What do you guys think of my new build?
It was never meant for wvw ôÔ
anyways, adjusted your build to something that has more power, more toughness and better group support via vulnerability stacking. You still can do the mightstacking stuff, but I changed elicir C for R since a rezz is more worthwhile than 1 stack of might and a condition-transmute.
Alternatively you could run elixir C and H, since elixir C and the healing turret are a condi-cleaning overkill that you sacrifice too much utility for.
http://gw2skills.net/editor/?fdIQFAUlUUpWrVXxCLseNydBFqbC6JEgHI6Y0icA-TRCEABls/QUKHC4CAko6BbpEkJlctpDoRVcA4BAEAABYn7MAsclrclrc5zO35O35O3ZpAyTZE-e
Regardless, one thing I can promise you already: in wvw zerging one blasted lightfield is enough to sign your death sentence, and for dungeons your dps will be laughable, even with all that might-stacking. The only thing I’d run this build for is map-exploration and solo-roaming as group-supporter. I hardly doubt that you will get a somewhat skilled thief into downstate with this build. No offense, experimentation is what the engi lives from, but the rant above comes from someone who’s been there, tried that and learned his lesson. FT – NOPE
I agree with you about the elixirs, I switched to elixirs R,B and H.
Regarding everything else,
you simple can’t have everything. You cant have a high amount of power while maintaining high amount of vitality and toughness, you need to compromise.
I made it in a way which lowered my power while still maintaining a high amount of critical chance (57%), critical damage (88%) and I still get to have a pretty high amount of vitality and toughness.
For the sake of argument lets say that I use traits to increase my power(I am already stacking maximum from equipment). and I will not be able to produce as much stacks of might (boon) as I am able right now, not to mention that they will not last as long as they do with the current build. Which means I will be giving up a huge amount of power. Keep in mind while I stack 6 points of traits in alchemy I can reach 25 stacks of might(boon) which increases my power for up to 3200! Not only that, it takes vulnerability out of the equation because the damage that I inflict due the might stack(boon) is substantially higher then if the target had 25 stacks of vulnerability.
Here is the build after a few changes
http://gw2skills.net/editor/?fdIQFAUlcTpWrVXxCLseNydBFqbC6JEgHI6Y0icA-TRCBABxs/QXKHqU9AsUyBwFAwSVcYUJYe6AY4BAEAABYn7MAsclrclrc5zO35O35O3ZpAyTZE-e
Except that the stacked vulnerability on the target not only serves you but everyone who attacks it. The might you stack from juggernaut is completely wasted on a non-dps kit, tho.
I’d seriously consider this equip – and slightly changed traits- to be run with BK instead, which has definitively more dps than the FT, scales better with the power you already have and brings a nice – and better – load of cc and survivability, that the whole group profits from.
An interesting option, but the entire point of this build is to have the FT for the extra Might. If I change it to BK the might stacking becomes useless and I have to convert alchemy to explosives. Tho, it also opens me the window of using mines and grenades.
(Perhaps something similar to s/d mines setup which you mentioned in a post “Most stupidly overpowered build for engi’s?”).
How would you change that build?
http://gw2skills.net/editor/?fdIQFAUlcTpPrdZxELseNSbBNqwA6TMi2+5FEgjC-TRCBABxs/QXKHqUdAsUyBwFAwSVeYUJYe6AY4BAEAABYn7MA8cn7cn7cnzO35O35O3ZpAkVZE-e – something like that maybe?
(edited by shurick.7054)
The problem with nades in roaming is that your targets simply will outrun or dodge them. Rather not use them OR temporarly switch to them when you wanna bomb a wall. else there is little to no use for them that would not be already covered by the BK.
Ofc they have their use in a zerg when standing afar, but with this gear you’re able to dive efficiently into the zerg and bring hell directly to their faces without having to fear imminent death, especially since a good organized group always will have guardians for group-carrying (that all classes – not just engis – need when melee DPSing).
Why the googles instead of nades?
because its a most important stun breaker on a low cooldown that will save your life multiple times, while also ensuring that your numbers reach the target, regardless how much dark fields are spamend by necros.
