The "Do Everything" Build *PvE*

The "Do Everything" Build *PvE*

in Engineer

Posted by: Volfurious.9231

Volfurious.9231

With the recent patch, I messed around with the kits and found a nice build that I really enjoy and would like to share with all the other engineers. This build might probably been familiar or have already been posted before.

Here’s the link to the traits and skill set.

http://gw2skills.net/editor/?fcIQJAqel0pqbH5SrF17IxIFk+zgeU/6eXRKyfjB;TIAjMmGA
(Copy and paste the link)

(Infused Precision and Invigorating Speed traits are optional.)
(Sigil of Superior Chilling can be replaced if you want more damage.)
I use berserk set with this build. Though anything with precision should be fine.

You will be required to constantly be using almost all of your skills + kit switching.


The goal of this build is to gather up all the mobs together, blasting them with aoe skills, stunning them and knockdown with your crowd control skills, while healing all of your allies.

Grouping Mobs Together
The Magnet skill in your tool kit, the flamethrower’s Air Blast, and your shields Magnetic Inversion AoE knockback should let you gather all the enemies together with ease.

Tool Belts Usage
Each of your toolbelt skill will discharge a bolt of lightning. The accuracy of these lightning bolts are not perfect, it is recommended that you stay at least mid range from your foe. Use all your toolbelt skills(Except Bandage Self) whenever they’re off CD.
Make sure to adjust your camera for Healing Mist and Incendiary Ammo to aim the lightning bolts

Kit Switching
We now have a 10 second global recharge time for creating a spell upon switching kits. This does not apply to first aid kit, or toolkit apparently. Our elixir gun skill Super Elixir heals a good decent amount without any healing power. With this trait, you are able to create 2 super elixirs every 16 seconds. (Heals roughly around 20% of max hp for all)
Avoid activating this trait with flamethrower kit. You will want to save this for the super elixirs.

Defensive abilities
-The Tool Kit’s Gear Shield, your weapon skill Static Shield grants you two block abilities.
-Elixir Gun’s Acid Bomb let’s you leap back and take a timeout when low on health. (Though I rarely had the need to do this with this build.)
-Flamethrower’s Smoke Vent blinds all enemies around you. Make sure you use this ability whenever its possible near a group of enemies.
-All the amazing knockback previously discussed can be used to create a distance between you and your enemies.

Continued on second post.

(edited by Volfurious.9231)

The "Do Everything" Build *PvE*

in Engineer

Posted by: Volfurious.9231

Volfurious.9231

The Actual Battle
In this section, I will first provide you with the abilities that are used in the actual combat in a timed order.

Starting with flamethrower equipped.

Flame Blast, Use all belt skills (Throw Wrench, Healing Mist, Incendiary Ammo,) Detonate Flame Blast

Run up to enemy.

Napalm, Smoke Vent

Unequip Flamethrower

Static Shield +Throw Shield, Static Shot,

Run up to napalm fire combo field + Magnetic Shield, Magnetic Inversion, granting 3 stacks of might for all.

Switch to Tool Kit

Pry Bar

Moving back + Switch to elixir gun

Super Elixir

!!Free Time!! (You have 8~9 Seconds) All actions before should be done within 6 seconds or less.

Back to Flamethrower

Regroup mobs with Air Blast, Flame Blast + Detonate

Take a break with auto attack.

!!End Free Time!!

Repeat process from start.

You main objective is to throw out as much crowd control, blind, and confusion on enemies as much as possible while keeping you and your allies health high. This builds is most effective when everything, and everyone is clutched together.

The moment that you entered FREE TIME (when you swapped to elixir gun and throw down super elixir) you have around 8~9 seconds before Kit Refinement goes off cool down. During these 8~9 seconds you can choose to use other skills not mentioned above. But remember, having flamethrower on will keep your might stacks up.

You MUST have flamethrower equipped before the end of free time.

Keep track of the super elixir and Kit Refinements cool down, use these skills together to create 2 super elixir fields whenever its possible.

During your second loop of these chain of actions, some skills will still be on cooldown, replace them with other skills.

Tool belt skills should be used whenever its off cooldown, don’t let it sit there.
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The Down Side
-You are very vulnerable to crowd controls due to not having stability at all, or anything that can help you break off of a cc.
-You will be more vulnerable when you are not holding a flamethrower, try to roll away from enemies or keep a safe distance when doing all the shenanigans.
-Squishy if using zerker gear. This can be improved a bit by switching Invigorating Speed with Self-Regulating Defense. Also, keep your health at max.
-Confusion. Sometimes, you will lose track of what you were doing in the middle of battle. You can panic if you want, just make sure you wait long enough for kit refinement to go off cooldown, then start the chain of action again from using elixir gun.
-Your hands will sore.
—————————————————————————————————————————————————————————

Extra notes
-You will be able to lower defiant pretty quick, allowing others to cc the boss. (Or yourself, but don’t you dare use the air blast on the boss when he has 0 stack of defiance.)
-Even if everyone is full health, use the 2x super elixir. The field will stay there, and it doesn’t take long to recharge.
-Feel free to suggest a new name for this build if you like it.

Hope you will find this useful.
Your fellow Engineer,
Volfurious.

(edited by Volfurious.9231)

The "Do Everything" Build *PvE*

in Engineer

Posted by: Ojimaru.8970

Ojimaru.8970

Static Shot, Static Shield + Throw Shield

This part doesn’t make sense. Why Disable a target immediately after Blinding and (more importantly) applying 2+ stacks of Confusion?

The "Do Everything" Build *PvE*

in Engineer

Posted by: Volfurious.9231

Volfurious.9231

Static Shot, Static Shield + Throw Shield

This part doesn’t make sense. Why Disable a target immediately after Blinding and (more importantly) applying 2+ stacks of Confusion?

Ops, let me fix that part.

(edited by Volfurious.9231)