(edited by DrMatt.9408)
WVW Engi Zerg build (post nerf)
why taking elixirs traits and not taking elixir H and playing only with one elixir ?
why taking elixirs traits and not taking elixir H and playing only with one elixir ?
why taking elixirs traits and not taking elixir H and playing only with one elixir ?
probably because some elixir gun skills now count as elixirs (they give might with hgh and cleanse). mortar 5 is also an elixir.
it’s worth noting that all tosses now give 2 stacks of might, keeping perma 25 by yourself is really easy. I had a blast with hgh mortar in group fights and elixir X when solo :p
engie roaming vids: http://www.youtube.com/channel/UC9NnXVfY4vRU1F-X7b1Oorw/videos
Aye, you simply do not need the elixir heal skill in wvw, you get more than enough might from everything else trust me and medkit/med turret are far superior for healing. As noted above, elixir gun 4+5+toolbelt now all count as elixirs, in addition to mortar 5, so this build actually runs with 6 elixir skills total + elixir B at 75% health for an extra 2 stacks
(edited by DrMatt.9408)
Updated the build with some clarification. Currently leaning towards mecha legs + bunker down + protection injection + healing turret as mentioned above, as the ally healing traits in inventions don’t seem that powerful in retrospect and the extra blast finisher + water field from healing turret is really useful.
Remade build following mortar nerf. Compensated with more dps as detailed above.
I take it you’ve thought about runes of holbrek? Gr rea t with mecha legs and still easy to keep hight might stacks.
you loose 15% might duration and 5% damage though, although further -20% condi duration would be nice. think with the nerf to mokittenps is more important now.
kitten mortar is nerfed so hard you can’t even type it now