(edited by Arleon.5921)
Showing Posts For Arleon.5921:
Go for the condition build.
It does a lot more dmg indeed, and you can replace the Inventions line by any other line you whish. This means, you can go for scrapper as well, choose the sneak gyro, and the bullwark instead of the the flamethrower.
And if you need the perma stability – just go for it in the condition build as well. You will lose some dmg, but it will still be a way higher dmg than the power build.
I didn´t read through the whole thread – but what about adding a skill to the normal WvW skills ( arrowcarts, canons, … ). Sth that is similar to the pact commander.
Mabe even that up to 33% bonus as long as you´re out of combat or such, since that would make travel much more easier especially for necros. They are running out of speed, even when they are in a zerg running around.
Bugs:
- the stelth gyro follows an opponent that stroke you, not the engineer
- the function gyro stops stomping if the target is moving / porting in downstate
- function gyro will ALWAYS activate before you´re standart stomp, when it´s ready, no matter at which range you are
Quality of life:
- all gyros follow you to slowly. Not the movement speed itself is the problem, but the delay between you starting to walk, and the gyro following you. E.g. just walking forward with no speed makes you get visible because the stealth gyro reacts so slow. That makes the gyros, not only the stealth one, but this one especially, kind of useless in many situations, so I wouldn´t use them at all. Mabe you could force them to follow you instantly as soon as you´re about to leave their range ( it´s not about their actual speed but only about the reaction time of them )
- you can´t equip a hammer while not using the scrapper line
- Final salvo is a bit weak compared to the other two options you got in there, mabe a longer duration of the superspeed would be fine,so this skill could enable you to give superspeed to you and allies and actually disengage a fight properly. 6 or 7 sec would be strong enough to be a real alternative option between the other two traids there I guess.
- Same goes for shocking speed. Here it could help to remove ( / reduce ? ) the icd to enable you to stack this stuff quickly with a couple of blasts to move faster out of a fight
-the cd of the Blast gyro tag feels way to hight. I don´t know if I´m not using it right, but I wouldn´t choose it as long as it´s cd is above 15 sec
- the live pool of all gyros is too low for WvW. Their effects are potentially extremly handy, but they just instantly get destroyed in a fight. This problem could be reduced by a higher reaction speed as mentioned above, and a higher live pool for the shredder gyro. Or a traid that increases their survivability instead of the shocking speed or the final salvo.
ye – those achievements are fun
if you escort 70 dollys a day ( which is …. ) than it takes 30 years to get the achievment ^^
… hmmm …. nope ^^
~10k
I´d love more skins or finishers
The main problem of this traid is, that it is triggered by the vampire aura from the necro, spreading a healing of 6 …. 8 (!!!) heal to allies. making it completely useless since the vampire aura is keeping it on cd ^^
MORTAR ON THE SHOUUUUULDAAAA Yell
would appreciate a thing like horrick – not that beginner rifle skin with slight changes.
I don´t think that a move of the ip traid would be a real possibility – but mabe they could change the shrapnel. A higher chance of triggering and, if necessary, a shorter duration, or another amount of stacks applied per trigger could be an option.
But the way it is right now you need explosives and firearms to play a hybrid, which is quite offensive.
@ Helcor
1) We got Elixier B.
2) aoe moa. highest condi cleanse for allies. slick shoes hurt you´re stabi more than any other cc. only reliable imob aoe in game.
Yes we aren´t meta – but not for a reasonable argumentation relying on class issues, but just for people not beeing used to the engineer / not beeing able to play it.
(edited by Arleon.5921)
The engineer is not in the meeta, because people aren´t used to it.
The engi hasn´t been in the meta since release for different reasons, eg retaliation, difficult to play, … and so people got used to the other classes. And that means that it´s very hard to find a good engineer at the moment, though the have a kitten ton of usages by now.
As snake mentioned, you have the possibilitie for a gank squad – especially you´re pull and the lock on are realy nice for that job.
As a front liner you can make use of stuff like slickshoes, which are the heaviest cc since the stability changes, Elixiers for might and condi removal, and the Elixier Gun.
