Here is a build I developed myself and am having lotsa fun with it in ranked matches. It’s not easy, but it is kitten fun!
http://gw2skills.net/editor/?fdAQFAUnUISfWWeFWYB5XIRuQGd2qXDjI3l8bBA-TJBBwAB3fAwDAYzFAAcZAA
Enter the Zombieneer!
Zombieneer is an engi build focused on self-revival. He can go down, but keeping him down is a wholly different matter! Other face of this build is strong decap game to get them off that point.
How it all works
healing and self-revivial
As the zombieneer being near death or downed is just the beginning. Your first tool for getting back into action is the A.E.D – a heal that expects you to die and rewards you sick 13k+ hp for doing so when it’s active. It also removes damaging conditions except for confusion.
Should that not be enough, you have a second way to cheat death – toss elixir R toolbelt skill. Toss it before you’ll get downed and you’ll land in a nice, 10s lasting pulsing revival field. Or with enemy banner in your gut if they act fast enough.
Obviously that won’t do, so you’re geared with extra means of ensuring this zombie doesn’t stay dead for long.
First and foremost is the tool’s minor trait “always prepared”. It’s an absolute must. The oil slicks save lives. those 2s of enemies face to the ground are often all it takes for your revivial field to finish the job and get you on your feet. Those packs of bandages are not too shabby either, bringing you back up to over 10k hp rather then suicidal 5k after regular revive.
But that’s not all – elixir U ain’t there for show! If you’re in real trouble use it before your heal (whichever it’ll be). Being a stunbreak and giving you quickness it’ll do wonders for ensuring that heal of yours goes through. More over it has amazing synergy with both A.E.D. and toss elixir R.
A.E.D. duration stays the same when under quickness. Using elixir U will not butcher your chances for getting the big heal off, while it’ll reduce the lenghty cast time down to 1/2s – a true saving grace.
No less awesome is the fact the opposite happens for toss elixir R – here quickness does affect it and field lasts shorter, but pulses faster, greatly increasing your chances of revival before they stomp you.
A tiny, but sneaky bit is putting 3 points into explosives for reserve mines – the extra damage and small chance for stability boonstrip is another addition to your downed game.
Bomb kit’s also got a say here – if possible (after casting your heal) don’t hesistate to try dropping Big ol’ Bomb before going down. That nice aoe launch will throw another wrench in their attempts to kill you.
Lastly dropping a pulsing bomb (smoke,flame,glue) might hamper thief’s world old black powder trick.
That being said and done, it’s still a gamble. Enemy might not get caught in oil slicks, you may miss the timing of your heal cast, or they’ll gang up on you and stomp you before revival field will outheal their attacks. But it’s a game where you get a lot more to say about your chances then most!
Asides the two heals that require you to get up close and personal with the grimreaper, there’s also the backpack regenerator for some stable, reliable heal over time when using bomb kit, as well as the low health response system for emergency regeneration when you’re in serious danger. Coupled with regenerator it might buy you extra time to use that big heal before you’re face to the ground.
(edited by ZeftheWicked.3076)