WvW roaming powerbuild
when you run no stunbreak, imo you need melandru runes
head here to discuss wvw without fear of infractions
I do have Protection Injection, though. I’ve seen many Engineer builds without stunbreaks, so I thought careful dodging and that trait for when things go wrong should be enough?
I suggest running with Elixir Gun instead of Rocket Boots, the Elixir Gun will help you a lot more and it has a stunbreaker. With traits I would invest 2 points into Tools, removing 2 points out of Alchemy. Having reduced cooldowns on your toolbelt skills is kind of important and the 10% damage increase on your initial damage is also really strong. For armor I would go full zerker accesories and no a mix of Knight in it as well. You got enough defense with just the Knight armor. Rune choice could also be Hoelbrak instead of Pack to couter the condition meta in WvW. Other than that, all good.
(edited by Wolfar.6508)
I suggest running with Elixir Gun instead of Rocket Boots, the Elixir Gun will help you a lot more and it has a stunbreaker. With traits I would invest 2 points into Tools, removing 2 points out of Alchemy. Having reduced cooldowns on your toolbelt skills is kind of important and the 10% damage increase on your initial damage is also really strong. For armor I would go full zerker accesories and no a mix of Knight in it as well. You got enough defense with just the Knight armor. Rune choice could also be Hoelbrak instead of Pack to couter the condition meta in WvW. Other than that, all good.
So that means you’d suggest something like this…
And you are sure that I won’t need more armor than that?
I suggest running with Elixir Gun instead of Rocket Boots, the Elixir Gun will help you a lot more and it has a stunbreaker. With traits I would invest 2 points into Tools, removing 2 points out of Alchemy. Having reduced cooldowns on your toolbelt skills is kind of important and the 10% damage increase on your initial damage is also really strong. For armor I would go full zerker accesories and no a mix of Knight in it as well. You got enough defense with just the Knight armor. Rune choice could also be Hoelbrak instead of Pack to couter the condition meta in WvW. Other than that, all good.
So that means you’d suggest something like this…
And you are sure that I won’t need more armor than that?
If you use EG, you have a breakstun, and Protection Injection in not as important as it was in your previous build, and you already are in knight armor. In my opinion, whether you use EG or Rocket Boots is a matter of preference. I like Rocket Boots for it jumps forward and removes chill, cripple and immo, so a must have if you are running away from a zerg (using it in a smoke or water field, of course). EG is stronger in small encounters. Think about the following things when making your choice : do you play against populated servers ? Do you play during prime time and are therefore more exposed to be rolled over by zergs ? I would change a few things. I like the Hoelbrack runes version better (you already have perma swiftness), but if you run it I would suggest a sigil of battle on the rifle. Have fun with your build !
Heya, thanks for your input (also thanks to the other guys who gave input of course).
That’s right, I was thinking if I should switch out EG for Rocket Boots when there’s many big groups running around and I’m more likely to have a sudden need to run away. In those cases I would most likely also have to adjust my traits accordingly I guess, since I will then lack a stunbreak. Or maybe I could use Elixir S instead in those situations, as it is a stunbreak and has some stealth. Hmmm…
Then about the Sigil of Battle… I would probably use it instead of the Sigil of Fire then, as I do think the Sigil of Cleansing is almost mandatory. However, it will remove some AoE-potential (although I already gained an additional AoE-attack by using Elixir Gun), but will allow me to keep up 9 stacks of Might, which in turn adds 315 power and condition damage to all my attacks. I’m totally gonna consider doing that.
Oh, and…
Have fun with your build !
Thanks!
I suggest running with Elixir Gun instead of Rocket Boots, the Elixir Gun will help you a lot more and it has a stunbreaker. With traits I would invest 2 points into Tools, removing 2 points out of Alchemy. Having reduced cooldowns on your toolbelt skills is kind of important and the 10% damage increase on your initial damage is also really strong. For armor I would go full zerker accesories and no a mix of Knight in it as well. You got enough defense with just the Knight armor. Rune choice could also be Hoelbrak instead of Pack to couter the condition meta in WvW. Other than that, all good.
So that means you’d suggest something like this…
And you are sure that I won’t need more armor than that?
