Support and Synergy

Support and Synergy

in Engineer

Posted by: Edwin.4329

Edwin.4329

Having just raised my engineer to 80, I was thinking of rolling this build:

http://gw2skills.net/editor/?fcQQJAqelsp6ZX3SiF17ISoHSI+pWiUgZW2HFyVaB-jwxAoLhQqBA5BMFWEN2aaR0YVzER1KbMA-e

It’s probably along a similar line to several tank-type builds out there but I wanted to make something that had the capability for dishing out as well. It’s got a decent amount of power and a bit of condition damage but mostly focuses on the engineers capacity for healing and the synergy between inventions and explosives with the bomb kit and grenade kits. The elixir gun is in there for more conditions and healing. I’m looking to use this in PvE and WvW.
Before I go mad buying exotic and ascended gear, I’m just looking for a bit of feedback and any suggestions or comments from people who use something similar.

Support and Synergy

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Posted by: The Gates Assassin.9827

The Gates Assassin.9827

For WvW, condition damage and bomb kit are not a good idea. Things are going to be dying FAST, so you won’t get to tick too much. Bomb kit is designed for damage where the enemy needs to be in a certain area OR the enemy won’t move. Neither of those occur in WvW very often.

The same thing for condition applies in PvE. Things die too fast.

Two of your traits convert stats into power, so go power! Also, backpack regenerator is nice, but protection injection is just too good to pass up. I also suggest taking speedy kits over blood injection. You’ll be really slow without it.

Main: Raine Avina (Engineer)
Message me any time in game.

Support and Synergy

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Posted by: Edwin.4329

Edwin.4329

Fair enough! Haven’t taken my engineer into WvW, so I’m just toying with ideas at the moment. The problem with the engineer is that there’s too much to pick from!
Grenade/elixir build for power:
http://gw2skills.net/editor/?fcQQJAqelspiYnvSdF17IyoCdmoHPm+BZfeIXpFEC-jQyAYrAiuQYDBM5VEN22QR0Y12YKXA9bS1wRGA-e

Support and Synergy

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Posted by: Wenrolio.8063

Wenrolio.8063

http://gw2skills.net/editor/?fcAQFAUlIqqbnpSyF17IyIFdGpF6hEaf33HFsFdB-jEyAYMAKCQasIasthioxqmBUNYK1FV7EY0qlBQfBA-w

Sit near the back, throw wrench and surprise shot whenever they are up. Blast your water fields, double tap the healing turret to overcharge on drop, blow it up, drop and blow up your rifle turret, use EG #4 to blast and move you back away from the front line → 3 blast finishers and a water field every 20 seconds on top of your own 6k self heal from turret drop and overcharge and the turret explosion knockback on the baddies. If anyone gets close to you, rifle #3, #4, #2, and move somewhere else. If you need to duck into a tower or run through something nasty; gear shield.

This is just my suggestion for WvW. Direct damage and direct heals generally work better.

Asuran -Engineer, Elementalist, Necromancer, Mesmer, and underlevel Ranger

Support and Synergy

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Fair enough! Haven’t taken my engineer into WvW, so I’m just toying with ideas at the moment. The problem with the engineer is that there’s too much to pick from!
Grenade/elixir build for power:
http://gw2skills.net/editor/?fcQQJAqelspiYnvSdF17IyoCdmoHPm+BZfeIXpFEC-jQyAYrAiuQYDBM5VEN22QR0Y12YKXA9bS1wRGA-e

With such a build, you won’t get a lot of mileage out of forceful explosives. That only applies to bombs and mines, and the only bombs and mines you have is the one you get from dodging and the ones you get from being at 25% health. You’d probably be better off picking a different trait.

Also, condition damage is not irrelevant in WvW. It’s effects may be undermined by significant direct damage during ZvZ, but you can have very effective condition damage builds for engineer. A lot of the well known solo roamers frequently run condition builds. Some will also use bomb kit, although I don’t have a lot of experience with it.

One of the healing/condition builds I’ve been using is a modified version of one that was posted by Amadeus (I think) awhile back. It’s as follows:

http://gw2skills.net/editor/?fcEQJAqelIq6dn1yuF1bJxoCdOkiCbYQFqrIF5X/fKwWA-jwxAIOhQqBIFKI5xioxWdLiGremIqWdjJFAErBA-e

It’s designed to be able to apply conditions with decent strength (especially burning) a provide good AoE healing for use in WvW groups. It’s also fairly durable with some escape mechanisms, and the amount of healing it can put it can give it a great deal of sustain. It also has a average amount of condition removals. The trick with it is to maximize the healing potential by blasting in the water field generated by the healing turret overcharge and toolbelt skills.

The original build that was posted focused more on high burning and protection uptime, but I modified it for additional healing and using the shield. The original one is as follows:

http://tinyurl.com/muvgj55

You can find a video demo of it here: http://youtu.be/NSs0PlKm-mY

Hopefully those can give you some ideas.

Support and Synergy

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Posted by: Soon.5240

Soon.5240

Edwin,

Like Yamsandjams says, Condition builds are VERY viable in WvW- but you have to be all in – no half-kittened builds. To effectively build a Condition Damage Engineer, you will want to focus on upping your survivability by focusing your traits in Inventions and Alchemy. I currently like to run Carrion Armor with Superior Rune of the Undead and a P/S. This build can take a tremendous amount of damage while throwing out conditions left and right.

Having “survivability” allows you to outlast opponents. The way it happens is, you’ll be telling yourself “I’m not doing any damage, I’m not doing any damage, I’m not doing any damage” and then BOOM your opponent collapses like a wet paper sack while running away.

There’s not much more fun then seeing some poor SOB panicking when he suddenly realizes that he’s got five active conditions on him , he’s exhausted all ways of removing them, and they just keep coming.

(edited by Soon.5240)