(edited by Bradley.1287)
WvW Bombs zerg need hints
What is occurring or is problematic, that you feel is “missing” ???
If you can offer some direction in that, it may assist us in offering some direction or advice.
is right using hgh in this way?
is right my choice of gear?
which rune i should use?
the runes of water is good?
This is what I run:
http://gw2skills.net/editor/?vcAQJAqalUUpPrtbx+KseRSE6B+FsaBVIviUofL/pgcB-zkBBoeIYjBMRtIaslhFRjVVjIqWlELAwBAXHEEwiA-w
IMO, you don’t have time for horsing around with any skills other than dropping bombs and those that help you escape if it gets really bad (elixir S or elixir gun acid bomb). The 270 health I get + up to 4 others is really helpful in keeping us alive. Especially warriors since their passive healing is already very good. The backpack regen + extra toughness + any regen boon on you helps keep you alive. It adds up to about 500 health per second.
Healing turret is just amazing. The water field from the healing turret and toolbelt healing mist adds up so much more health than the elixir H does, plus you get 2 free condition removals in just one skill (if I need more, super elixir). On average I get 10K health from the blast finishers, notwithstanding you’re sharing healing with others, which means they last longer too. When you get a bit more skilled, you can plant your big ol’bomb, then your healing turret, the bomb blast finisher goes off, you then acid bomb using elixir gun, interrupt, then explode the healing turret. 3 blast finishers is about 4500 health right there, plus you setup some offence in the area.
Also, don’t discount your primary weapon. IMO riffle is not that good for zerg fighting. Pistol static shot and poison volley offer much more utility when you need to distance yourself, but still keep the pressure on. Riffle requires you run in there and leap jump, but that can be very dangerous, unless you quickly acid bomb out of there. Beyond that, let the guardians do their job by keeping you booned-up while you help do your job. Save your skills and precious attack time for more important matters.
I cannot speak as to gear, when I click your link, the build has no gear slotted in it.
What are you trying to accomplish with your build? I can not really suggest what I feel is the better way to accomplish what the build is intended to do, until I can understand your goal. Perhaps goal is not so much the best term, but “role” is better. What aspect do you wish your build to focus or thrive on?
Personally, I like this build in WvW
It offers me -53 damage when stunned, -65 condition duration. 25,000 Hp, 3150 armor, 250 AoE heal per second when in the bomb kit. Solid condition damage, solid direct damage, 25% speed boost, and very good all around. Easily tweaked on the fly.
(edited by dancingmonkey.4902)
basically i run into enemy zerg spamming field bomb and dmg, just this simple as that.
I’ve said the gear i use in the end of the post
Knight gear precision tough power
how do i remove condition with those specs?
and i’ve considered healing turret but is really static and zergs moves alot
Edit
Ah ok the turret removes 2 condition…
(edited by Bradley.1287)
Who needs condition removal in a zerg?
A proper zerg has plenty of WH warriors, necro wells, and guardian shouts that are removing and/or converting conditions to a point that I never have to thing about them in the slightest. Particularly with my runes of melandru + lemongrass.
still i find myself in alot of situation where i’ve to clean myself or die :V
And for the gear Knight is good?
If your front running in a zerg, when clashes occur, I personally, do not feel you have enough Hp with knights gear to absorb all of the AoE damage being thrown around. As well, a higher hit point pool allows you to absorb any damaging conditions much easier. I prefer soldiers or celestial gear for front running in a zerg.
Some tips from personal experience:
If you run a coordinated group you should get stability and some cleanses from party members. But personally I still take elixir B to save myself if needed. Knights armor is good but for trinkets I chose to go more damage. Don’t drop your bombs in the middle of the enemy group btw, try to edge around them, you’ll still hit 5 ppl if you take increased radius as a trait.
Even if you go with condi cleanse elixirs, the healing turret is still way better than elixir h, as it provides a water field for your zerg that they can blast if needed.
Speedy kits can be dropped, use elixir b and medkit 5 for swiftness if your zerg group doesn’t give you any. switch back to turret before fights!
rifle also provides a leap, which helps me alot during fights to just leap in next to an enemy group and start laying those bombs.
If you still have problems with condis then you might want to switch to elixir c.
HGH seems good but in zergs there are other classes that can give might better. or try sigil of strenght.
Swords of Underworld – [SWD]
Piken Square
knights has like 1.3x of the damage of soldier and like .9x of the survivability against direct damage.
you WILL NOT be threat on your own decked out in soldier gear, but you will in knights, and for only the cost of being a little more careful when frontlining.
head here to discuss wvw without fear of infractions
Some tips from personal experience:
If you run a coordinated group you should get stability and some cleanses from party members. But personally I still take elixir B to save myself if needed. Knights armor is good but for trinkets I chose to go more damage. Don’t drop your bombs in the middle of the enemy group btw, try to edge around them, you’ll still hit 5 ppl if you take increased radius as a trait.
Even if you go with condi cleanse elixirs, the healing turret is still way better than elixir h, as it provides a water field for your zerg that they can blast if needed.
