WvW CD/Pre/Tou Build
I have incredible success with 0 20 20 30 0 using elixirs and condition precision toughness. P/P, elixir s, b and toolkit. Incredibly survivable with tons of confusion damage and good condition removal. Lacks permaswiftness but elixir b provides 13s of swift every 32s.
What traits are you using?
And runes?
(edited by paleeshi.1924)
Not sure if you’re asking me but traits are here and can be manipulated to suit your play style. I dont recall where this build originated http://www.guildhead.com/skill-calc#mzM9iGGx0cooRzMa
I choose swiftness on crit for vigor synergy. Power shoes because I’m lead to believe it negates the in combat movement penalty to swiftness somewhat and mobility for this build is essential.
I was thinking that with runes of undead and 10 in alchemy you could add 200 more condition damage. With more toughness you could add power.
(edited by Thiefz.3695)
One thing about Reven build if going into WvW is drop 10 from inventions and go 30 in Firearms. Coated bullets is single best way to hit MANY targets at once. Each bullert burst from pistol will hit people next to target and each time a burst hits target another burst happens so on and so forth. Can hit alot people ikittenerg.
I’ve been running p/p with elixirs this week with rabid gear and after some extremely protracted fights with thieves i bought a rabid shield from the ah, now if i get jumped i switch it and c for u out when they reset the fight and the on block stun makes life a hell of a lot easier. I’m running 10/30/0/30/0 incendiary powder with hgh and coated bullets and without the shield i just find stealth reset thieves to hard to finish.
I was thinking that with runes of undead and 10 in alchemy you could add 200 more condition damage. With more toughness you could add power.
I’m running undead runes at about 1700 condition damage.
I was thinking that with runes of undead and 10 in alchemy you could add 200 more condition damage. With more toughness you could add power.
You’d want to go Rabid if looking to equip the runes of the Undead, with sigils of Strength/Battle/Earth and at least 10 in Firearms you’ll have solid bases in terms of condition damage, the rest of the traits and whether you choose pistol/shield or pistol/pistol is up to you, everything is fairly flexible.
I’ve tried a few version of HGH builds in sPvP, mainly with rabid. Tried both P/P and P/S. But I feel so extremly squishy with it despite 2700 armor and 18k HP. It’s like I deal waaaay too little damage compared to the amount of damage I receive in that time. It also doesn’t feel like the elixirs is giving me much of a defense to my utility slots, beside elixir S. It works 1v1 depending on what class you meet, but 1v2 or more I just feel screwed.
(edited by paleeshi.1924)
I also tried the HGH Grenadier and its horrible compared to my old kit-heavy builds.
Last build i played was p/s, medkit, E-Gun, FT and Elixir S in complete rabid. It was awesome.
Maybe i will figure out a new way to roam in WvW but everything i tried so far was horrible and a complete fail. Some might argue that they still have success as engineer but i highly doubt that, i also have a mesmer and Ele and know what they are capable off.
Cant login for more then a hour per day because everytime i see my engi i get angry and ragequit. While my d/d ele is still ridicoulus oped my engi lost his only viable builds …. again. Screw this game srsly.
(edited by Kontrolle.3514)
So I’m running P/S in WvW because of 5 and Toolkit 4 which allows for some great blocking. P/S is pretty much the best option with the way people Zerg in T1. You can sit on the edge and run while doing far more AoE damage with coated bullets. I found that when I switched to this partial build my Power went from 1800 to 1500 and my Condition Damage went from 770 to 1200.
I have yet to get back into WvW to see what the damage decrease will be. For traits I went 0/30/20/20/0. I took off static discharge and added more health plus the 5% of vitality becomes condition damage. Right now I’m at 21000 health and 1700 toughness. I’m running a Knights pistol and a P/V/T shield. Base Critical Chance is still around 40% so it’s lower than I want. Even with Fury it will only get up to 60%. I’m going to do some testing tonight to see how it is since reset nights are always busy.
EDIT: For keeps I switch out tool kit for grenades.
So to sum: Armor : All Temple CD/Pre/Tough with Runes of Undead
Trinkets: Mix of Carrion, PVT, and Knight
Weapon: Knight Pistol with PVT shield slotted with Sigil of Force and Earth.
Working on more Precision.
(edited by Thiefz.3695)
I also tried the HGH Grenadier and its horrible compared to my old kit-heavy builds.