The #3 from the EG provides more condition removal than a whole guardian in total – it cleanses 25 conditions every 12 seconds, that´s 125 per minute. Round about 20 more than a guard can guarante by using all of his stuff, and it´s only one skill. All the toss elixiers also clean conditions.
The aoe moa — stacks in duration. meaning 5 engineers can moa an opponents group for 15 seconds …. 15 seconds moa…. try to survive that.
And as a backliner you got tons of cleave dmg with grenades, and a lot of cc with nades and the mortar. I usually hit for over 10k on the main target, and ~ 5k on those who are not in the center of the impact from the barrage ( in “reality” – not theoriycrafting ), and all that dmg is deliverd in less than 1 second.
The retaliation is still a thing, but it doesn´t kill you anymore, because people stoped stacking it so much — and if they do well then they wasted tons of combos on light fields which could have been used on waterfields instead.
The mortar and the healing turret are both big water fields.
And you´re pistol #5 is an aoe imobilise for 2 sec if it´s skilled and increased by food.
However the engineer can´t totaly replace the other classes.
You don´t have hard cc wich can be used on range like the static, or the walls.
And the necro´s spike is way less dangerous for the casters.
But as I said above, the enigneer is far away from being useless in a zerg fight, if it´s played properly, so the main reason for not beeing in the meta is just that people aren´t used to it or think that it´s too hard to play.
sry for the long post :P
I prefer Hoelbrak becaus of the power stats, since my main job in our raid is to cleave and support stuff.
So if you also run in the backline for cleave, perma preasure, or spike or whatsoever, I would recoment you to also go for hoelbrak.
But I´ve also been running Melandru for a while when I was running in the front line ( in the old bomb-healer times ), and I can realy recommend melandru if you want to keep up with the meeles, since you don´t have a reliable self stability.
However if you run in the front line, and you don´t trust in you´re guards without and doubt, I´d also go for two stunbreaks, meaning 2 out of EG, Elixier S, or slickshoes (slicks are realy strong since the stability was changed).
You could also choose only one of them and go for the battery traid in the tools line, but keep in mind that this traid is as unreliable as it´s versatile ^^ just don´t base you´re whole battle tactics around it.
You can mix up cele equipment with Bersi / Sinister stats depending on how offensive you want to be. Cele gives you the sustain, while Bersi increases your spike burst, and Sinister improves you´re cleave dmg and long time preasure.
Just make shure that you´re traids fit in you´re job.
The rune choice depends on which job you focus on, and which traids you choose.
For example if you´re running the incendary powder and the condi duration buff food, the rune of Balthazar is not a good choice, since you´re already at 73% Burning duration, and you´d waste 28% from the Rune Bonus. In that case a good option for the condi duration would be nightmare runes with the 15% overall condi duration.
However Lyssa Runes don´t seem to be a good choice to me. I´ve also tried them out for a while, and it strongly limits you in terms of switching to you´re mortar kit, becaus the icd of the Rune is also activated when you switch to the mortar kit with NOT ONE condition on you.
I prefer the sigil of cleansing, and sometimes a permanent passive condi duration reduction rune in addition to that. The sigil of cleansing removes one condition from you on any weaponswap with an icd of nine seconds, and it only activates the cd when it realy removed a condition.
I agree with you two that it does not make sense to stick to a rotation, once it got stuck, messed up or whatever — in those situations you´re definitly right, that you need to watch you´re main dps stuff, and pull it of as often as possible.
But I highly recomend you to try to get the optimized rotation through as often as possible, so you get better at it.
And also use it when you don´t see why the skills are ordered that way – many times I just thought like “why is he using that low dps skill while the burst is off cd” and a while later I realised, that I just slacked in the rotation — if the rotation was done well, the burst was not off cd then — I was just to slow at that point.
So rly try to stick to the optimised max dps rotation as much as anyhow possible, to recive the highest dps that´s possible.
Yep – the engi seems to be the hardest class to play in pve. It´s normal that those rotations last quite long, and include almost every skill you´re running.
That guide is pretty nice:
https://www.youtube.com/watch?v=0UeNcqdSJI8
And the reward for this is – as he mentions in the video – the highest sustain dps in the game.
