMmalNMx9MGGcRqzsom8khf7070m7kNs70V7owY8ofy
I haven’t tried the sigil of energy yet but it sounds to be good fun!
Ars Est Mortem ~ Necromancer
Interesting, I’ve been running something along these lines, except with grenades and bombs instead of FT and TK, and 30 points in explosions. There are a lot of good traits in the explosions lines that benefit both.
Hell, bombs are good even just for the smoke field and Big Ol’ Bomb; those offer a hell of a lot of control while sitting on a point.
http://www.guildhead.com/skill-calc#mcMM9VmalNMmalNMx9MGGcRqzsom8khf7070m7kNs70V7owY8ofy
I haven’t tried the sigil of energy yet but it sounds to be good fun!
I’ve tried this build out and it’s very good fun. The kits in this version have a good deal of synergy with one another, and the capability to strike out with damage and conditions effectively at any range.
I haven’t been using it for a bunker in sPvP though. Does anyone have an opinion of how a build like this one may be adapted to WvW for siege killing, zerg harassment and a bit of skirmishing?
Trying it out in the HotM I was able to keep myself alive and constantly lay down damage on the mobs there, but the damage was minor. I could solo Champions in solo PvE, but the fights took forever. In full Soldier’s gear the damage is definitely bad, but I like how tanky this build can be so I’ve considered using Knight’s armor to add a bit of crit chance.
So, yeah. Any thoughts of how this build could be balanced for durability and damage in WvW/PvE? Or is it just not a good setup for being damaging or effective outside of sPvP?
Naught,
I use this build mainly in SPVP, PVE, and WvW. Mine’s a little different. In SPVP I went with Grenades over the flamethrower for quick burst during skirmishing. (Pop Barrage and kit refinement). Wrench is amazing for WvW…you can pluck enemies from their keep or pluck them on the run and then launch them to your teammates with your rifle. Grenades are always of course good for spam. EG is good for support and dropping acid bombs.
In PvE I like to run flamethrower rather than nades. My stats are pretty similiar in PVE to how they’re laid out in the SPVP build I’ll link at the bottom, but they’re scaled down a bit. For PvE I like to run up to the enemy, Hit them with jump shot twice (Jump and land), Blunderbuss, Acid bomb backwards, flame blast (Make sure you hit them with the piercing and blast. Acid bomb practically puts you in perfect position for this).
I’m using a combination of Exotic Knight and Cleric gear in PVE because I like the double elixirs for healing.
http://gw2skills.net/editor/?fcAQFAUl0picX3SiF87IxoHd+ziGki8WXRKyfjB;TsAA0CnowxgjAHLOOck4Mg4ExMAA