That depends on how good you are yourself, I often run full berserker as well and do really quite well. If I run full berserker I take Utility Goggles instead of Elixir Gun though for the additional burst while not losing your stunbreaker.
If you know other people’s abilities well then you don’t need much armor at all as you are able to counter most of it with active defenses (blocks, dodge rolls). This is my build.
Oh final note, I also run Hoelbrak on my knight/berserker setup but I do use Sigil of Air over Battle. This is because the additional burst helps me more than some extra power. Sigil of Battle also has to build up to reach the 6 stacks. I didn’t do the math (yet) but I believe a Sigil of Air/Fire will do more for you than Battle will.
(edited by Wolfar.6508)
Oh final note, I also run Hoelbrak on my knight/berserker setup but I do use Sigil of Air over Battle. This is because the additional burst helps me more than some extra power. Sigil of Battle also has to build up to reach the 6 stacks. I didn’t do the math (yet) but I believe a Sigil of Air/Fire will do more for you than Battle will.
Hmmm, that’s interesting. It’s hard to tell, since the additional power helps every single one of my attacks, while the fire/air sigil adds some damage every time it procs. I guess crit-chance is a factor here, because it determines how often those sigils proc (e.g. if they proc as soon as they are off cooldown). Then again, additional power also makes for higher damage with crits, so…
Would indeed be nice if someone would do the math for those things someday, haha.
Oh final note, I also run Hoelbrak on my knight/berserker setup but I do use Sigil of Air over Battle. This is because the additional burst helps me more than some extra power. Sigil of Battle also has to build up to reach the 6 stacks. I didn’t do the math (yet) but I believe a Sigil of Air/Fire will do more for you than Battle will.
Hmmm, that’s interesting. It’s hard to tell, since the additional power helps every single one of my attacks, while the fire/air sigil adds some damage every time it procs. I guess crit-chance is a factor here, because it determines how often those sigils proc (e.g. if they proc as soon as they are off cooldown). Then again, additional power also makes for higher damage with crits, so…
Would indeed be nice if someone would do the math for those things someday, haha.
Since you go with either Berserker or Knight your crit chance will always be around 50%. Fury (more crit chance) will positively effect Sigil of Air only.
Sigil of Air: We can then assume that every second attack will cause a proc from the sigil. Sigil of Air will do on average 1,000 damage (based on a full berserker spec with 2431 power versus an opponent with 2,5k armor) which will happen every 5ish seconds. Keep in mind that this ability is AoE and can bounce between multiple opponents, hitting the same guy twice. This ability can not crit.
Sigil of Battle: Let’s just say you got 6 stacks of Might from this Sigil. This won’t be the case all the time as it needs time to charge up and some battles end within 20 seconds. Jump Shot will do an additional 151,2 damage (which will be 341,7 when it crits). This already tells me that it’s nearly impossible for Sigil of Battle to come out on top DPS wise as you need to be dealing 1,000 more damage every 5 seconds compared to when you don’t have the might. For Blunderbuss it’s 303,7 if it crits which will be a total of 645,7 assuming you land Blunderbuss at the closest range possible and hit both your Jump Shot’s first and second attack. Even if you do manage to get above 1,000 damage.. then you have to wait for cooldowns again which drops your damage greatly. A full all in burst could give you more damage with Sigil of Battle but that’s still very unlikely.
My conclusion therefore is that Sigil of Air will outperform Sigil of Battle greatly as it is nearly impossible to keep dealing 1,000 more damage every 5 seconds with the additional Might. Also, you will not be sitting at those 6 stacks of Might that often especially since the boon can be stripped. Then again Sigil of Air’s lightning bolt can be avoided but since the cooldown on that ability is lower, you will not suffer too much because of it. Feel free to correct me if I made a mistake in any of my math.
(edited by Wolfar.6508)
sigil of air is single target afaik, there’s no bounce. battle starts paying off when fighting more targets or when you add boon durations to the equation.
engie roaming vids: http://www.youtube.com/channel/UC9NnXVfY4vRU1F-X7b1Oorw/videos
Indeed, Sigil of Air is single target. That’s why I’m thinking in using Sigil of Fire instead, since that adds some more AoE, even though it procs a bit less often and hits for a bit less on each target. It probably still outperforms Sigil of Battle in my build, though.