Ofc you will lose dps when you change you´re slot skills, except you´re elite one, but that doesn´t matter too much if you refleckt / block key attacks from the boss, when there is no one else around able to do it.
However in normal dungeons there are only “rare” situations where you need to switch any utility ( mostly it´s stealth stacking, but you can change back before a fight so nvm ).
In Fractals I never was forced to change stuff. I only played up to 49, so I can´t speak for 50, but that Sinister condition build is extremly flexible, since it has a lot of blinds and cc – all that´s missing is a stunbreak.
I usually get through the optimised rotation from the link in the video description without too many problems. You just need to know the boss mechanics, and fit you´re rotation beginning right into it, since you´re rota has long phases where you can go for a longer range.
And to convince you — engi is a class that is versatile from the bottom to the top, and you won´t get bored of it becaus it´s so hard to play, and offers such a huge potential to become better and better. Once you learned more about this class, you can fit to any situation in the whole game – not only in each part of pve – which gives you even more challenges to claim !
And one last thing – engi is one of the best solo / not full grp dungeon runners so you got more challenges incoming there if you want to do some extreme stuff.
Sry for the long post :P
it´s pretty low ^^
You don´t get the feeling like facing an almost overwhelmingly huge army at all.
beside the events there are only a few ones who don´t realy challenge anyhow ( though they have cool mechanics, and are fun to bash ).
And the events themselves are pretty easy once you got the point.
Especially the events where you need to defend a camp — I don´t know if I missed sth, but there was litteraly not one mordrem attacking us. We were standig there, chatting and waiting till dawn while nothing happened.
And the escort events are also just “train them down”.
I like the map overall, and the mob mechanics, but none of them is a challenge as long as they apear in that low numbers as they do right now ( except the smoke guys ^^ )
anyone getting the same experience ? or did I just accidently miss the main stuff ?
I agree that it´s preferable to play more offensive after the last big patch — but don´t throw the cele armor too far away ^^
I´ve recently been having a lot of fun with that one
http://gw2skills.net/editor/?vdQQFAUlUUhOvYJXwELQ7FLsFV4SdRvGYIWiBwXSdhHAA-T1hHABLfBAoY/hdV+9mOAAeAA0pEUR1fCAgAszdGAG6QH6QH6Qbmz8oz8oHtUA2NGA-w
Nice hybrid dmg, and all sort of cc
You can use the crate if you prefer more hard cc, but most of the times, the slickshoes are fine.
I´m still not shure about the sigills — intelligence is often used up by passive procs, so you don´t get more than 1 controlable save crit unless you handle it extremly cearefull.
Energy is nice, but a bit too much defensive since you got all those blind and kite stuff.
I´d be happy for any ideas btw
If you want to burst one Person down as fast as possible, go for the Elixier X to Moa you´re target and kill it. or Counter transform elites ( Lich, Juggernaut, … )
For 1v2, …. or grp fights I´d stick to the supply crate for the cc and Zone control ( eg stopping a ress )
I played it before the patch for quite a Long time, and I never had such an issue. I can´t swear it did or did not, but I suppose it did since I never realised that before.
I calculated it also, and came to the conclusion, that you need a skill with 724,63 heal/sec at 0 Healingpower and a cd that fits the icd of the dispersion field.
Right now the only skill that´s able to do this is the A.E.D. IF IT HAD a cd of 20 seconds ( which could be possible with the new tools GM ).
So yes it seems to be not that usefull atm — but let´s see which icd it has in the end, since it could also be like 2 sec which would screw all the math up again ^^
unable to watch this in germany
It could be possible to allow the gliders, with sth like “fall down when struck by an enemy attack”. The standart archers would stop you from flying into a siege then.
The disatvantage for closed range fighters wouldn´t be too much I guess, since you can´t shoot down from up there.
This mechanic would make the homelands of everyone stronger, since defenders can fly down from the citadel, while the attackers need to climb up somewhere.
Don´t know how to balance that precisely, but it would be an awesome feature for WvW indeed.