Last build i played was p/s, medkit, E-Gun, FT and Elixir S in complete rabid. It was awesome.Maybe i will figure out a new way to roam in WvW but everything i tried so far was horrible and a complete fail. Some might argue that they still have success as engineer but i highly doubt that, i also have a mesmer and Ele and know what they are capable off.
Cant login for more then a hour per day because everytime i see my engi i get angry and ragequit. While my d/d ele is still ridicoulus oped my engi lost his only viable builds …. again. Screw this game srsly.
I am playing my build in wvw almost exclusively and I rarely lose in any 1v1 fight and most 2v1 I can win. Keeping vigor up and the invis from elixir s and when immobilized is like the biggest life saver not to mention protection from heal and heal reset at 25% health. A huge part of it is removing conditions with elixirs from 409. Utilize the block from toolkit, extra damage from Boons. It takes practice to be effective with the build. I’d say the biggest thing is being aggressive because it makes people screw up and overcompensate. You have to play very offensively even if fighting 4v1 because it will save your kitten I fought a group of 4 lvl 80 players last night in EB while solo and downed two of them before making my escape using the terrain. When your confusion hits for 2700-3000 each skill use people tend to mess up.
Tbh a 100% condition duration (2x ticks) build with HGH is will probably be the new META for small gang or solo WvW, but it is currently not attainable until Giver’s weapons are fixed.
The build would be: 20/20/00/30/00 with condition duration runes and Giver’s weapons. This should basically push all conditions over 100% duration and give you about 16-18 stacks of might for about 1800-1900+ condition damage. AGAIN, this is not a reality till condition duration on the Giver’s weapons are fixed. With the current problems with condition stacking I can see ANET ignoring this.
Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)
Tbh a 100% condition duration (2x ticks) build with HGH is will probably be the new META for small gang or solo WvW, but it is currently not attainable until Giver’s weapons are fixed.
The build would be: 20/20/00/30/00 with condition duration runes and Giver’s weapons. This should basically push all conditions over 100% duration and give you about 16-18 stacks of might for about 1800-1900+ condition damage. AGAIN, this is not a reality till condition duration on the Giver’s weapons are fixed. With the current problems with condition stacking I can see ANET ignoring this.
What is the damage difference going full condition duration vs condition damage? I’m only running 40% duration from food which seems effective.
Think about it, if a burn does 730 CD per tick for 4 ticks (2920) it will do more total CD than 850 CD for 2 or 3 ticks (1700-2550). The trade off is that condition damages can be removed so the longer a condition is on the more noticeable it becomes. Same thing for bleeds. Keep in mind condition duration stacking at lower CD is bad for zergs so 100% duration builds work best in small groups or solo.
P.S. the reason your not seeing a big difference is because you probably have over 10 points in explosive so with 40% condition duration, plus the 10%+ condition duration from traits. The 50% Duration/Condition Damage builds really shine ikittenerg over that of 100% condition duration builds.
If you have questions on what kind of condition build you can look here for some suggestions:
https://forum-en.gw2archive.eu/forum/professions/engineer/WvW-Condition-Engineer/first#post1483163
Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)
(edited by Goloith.6349)
I find that with 50% duration my burn is often ticking for ~800, i don’t doubt that with 100% duration the overall damage would be higher but even slightly higher ticks are more “bursty” which is quite important for small group pvp. If you have even a slightly effective assist you probably don’t even need the 50% duration, i prefer higher ticks for the presure when they are on rather than gambling their won’t be a light field or some condition removal punishing my efforts.
Until they give condition classes a punishment condition that deals a big hit when removed its a no brainer to constantly remove, hopefully its something they are looking at as it would add a little more management to the condition game rather than stack fast and remove asap. I’d love to see a delayed bleed that does all of its damage at end end of its duration and a punishment poison that reduces healing by 50% and deals a burst of damage if removed.
That is a really great idea, but people would complain that condition removal would now be useless even though direct damage would still be higher. Personally I think condition removal should be removed from the game. Conditions should be damage that is equal to direct damage, but is damage over-time and its counter would be healing through it. If a person thinks about it people stack toughness for the same reason to buy themselves time to heal up again.
Right now condition damage is inferior because the multiplier that increases it is at risk because it can be removed completely. A good player can almost always remove a condition.
Davidah (Guardian) Goloith (Engineer)
Achuni (Mesmer) Doreanora (Thief)