Speedy kits can be dropped, use elixir b and medkit 5 for swiftness if your zerg group doesn’t give you any. switch back to turret before fights!
rifle also provides a leap, which helps me alot during fights to just leap in next to an enemy group and start laying those bombs.If you still have problems with condis then you might want to switch to elixir c.
HGH seems good but in zergs there are other classes that can give might better. or try sigil of strenght.
Lets say ok, if i drop hgh where i should put those points?
knights has like 1.3x of the damage of soldier and like .9x of the survivability against direct damage.
you WILL NOT be threat on your own decked out in soldier gear, but you will in knights, and for only the cost of being a little more careful when frontlining.
No one is suggesting, in the least, that knights gear doesn’t out damage soldiers gear. He did specifically state that even with zerg cleanses, and Cleansing Formula 409, that he is struggling with condition damage.
As far as your claim to .9X the survivability, I would like to know how you come to this conclusion. Personally I think you pulled it of your hat. I just can’t see how you get 90% of the survivability out of it against a condi neco, terrormancer, condi or perplexity thief or engineer, the new D/D ele that you cannot crit against when in earth, S/D ranger, the PU mesmer, the Blackwater mesmer, SS/WH /LB or SS/SS/LB warrior,
you can for example take protection injection or go for energized armor in inventions for more dmg (because toughness is a high stat for you) which also gives you a neat minor trait that recharges your healing turret. Since you also use rifle you can go into firearms for hair triggerr or rifle mod. Dropping HGH and speedy kits can give you 4 points to play with.
And don’t get me wrong, HGH and speedy kits are very good, but in a decent group other classes will take that role on them.
I also noticed you find healing turret too static. In zerg situations you don’t let it stay, you immediately overcharge it and then blow it up with F1. Learning how to use your combo fields and finishers is very important for engis!
Swords of Underworld – [SWD]
Piken Square
you can for example take protection injection or go for energized armor in inventions for more dmg (because toughness is a high stat for you) which also gives you a neat minor trait that recharges your healing turret. Since you also use rifle you can go into firearms for hair triggerr or rifle mod. Dropping HGH and speedy kits can give you 4 points to play with.
And don’t get me wrong, HGH and speedy kits are very good, but in a decent group other classes will take that role on them.
I also noticed you find healing turret too static. In zerg situations you don’t let it stay, you immediately overcharge it and then blow it up with F1. Learning how to use your combo fields and finishers is very important for engis!
ye maybe i’ve to look at some guide or video because i’ve no clue on how to make it work atm.
I’ve tried something at the edge of the mist vs the npc, and they seems to just kill my turret as fast as i drop it :V
Is a bit outdated but explains blast finishing and healing turret really well
Swords of Underworld – [SWD]
Piken Square
Is a bit outdated but explains blast finishing and healing turret really well
So….i can pick up my turret :| that explain a lot of things
So i think ill try this out
http://gw2skills.net/editor/?vcAQFAUlUUpPrtbx+KseRiMWQIF2nEKmR+pffUIXtFA
taking some soldier gear with melandru runes for the condition
Edit
Almost forgot Thx all for the answer and suggestion
(edited by Bradley.1287)
knights has like 1.3x of the damage of soldier and like .9x of the survivability against direct damage.
you WILL NOT be threat on your own decked out in soldier gear, but you will in knights, and for only the cost of being a little more careful when frontlining.
No one is suggesting, in the least, that knights gear doesn’t out damage soldiers gear. He did specifically state that even with zerg cleanses, and Cleansing Formula 409, that he is struggling with condition damage.
As far as your claim to .9X the survivability, I would like to know how you come to this conclusion. Personally I think you pulled it of your hat. I just can’t see how you get 90% of the survivability out of it against a condi neco, terrormancer, condi or perplexity thief or engineer, the new D/D ele that you cannot crit against when in earth, S/D ranger, the PU mesmer, the Blackwater mesmer, SS/WH /LB or SS/SS/LB warrior,
hi. i did pull it out of my hat. he wants zerging. not a single one of those builds matter. plus, you didnt read:
against direct damage.
head here to discuss wvw without fear of infractions
No, When specifically asked the reply was
still i find myself in alot of situation where i’ve to clean myself or die :V
I am not sure where all of your unwelcome anger comes from. But to be couter productive to the facts, just to be spiteful toward someone you disagree with, doesn’t aid the OP at all.
wat
im not angry
purity + generosity + lemongrass soup + melandru runes and pick up healing turret every time instead of blowing it up -> more condi cleanse
extra vit doesnt really do anything for you, just buys you time. if condis are killing you, step up your mitigation, not your time to die.
basically, you either get overwhelmed at 12k hp or at 7k hp… but either way youre overwhelmed. but if you dont get overwhelmed, whats the point in having 5k more hp? engi already has enough base hp (especially with guard stacks). thief, ele, and guard dont, so vit kinda has a purpose in that it gives you a huge relative increase in time to die, but that relative gain is like … diluted by 50% on engi.
head here to discuss wvw without fear of infractions