wvw gvg gzerg engi build...is there one?
well u need to work with the group
or u go on support —-→ http://gw2skills.net/editor/?fcAQJAqelIqic3zyuF1LJyoCdWoHSohpWiUkfW2nCyFA-jECBoLBkoGkEBI7pIaslNFRjVvATXiIq2FoIa1A-w
or u go on crit —-—→ http://gw2skills.net/editor/?fcAQFAUl0picX7y3F17IyoHk2EmZgeoX+Vf9pAbB-j0BBYOAUgAJSFRjteqIasqGY6VER1eBFRrGA-w
or go granader —-—→ http://gw2skills.net/editor/?fcAQJAqel0piYnvy3F1LJy4DdGYBiUkfW2nHs1DChA-jECBYjBEbBhiAkEBI5rIasVhFRjVVjIqWlETIgFTAA-w
or go turret —-——> http://gw2skills.net/editor/?fcAQJAqalIqyUnrSVF17IRoHJG0LWkCMr/PKmPdB-jECBoOBkWAkkGITqIasFTFRjV3ATxiIq2roIa1SBIr0I-w
Forget about Grenades if you’re sticking close to the pin, they’ll only distract you and get you killed via Retaliation damage. Instead pick up the bomb kit and trait towards maxing bomb damage/efficiency.
I wouldn’t recommend turrets either, except for Healing Turret which is pretty much mandatory when zerging for the water field and blast finisher.
I only ever played my war in gzergs/gvgs but if I were to make an engi build for zerging it would probably be this: http://gw2skills.net/editor/?fcAQJAqelIqic3zy5F17IxoCdO0D7bY1K6R+ts+B
Role being providing/blasting water fields and spamming aoe control. Only one stunbreak and no stability so prot injection and regenerating mist helps you to stay alive in the mess. Gear would be clerics, perhaps with some berserk mixed in because bombs do insane damage. Engineers are probably the best class for getting people out of somewhere where you don’t want them to be with a lot of CC and knockbacks, so just really train someone down while the necros wail down on them.
really bad engineer
There is not a really great build.
It will all come down to what your guild is doing and what they need.
It really depends on what you would like to do and that you’re most comfortable playing. I often cycle between builds and strategies so I never really feel pigeonholed to any one of them. I do feel that a grenade build offers you the most options however. The range can mean the difference between reaching your target from a safe distance or closing the gap and risk being pulled and ganked.
It of course depends on your guild as well. Most guilds I particpate with or against often rush to their death or glory. In these circumstances you either play it safe from the edges of the confrontation (via grenades) or you tank up and run into the thick of it. Under the later scenario, you will want to focus on condition and stun removals above all else. It’s not about damage dealing, but as a group, each individual in your zerg will contibute some amount of damage as you advance through the thick of it. A bomb build in this case with focus on PVT gear, runes of melandru, and lemongrass soup offers the best combination. You will want at least 10 pnts into power to maximize your bomb radius. You will want 30 pnts into toughness so you can get bomb heals (which are getting a buff soon), and I would probably put the last 30 into vitality so you can get free elixir S, B, kit regen, and automated response.
You have to think about a build that works for defense and offense, as well as gear that you should have to accompany that. So if you dedicate to bombs for instance, you won’t have much for defensive capabilities when a fort is under attack in comparison to an engineer that spec’d in long-range powerful grenades.
Honestly, we suck in a zerg. the only reason to run with one is for the loot and wxp, so what you’re really looking for is a survivable build that can tag targets well.
you can run ft, you can run p/s with coated bullets, or you can run SD. that’s about it for group tagging.
you’re going to have to run healing turret and several blast finishers if you want to be of any use other than pitiful damage and little to no CC.
sorry man =/
As an engineer that has participated in dozens of 10v10 and 20v20 GvG matches and guild zergs / commands with 30+ people, I can’t stress how crucial to your survivability Leg Mods and Protection Injection are.
For GvGs, roll with Grenades for the poison field weakness spam + countering water field spams by the enemy team when they regroup, Tool Kit for the additional block and picking backliners off with Magnet + Prybar and Rocket Boots for a mobile blast finisher to your Healing Turret water field and as an escape when you are being focused down. Supply Crate should be your elite and it has three usages: you can throw it after a bad team that has poor stability veils so you stop half of them, you can throw it in the middle of the fight after the boons have been corrupted/stripped or you can throw it in the back line, creating a kill box for those who have over extended or are trying to pick your elementalists and necromancers off. Runes of choice would be Antitoxin or Perplexity. Sigils would be Torment + Geomancy.
For organized zerging, anything goes really, as long as you have the defensive traits and a set of Dire + Antitoxin or Soldier + Melandrus. You can also opt out of perma vigor for large scale fights as you and your commander get used to moving out of damage-heavy areas, just make sure to bring Elixir B for the AoE stability and Rocket Boots so you can survive through things like SW tower, Hills Lord’s and Bay inner north wall chokes. If you just wanna stick to the pin, 0/0/20/20/30 with the Flamethrower and Elixir X (for the stability) is very strong. Napalm for might stacks, Toss Elixir B + Smoke Vent + Static Shot to blind the Hammer/Staff train as you make the initial push, Elixir X whenever stability runs off. Incendiary + Poison Dart Volley is also a decent burst if you run condition damage (even though this build scales better with power). Stack sigils + Sigil of Restoration/Torment and you should be good to go.