Also for solo-roaming goggles are a perfect burst-setup since you can use the stunbreak offensively to negate rifle #4’s recoil, while also increasing your initial (and following) dmg by 10%. That’s why you don’t need explosives 5 anymore, can reduce the cd of your mines AND minefield even more and therefore spam like a mad Scottish demo-man.
The fact that you also can stack might or stealth imminent makes this burst build to one of the most lethal there is, without sacrificing much in terms of survivability.
Also I’ve adjusted your gear towards more toughness and switched to HT. why?
Condi-cleanse on the healing turret > random boon with short duration. The overall heal from the turret itself my be a bit lower, but your increased toughness and the 2 blast-finishers you have will compensate for that just fine. Iguess you will also appreciate the extra crit-chance and ferocity.
One thing I’ve come to accept is that vitality is one of the most useless stats in the game. All it does is to buy you time, and even that is just an illusion if mathematically analyzed. It does not increase your survivability effectively since you receive more incoming dmg, compared to running full toughness, does not scale up the healing power of your utilities and blasts, and basically does nothing but increase your displayed healthbar.
Avoiding dmg through toughness on the other side increases your theoretical lifepoints drastically since it will scale up your ability to outheal actual dmg, destroy most enemy burst-rotas, and synergisms perfectly with healing-power, especially since the engi has healing-power and toughness in one trait-line.
Which brings us to the last point:
If you don’t like this rather offensive trait setup, take 20 points from tools and drop them into inventions. Choose energized armor and power boots to keep almost the same dps-output and movement-speed, but furthermore you will receive more toughness, more healing power AND the ability to reset your HT when reaching 25% lifepoints.
For becoming a walking bunker that still puts out a nice load of power based dps, run a 50:50 knight / cleric mix.
Also, the s/d nades setup is a terribadly option for wvw. It IS the meta for doing pve since the dps output is just insane there, but the requirement of wvw to have at least one stunbreaker would force you to drop your mine away. and if you compare the mine dps to S/D, mines will always outperform it.
And running nades / mines is actually something that steals dps from each other in terms of traits and will not perform well since one is a close-up melee option only and the other is outperformed by BK in melee. Therefore, get rid of nades in roaming and take the BK instead. usually (but not always) the better and worksave option to go.
(edited by Arantheal.7396)
Love it! I made the toughness version of the build.
http://gw2skills.net/editor/?fdIQFAUlUUpPrdZxtLseNSbBFylWRQfiR06PugAA-TRCBABdpcoS1BOTJIWK5A4CAU0+D5pDITVeY4BAEAABYn7MAsclrclrclzO35O35O3ZpAiYZE-e – A quick calculation showed that I sacrifice 75 dmg, but I gain 200 armor.
We get a bad name because people use FT in dungeons and fractals. It is hands down our worst dps kit and has no use in dungeon runs. For open world or PVP use whatever you like but do us and your group a favor and don’t use FT in a dungeon setting.
It is because people don’t know how to use it imo. Ain’t saying that it is the best option,
but it can be played if used correctly as you can clearly see in Wolfineer’s video which I posted.
Of course it can be played. Any class with any build can be played. But being helpful to the team is important in my opinion and FT builds just aren’t. BK vuln stacking cc regen and dps is what our class brings to the table. Camping FT does none of that. But with that all said play what you enjoy ????
Of course it can be played. Any class with any build can be played. But being helpful to the team is important in my opinion and FT builds just aren’t. BK vuln stacking cc regen and dps is what our class brings to the table. Camping FT does none of that. But with that all said play what you enjoy ????
Thats why you use FT as a better fire field, and a rotational 2 bot. its not the perfect kit, but if you run bomb kit, healing turret, mine, you have 1 extra slot, if you bring FT, you get a 10 second fire field for pre fight stacking that is easier to use then the small 3 second bomb it one, you still have if p/s, healing turret, bombkit, and mine, 4 blasts. and you get the 2 skill to add to your rotation, you also get another blind, and a knockback/projectile destroy.
is it the best use of the slot? who knows. its up to the person who is running it to ask that. As for using it as a “might stacking camping kit” is a concept I wanna love, but its auto is just to weak to even bother trying to do this. I also run FT in places where I can hit through walls etc.
Like I said, use what is fun for you. I use FT sometimes to mix it up. All I was saying is the build isn’t dungeon friendly for the rest of the group.