I didn´t read that discussion — but +1 for the topic
I´d like “instruction Manuals”.
Sth like – build a grmpflbtz according to this manual, to have a whatever effekt.
Grmpflbtz would grant some buffs like pulsing boons / conditions / boon removals / heal etc.
(eg gives might, fury, and removes blind every second, for 10 sec )
If the “manual idea” id too much like the guardians book, it could be “body improvement” ( nice design options — like the new kits some stuff that´s applied on the engi as long as the buff lasts. Drones surrounding him, a robo arm carrying a shield, a headwear containing goggles and stuff, Boots and lower armor skinns containing robotic leg supporting stuff, a “burning” – aura around the actual weapon, …..)
Since I´m a WvW player, I´d love stuff like pusling grp stability, protection, boon removal, etc ^^
But I could also imagine some new stuff that includes difficult gameplay like pulsing combo finishers ( while you can still cast stuff ),
or absorbing xy % of incoming burst/condi dmg that is used at the end for sth — a burst, or a heal, or even a amount of blast finishers / boons according to the ammount of dmg absorbed.
eg:
releases an explosion finisher at the end of the duration for each 1k dmg absorbed.
Very nice ideas Chaith – thanks for the post.
I especially like you`re ideas for bombs and glue. Those would highly increase the engineers viability in large scale fights – mabe even give acces to the WvW – Meta.
I guess it will be like the med kit — you can activate the rune effects by taking it on or off, and it`s balanced by the internal cd of the rune.
That would be kind of nice – since the race is mostly sth for you´re outer appereance, and I realy don´t want to trade my arrogant asura for a dumb norn ( sry to all norn ^^ ).
Though I don`t think it would be a nice option, since it`s hard to find sth that all races have in common.
I´d like to see the racial skills be more or less weaker than the class ones, so that no one has to reroll his race for skills ( just like it is at the moment ).
nope – that range nerf won`t effekt an open wvw fight.
Any necro is working with this 900 range right now, so it`s is tecnically possible to be a backline with that range.
Furthermore it´s simply suicide to get to far away from you`re own mele when you´re opponents have a good focus party, which means that this 1500 range isn´t usefull at all in a GvG.
However you will not be able to exploid the camera to destroy defense – which is quite fair i think.
At the moment the celesital gear gives a bonus of 3500 total.
A “three stats gear” gives a total ammount of 2577.
When celestial get`s a 10% nerf, it will still be 3150 — so a lot more than the 3 stat one.
(In pvp the total numbers are a bit lower, but the thing itself remains the same)
So a celestal hybrid would not disappear totaly, and it would not change the difference in the sum of all stats too much.
I think a little nerf to celestial would be worth a try, because I guess it shoult be like: specialise on a job = 3 stat, be versatile = cele.
At the moment a whole celestial gear is versatile, AND you can specialise slightly by runes and traits, which is a huge advantage over the 3 stat one.
I play celestial most of the time, and I realy love the flexibility which is so kitten nice on the engineer. But I see that the possibility to outrun a specialised one by rune and traids is definitly existing right now.
However anet, please don`t nerf it too much since it`s such an awesome stat combi for the engineer ^^
They said that will possibly keep the mines, and this new grandmaster gives additional med kits — which means that the build idea with bunker down would remain.
As a grandmaster for tools or alchemie – condition remove on toolbelt skill.
could be balanced by the number of condis removed, or mabe an additional global cd ( not only the toolbelt cd ). It would be a strong Bonus for an engi, since it can give you a condi remove for any build, but hey – it`s a grandmaster ^^ ( or give it a huge internal cd and make it the highest minor traid for alchemy )
For the Elixier Gun traid – mabe let 3 or 5 grant regeneration to allies ( I would personaly like to be able to change the 3 into a full support, removing conditions and spreading reg instead of the poison and vuln. )
Another option for the EG traid would be some boon removal, but I`m not shure how to balance that.
I love the robo legs – especially because it makes the speed boon give more than 33% bonus —- and I´d love to have this on out of combat also ^^
Master in Inventions – Turrets have no / more reduced cd when they are picked up, and not destroyed ( only the turret, not the overcharge ). So it increases the existing effect to have more mobility with turrets. I think this could work, since you wouldn`t be able to use experimental turrets anymore.