Food for both situations is wrench based on your stat of choice + Saffron Bread or Lemongrass depending on what’s killing you the most (condi pressure or stun spams).
Don’t listen to all these people that tell you that you should bring this or that to a fight or that you should be in the back. Best utility you can bring to those kinds of fights is stability, survivability, water, fire and poison fields along with blast finishers. As long as your build includes this, everything else is up to you.
Sorry for the wall of text and bad grammar, not a native speaker.
engineer and commander.
Honestly, we suck in a zerg.
Umm no. You will be hard pressed to convince reasonable players that AoE stability, AoE stealth, several other AoE buffs, and dedicated AoE kits “suck” in zergs. You lost most of your credibility in your first sentance as far as I am concerned.
the only reason to run with one is for the loot and wxp, so what you’re really looking for is a survivable build that can tag targets well.
Your apparently playing your engineer in a manner that does the rest of us a dis-service. This is exactly the way to play that would give others a bad opinion of the profession
you can run ft, you can run p/s with coated bullets, or you can run SD. that’s about it for group tagging.
Or you can contribute to the crowd with AoE stability, AoE condition removal, and solid damage.
you’re going to have to run healing turret and several blast finishers if you want to be of any use other than pitiful damage and little to no CC.
Another testament to my previous point.
https://www.youtube.com/watch?v=6q3em9s5I4c
Superior sigil of torment is excellent it procs all time. Currently im running with power tough vita gear, p t crit% trinkets and zerker amulet and rings. PVT is good for gettin hit by retaliation. It’s pain but it never kills me. Skills are nade kit, elixir B for toss stability and tool kit for shield. Should i replace tool kit with elixri gun as im staying more in backline? (condi removals and ranged aoe retaliation)
Build now:
30 Shrapnell, shortfuse, grenadier
15 Precise sights
0
15 Protection and ofcourse after patch 100 % change to change condi into boon
10 (speedy kits)
Im droppin speedy kits and need an advice where to put them. Coated bullets would be nice.
Gonna ask in this thread instead of starting a new one, since it’s in the same topic range.
What do you consider the best overall armor set for running with a large group/zerg? I recently tried Apothecary, but unlike the bunker ranger that has constant regen and a pet doing the majority of damage while you put out condi, it just didn’t seem worth the gold.
I am seeing mention of PVT but I would think Dire would be a more optimum choice if using condi, unless you are might stacking all the time. Any thoughts?
smack..Wut?…smack…smack…
Gonna ask in this thread instead of starting a new one, since it’s in the same topic range.
What do you consider the best overall armor set for running with a large group/zerg? I recently tried Apothecary, but unlike the bunker ranger that has constant regen and a pet doing the majority of damage while you put out condi, it just didn’t seem worth the gold.
I am seeing mention of PVT but I would think Dire would be a more optimum choice if using condi, unless you are might stacking all the time. Any thoughts?
I’ve gone celestial and never went back.
Superior sigil of torment is excellent it procs all time. Currently im running with power tough vita gear, p t crit% trinkets and zerker amulet and rings. PVT is good for gettin hit by retaliation. It’s pain but it never kills me. Skills are nade kit, elixir B for toss stability and tool kit for shield. Should i replace tool kit with elixri gun as im staying more in backline? (condi removals and ranged aoe retaliation)
Build now:
30 Shrapnell, shortfuse, grenadier15 Precise sights
0
15 Protection and ofcourse after patch 100 % change to change condi into boon
10 (speedy kits)Im droppin speedy kits and need an advice where to put them. Coated bullets would be nice.
If you drop Speedy Kits, you will fall behind if there’s any down time on Swiftness. Make sure you have an Elementalist and a Warrior in your party to compensate for that, but it’s definitely not something I would recommend you to do. Try 30/10/0/20/10 instead. This way you will have the option of either +1.45 seconds Stability duration or Backpack Regenerator (perma regen that can be stacked with Regeneration and scales with Healing Power), or even perma vigor (for now). If you really don’t feel like using Speedy Kits, 30/25/0/10/0 should put out some decent DPS even though there’s a lack of desirable Firearms master traits. Just remember that you will be losing +10% critical damage and endurance regenaration.
The problem with Elixir Gun is that the #5 skill often overrides more useful fields like Water, Poison, Fire or Dark, just make it sure you time it properly. Rocket Boots is also a decent oh kitten button and a blast finisher + aoe burning. May as well consider Bomb Kit and Thumper Turret.
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Gonna ask in this thread instead of starting a new one, since it’s in the same topic range.
What do you consider the best overall armor set for running with a large group/zerg? I recently tried Apothecary, but unlike the bunker ranger that has constant regen and a pet doing the majority of damage while you put out condi, it just didn’t seem worth the gold.
I am seeing mention of PVT but I would think Dire would be a more optimum choice if using condi, unless you are might stacking all the time. Any thoughts?
I own an Apothecary’s set and if anything, it’s good when you are spamming blast finishers on water fields. I rather roll with Dire armor + Rabid accessories for condition and Soldier armor + Knight accessories + Cavalier weapons for direct damage builds.
engineer and commander.
FT – no.
Bombs or nades. Bombs – power build, nades power/condi/50/50powercondi. Utilitis anything gor your survivability. Bombs dpsive=elixir b+S, riffle ,
nades rocket boots+elixir gun works fine.
Healing turret – must be.
Aftr the patch – healing bomb build must work perfect.
I am actually using a condi bomb stealth build with perplexity runes atm working pretty great really throws thiefs off