tips and condition removal advise please

tips and condition removal advise please

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Posted by: Bull Zooker.1672

Bull Zooker.1672

I am currently leveling my engineer which is alot of fun but am trying to learn the class before I go into pvp as I dont want to button mash helplessly while I get destroyed by ‘pros’

I have come up with a set up I like at the moment which includes utility skills – med kit, elixir gun, bomb kit, tool kit and supply drop.

my question is… as my necro is my main and I play virtually all my toons as condition builds im aware of the effectiveness of conditions, but where is the condi removal on this class? baring in mind I will not be using elixirs if I can help it.

I am aware of the “immune to conditions under 25% health” trait. but are there any other traits I have missed (besides .409) as I will be wvw’ing with my engie and want to be balanced.

am I missing something? or do I need to take an elixir with .409 for condi removal?

also is P/S and the above stated utilities effective for conditions and balanced play?

thank you for taking the time to help

Grandad Fester / Unruly Pigeon – Necromancer by trade

tips and condition removal advise please

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Posted by: Bull Zooker.1672

Bull Zooker.1672

I didn’t realise the elixir gun removes conditions? is that standard for elixir gun or when traited?

thanks for the reply.

Grandad Fester / Unruly Pigeon – Necromancer by trade

tips and condition removal advise please

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Posted by: Penguin.5197

Penguin.5197

Even though it does not say, super elixir removes a condition on impact. And really alchemy traitline and elixirs just have most of our condition removal traits/skills. Outside of that I can only think of med kit and healing turret

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Posted by: Spart.6578

Spart.6578

All the Condition removals for Engineers are:

Skills – Healing Turret Cleanse (2), Medkit Antidote (1) , EG’s Super Elixir (1), Elixir C (5), Elixir C when thrown (1), Elixir R when thrown (I think it’s 1),

Traits include 409 for active cleansing, and Transmute and Automated Response for preventative measures (although Transmute is rng)

tips and condition removal advise please

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Posted by: Bull Zooker.1672

Bull Zooker.1672

thank you for your help guys. The main reason im using med kit at the moment is because I haven’t madtered the healing turret yet so I think ill switch to healing turret when I practice enough.

super elixir is better than I thought then!

rhanks for your responses guys I appreciate the help

Grandad Fester / Unruly Pigeon – Necromancer by trade

tips and condition removal advise please

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Both Elixir R and EG’s Super Elixir are also Light fields; Projectile Finishers with those also remove a condition per proc; Shield being the most readily available 100% chance for it to combo with, due to the Throw Shield skill.

Wilhelm The Pursuer

tips and condition removal advise please

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Posted by: Bull Zooker.1672

Bull Zooker.1672

ok thats good to know!

also regarding the kits im using, any criticism regarding that?
im looking at going carrion with some rabbid for gear, good choices for conditions? I know grenades are verhy strong but personally I dont like them as I find them very BORING.

Grandad Fester / Unruly Pigeon – Necromancer by trade

tips and condition removal advise please

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Posted by: ikiturso.4026

ikiturso.4026

Engi lacks so much in 2 most important skills. Stability and cleanse. If u want cleanse elxiris is must. So much versatility…

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Posted by: Bull Zooker.1672

Bull Zooker.1672

that was my fear, I find engi so fun and so much utility but most of the fun goes when elxirs come into play.

I find with the kits I use I have a skill for every situation (except a stun break)

Grandad Fester / Unruly Pigeon – Necromancer by trade

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Posted by: chungiee.8764

chungiee.8764

I personally use Rabid/Carrion for gear (rather than Carrion/Rabid) as the extra Critical % will activate “Sharpshooter” and “Incendiary Powder” more often – both of which add onto conditional damage nicely.

As had been said before, Healing Turret is a good way to remove conditions (especially if you drop-overcharge-pick it up) as you get 2 cleanses and about 3-5k heal every 15 seconds. What hasn’t been mentioned is that the cleanses and heals are AoE so your teammates benefit too.

If your really struggling with condis, i suggest trying to get used to Elixir R which removes all conditions and then resses you when you die. Its not the easiest skill to get right but great if it works out (especially if used in conjunction with 15-Tool points for Inertial Converter which lets you have two Elixir Rs so you can use one to remove condi/res others and then another to res yourself)

Hope that helps.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

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Posted by: Bull Zooker.1672

Bull Zooker.1672

ah ok, thats interesting thanks for your input chungiee.

im not struggling with conditions at the moment but will undoubtedly when I play some more WvW with my engie.

was thinking of doing that with gear though im not sure how I want to build myself just yet, I love bombs and will be using the radius and possibly CD reduction traits.. if I get some rabbid gear it would be CRIMINAL not to take incendiary powder.

Grandad Fester / Unruly Pigeon – Necromancer by trade

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Posted by: Seras.5702

Seras.5702

Condition Cleansers:

trait 409 on elixirs (use elixir h with this trait)
medkit # 4
EG #5 light field with finisher
healing turret overcharge
elixir R
EG #3 removes conditions on allies (not self)

I never find conditions to be much of an issue, unless I get completely soaked with them. If that happens to you, bring elixir R for full removal.

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

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Posted by: kokocabana.8153

kokocabana.8153

I carry around elixir c, elixir gun, and healing turret. That’s 4 condition cleansers which are useful in all situations.

Self cleanse-elixir c
self + AOE cleansers-toolbelt elixir c, healing turret overcharge, super elixir

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Posted by: tigirius.9014

tigirius.9014

409 seems to work the best imo, they have one for the overloaded turret but I hate that because you have to do three things to get the same result as most classes get in 1 button press.

I use two elixirs and the bomb kit. Haven’t looked back since.

Balance Team: Please Fix Mine Toolbelt Positioning!