In Firearms you could move precise sights + infused precision merge into a master traid, increasing the amount of vuln by a higher chance, or a higher ammount of stacks ( would be nice for dungeons ) and move the rifle/speargun traid down to adept giving it sth like cd and a little crit chance / (crit) dmg bonus. ( 5% or sth ).
Another idea for the tools grandmaster – toolbelt skills give boons.
possibly it could be any random buff out of a pool eg retaliation, fury, or vigor.
Or it could give a certain buff depending on the type of the skill the toolbelt skill belongs to. like toolbelt skills from turrets give retaliation, toolbelt skills from kits give vigor, gadget ones give fury ( just some random examples ). Could be an ego boost, or even buff allies also.
The med kit traid could give blind or weaknes to enemy targets.
(edited by Arleon.5921)
Oh yea – the mortar could look like those äther canon guys.
I can`t stop grinning when I imagine this on an asura XD
I love the changes coming up for the turrets.
Up to now we needed to use up all of our skill points to make full use of the turrets, which leaded in to the afk turret builds …… well – those weren`t fun at all.
Now we will be able to use the turrets as a part of a build since we don`t need a grandmaster for the buffs anymore, AND the place-turrets-and-go-for-coffe builds will hopefully disappear. NICE.
Removing bomb healer and changing it into sth that is not forcing us to spam an AA is a great idea, since it makes a support engi for WvW much more versatile – you can do a lot of other stuff while you`ve been spamming AA before.
I also like the idea of combining some traids which were not usefull up to now to make them viable.
But I´m not shure if all those combinations will turn out well – eg the speedy kits and kit refinement combi could turn out to be enervating, since you will need to watch out because most skills will get you in fight, which will be very nasty in WvW roaming.
However I like the changes coming up for the grenades. You rarely make use of the 1500 range — as long as you don`t exploid sth ;P.
Furthermore the higher velocity might even increase the effective range. When you throw a grenade while walking forward ( eg chasing sbd ) you`re effective range reduces to about 500 due to the slow speed of the nades themselves.
@insanemaniac
I know the condi rangers have a way higher condition prearsure than a cele engi …… but you still deal a nice amount of burst with the cele engi — the condi ranger does not.
But you that leg mode realy is a thing – I will try out that defence trait instead of the firearms.
Well that crit rate problem on celestial is a thing you`re right Sorel, but I don`t think this build aplies bleeding scarcely. You got the grenade, the sigill of geomancy and the blunderbuss — 5, 10 and 8 sec of cd as I sad above which is quite a high frequency — it`s even more dps than the balthasar runes, since it needs “only” 7 stacks of bleeding to outrun the dmg burning does, and though it sounds like a lot – this amount is easily obtained with this build.
Okay – I`m gonna explain a bit more WHY I chose that rune, to give a better start for a discussion ^^ my bad
First of all, this is not a condi focussed hybrid, since the basic power is 926, which results in 25 more power than condi-improvement — quite balanced.
I started testing condition runes, cause I think that most power runes are like – well it was realy nice before might and the sigil of battle have been nerved, but now most are more or less “better than nothing”.
Especially hoelbrack is simply a remnant of the old might stacking idea, since you`re hardly making any use of the 45% this rune offers without battle sigil ^^
Rune of the Pack is some random group support, power and speed duration ( ?? XD ). The precision doesn`t give you a real benefit, as long as you`re running the inteligence sigil, which guarantees you save krits on you`re burst skills.
The idea behind that krait rune is, to give this build a little more condi dmg to make it more “balanced” in terms of dmg preasure, while not loosing the complete potential to spike.
That`s why I choosed the bleeding duration, since bleeding is obviosly able to spike more than a burning is. It`s still not as fast as the might+burst was, of cause, but on the long run it get`s closed to it, since you got 3 skills to reaply that stuff over and over on cd`s of 5,8,10 seconds, and when you spike all at once, you`re applying ~12 stacks of bleeding.
However, you will not be able to make full use out of the elite skill conditions – since the crate has obviously a higher cd than the rune XD , but the effect itself still usefull, in various situations.
This rune has more flexible possibilities to apply dmg than a burst focussed build is coming up with, and that`s something I realy appreciate.
(edited by Arleon.5921)
The crate is not making that much use out of the elite that`s kitten right. ^^
I still choose it over Balthazar, because the burning is a long time preasure, while you can simply stack 10+ stacks of bleeding to burst someone down. And an engineer playing rifle is ment to kill fast. If you want burning I`d go for a full rabit engi.
Furthermore, the bleedings have a higher preasure on multiple targets, while having a lower cd than the burning, which leads into a way higher dps than balthazar on this build.
Scavenger is an option, but in my oppinion the little bit of defence is not making up the dmg preasure you get by Krait.
And finaly – as long as I`m running krait runes, the hair trigger and especially sharp shooter seems more valuable to me than the defence traids, to make you able to smash your foe faster, but this one may depend on my play style — I`m not totaly shure it`s better anyways — why would you prefer the defence traids ?
Hey Guys
This is the version of the cele rifle build I´ve been ending up with after might got nerved.
http://gw2skills.net/editor/?fdAQFAUlUUpzrlcxELseRCbBNqxAqNIyNWlPHhAkUA-TJBHwAAuAACeAAi2fAZZAA
Any questions or suggestions ?
You`re right in terms of the topic Novuake – it`s Carrion ^^
But in terms of weapon choice I disagree.
The ps combination is not applying enough conditions to justify it in terms of dmg, since the power of the Carrion armulet and the sigill of intelligence give you a good burst dmg, when prybar is on cd.
However the defensive options are more difficult to handle when running a rifle, but you`re output is high enough to compensate the two (long cd !!) blocks.
Hoyo
http://gw2skills.net/editor/?fdAQFAUlUUpzrlcxELseNCbBNyx0GRuxq85IEgkC-TJBHwAW2fAwFAIZZgAPAAA
I like to change the slickshoes int bombs, backpack reg into protection injection, and packet turrets into forcefull explosives sometimes — it`s a lot more zone controle, but you`re not running any stunbrakes, which is a evil weaknes against eg necros.
Oppinions ?
Hey Phineas Poe
I didn`t calculate it, but the FT auto attack is not that weak. The high frequency of hit`s stacks vuln, bleeding, and keeps any on-crit mechanic on cooldown. If you`re playing a hybrid the burning in the end is also realy nice, cause you`re easily able to keep up a perma burning by that ( in pve ). And since they increased the burst dmg of the Flame jet by 33% in the last feature patch it`s definitly worth it. ~10k flame jets are normal when you`re running a full burst build.
So this AA is way stronger than EG, Tools, Rifle and pistol — I`m not shure about bombs, but if you`re attacking 3 or less targets the FT should easily keep up to it.
So the AA is not the worst, but I totaly agree with you if you say that an engineer has to keep his rotations on cd ( eg might stacking ), in particular if you`re running a double pistol hybrid like this build, to keep all the other conditions up.
Hey Harbinger
This version might be interesting too:
http://gw2skills.net/editor/?fdEQJAqalUUpWr9dxdLseRydBNqmA6CEgsKqh8x8FTA-TBiIAB2pE8P1f2RpBAPAgt0D4jysx2fg3TAApAWUYE-e
I didn`t change sth. about the traits, but a lot in terms of equipment. This one has ~250 more condition dmg while loosing 30 power, 1% krit chance, 10% krit dmg, and 20% of condition duration. I`d choose condition dmg over duration in pve, cause the mobs won`t dodge or lower you`re condition duration passively, but some have condition removals. So I think it`s more usefull to apply short but intensive conditions.
Furthermore I`d always choose the elixier gun over Elixier C since EG 4 is one of the highest dps skills in this game ( if you trustDNT it`s the highest at all) and it`s an explo finisher saving 3 stacks of might.
In terms of the sigill — I personaly prefer sigil of battle. If you`re running a might duration rune it will give you 9 – 12 stacks alone (since the engineer has no real cooldown on his weaponswap). Meaning you`ll get at least 315+ condition dmg AND power out of this sigill after 30 seconds of fight.
This is not only more bonus than the stack sigil provides – you also don`t have to worry about you`re stacks ( down state, map change, … )
Of cause this is only working if you`re not at the cap of 25 might stacks. If you`re fighting in a group this case will occure – if you are not the only one using explo finishers ^^. Therefore I`d change juggernaut into V precise sight for a group fight. This will grant you`re group more dmg by vulnability, and the sigill saves you`re might stacks.
I agree with The Tee Why on the long run.
But at the moment you could make use of buffs.
You can try to gain some might – Elixier B would be the easiest choise for that, and the very first traid of the alchemy tree will also work. Later you could go for the Juggernaut-trait.
If you feel up to it, you can use combo`s of the bomb-kit, shield and the heal turret to stack might, but that might be a bit confusing in the begining. If you don`t know how to stack might, feel free to pm me ingame and I will explain the details.
Hey guys
I love 1v1s and small scale roaming. This is “personal” build ^^
This build is not ment to be another “place you`re turrets and go for some coffe” build.
The idea is, to place turrets when needed (knockback, blind field, vuln., …) and preasure you`re opponent with conditions and some minor burst.
The hight burst is realised by blowing up turrets, and using some toolbelt skills (blowing up a turret is working as a toolbelt skill for SD, so it will also release a discharge). Try to stun you`re opponent before you`re burst comes in, to be able to aply EG 4 and gain some extra dmg. (I`m not shure about the sigil of impact — agony, strengh, frailty, …. do you have any other ideas ? )
As I mentioned above it´s ment to be used for a skirmish, or 1v1. I`m not shure if there is any real use in ranked pvp matches, since this build is not able to burst sbd down fast, while it`s not defensive enough to be a tank. Do you see any kind of job this build could do in a ranked pvp match ?
Which rune would you prefer for pvp – since there is no pvp-aristocracy-rune.
The only problem you`ll get : condi removes. That`s somehow the “natural” weakness of the engineer.
everything else you wanted — you`ll get it as an engineer to, and in terms of conditions, or hybrid dmg the engineer has even some more options than an ele.
Mabe try celestal rifle, or a hybrid with FT EG Tools — those feel not too different from an ele in terms of playstile.
I like the Sigil – especially for stomping it is realy nice, because it gives you a save stomp on war, engi, …. since you can switch kits whenever you like.
Hoyo
http://gw2skills.net/editor/?fdAQJAqalUUpdrlcxPLseRiaBF6bsxAAqPIqu8xIUAA-TFSFABA8AA0TJoUK1wZ/hGV/5JlFwpHQhTAQAAEgdWnBwRP6RP6RPa7cn/8n7cnlCAmhRA-w
that one should be okay for you.
If it`s not possible to stay close to an opponent use pistol 2,3,4,5 or EG auto attack.
You can switch EG into slickshoes or Elixier S.
Is that one fine for you ? or anything you dislike about it ?
You could change acidic coating into invigorating speed and automatic response into experimental turrets.
This would give you boon pool of retaliation, precision, speed, and tons of vigor.
If you use the supply crate all eccept retaliation will be permanent plus 3 or 6 stacks of might.
I would mabe try to run this with celestial stats, an offensive rune (balthazar, hoelbrack, strengh, adventurer, aristocracy, …) and a flame turret instead of rifle or rocket turret to gain both – condition and burst preasure – but that may depend on you`re personal preferences …. and I did never realy test turret builds that much ^^
As a condition engineer – nades, bombs or both – you can use you`re enviroment to fight. In WvW roaming a simple tree is enough to stand behind and let the ranger push his whole range dmg into the bark. you just sometimes get beside the tree to throw some grenades and load them up with conditions. So they can`t even harm you untill they go close range ^^
If you like to play a condition engineer – go full rabit.
If you like hybrids go full celestial.
If you like Pve go full assassin.
I`ve been running all of the three, and they all work pretty well – choose what you like to play the most. Mabe by an exotic one first to check it out. ( and don`t forget to set infusions into all slots )