Showing Posts For Ashenpelt.5318:
@Amadeus: Ok! I primarily play wvw and have been working on a power flamethrower build for a lot of frontal aoe zerg fights. I also use if to stack that fire field, but I have been looking into a solid tank build. Not sure what weapon i’ll use for it yet (really like the rifle). From looking at videos, pistol/shield or p/p seems to be very popular in wvw engis. is this just because that is where the most condi damage will come from besides kits?
I would imagine the reason most engineers love p/s is because both abilities are not only amazing for defense, which a lot of engineers need, but they also counter a thief so hard that they have to use all their abilities to run away from your glorious incandescence. Also, how kitten is it to throw your god kitten shield, crackling with electricity?
That was amazing. Thank you nakoda.
I use shield and pistol because of two reasons, the first being that I can never use the rifle because the quip is much cooler than the rifle legendary, and two because the shield can counter a thief so easily, your 4 knocks them out of the Shadow Refuge, and if they try to back stab you just 5 and they’re stunned. I feel naked without my shield!
It’s all been replaced with pessimism, and lots of it.
Come to think of it this is one of the best threads I have seen in quite some time, in terms of posts.
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I play a tanky HGH engineer and I can take on 3 people at most alone, it’s really fun. 50% of it is because Anvil Rock is really slow.
I find that using pistols+condition damage works better than rifle if you want to be tanky. With a condition build you only have to max out your condition damage stat to be a threat. So that leaves two free stats for power and/or toughness (since equipment typically only allows you to focus on three stats).
Yeah, I was leaning towards condition damage too. Rabid gear is pretty great for that, and it can give you some added base damage with the critical hits you get from the precision while still having toughness as its main stat. The best part about condition damage is you don’t really have to have condition damage gear, because condition duration is just SO strong all you have to do is get the right runes/gems/weapons. The shield is also another great reason to use pistols. But the rifle does have more CC, and the net is pretty kitten powerful.
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I would simply like to see the views that people hold on the subject of pistols and rifles when used in a tanky build. They each have their strong points and each build will use either one depending on what they need, because a conditoneer would never use rifle, you would have a hard time finding a DPS engineer with a pistol. But what if the engineer is focused more on staying alive than doing damage? Is base damage or condition damage better? You could people do the damage for you with confusion and retaliation from prybar and static shot, or you could try to stack some base damage with Cleric’s gear from the 5% power from toughness and 10% power from healing power. What do you think? And please keep the pessimism low and the respect for each other high, we’re all engineers here.
I usually hold my tongue in PvE if I see pistols, as long as they’re staying in grenades
I might be getting the wrong message here, but what I think you’re trying to say is that the only viable engineer build with pistols is grenadier, and that they can’t possibly be using pistols for oh say, a tanky or conditioneer build. Because those can’t even hold a match to grenades, right?
And for the close range, no just no, something that can hit that far isn’t supposed to be designed for close range.
You forget that engineers have a bit of a strong point in mid-range. Blunderbuss, overcharged, blowtorch, and poison volley all fall into that category. Just because rifle can hit from as far as 1,200 doesn’t mean it isn’t supposed to be designed for close range, half of our skills are close-mid range. Yes, you can shoot poison dart volley at max range as if you think it will do more damage than your 1 at that range, yes you can use blowtorch at max range and expect to do damage, but the truth is that’s not how you play engineer and that’s not how the skills work.
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Oh yeah, my last 2 cents, why would I spend all year getting the predator when I spend more than half my game time in a kit and never see it?
Well that’s simple! Because if you wear it as an engie with a grenade kit they become pulse grenades! Oh wait they removed that.
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I’m running a healing bomb build. I also have a Gaurdian, with AH build. Both of them in full exotics, tho my engineer is in pure healing gear, and my Gaurdian is not. My healing on my engineer is far greater then my Gaurdian, but i think i could probably top that if my Gaurdian was in full Clerics as well. But! I don’t think my Gaurdian can do anywhere near the damage my Engineer can with the healing bomb build. I do fantastic damage, and great healing. Add in all the blast finishers i can do with the bombs, and the fact that there damage is aoe, i feel the clerics gear, and healing power in general is very worth it on the Engineer.
My Regen from EG is pretty awesome, which is affected by healing power. My healing Turrett, which im experimenting with more and more, is affected by healing power. My Super Elixir is affected by healing power, and its a very good aoe heal. I think the only way i could duplicate this much healing on the gaurdian would be to go staff, and full shouts. And even then i dont know if i would heal for as much. And if i was staff and shouts, i know i wouldnt do nearly the damage i do with bombs.
I couldn’t agree more. I have just about the same gear and set-up. Me and my guardian buddy duel pretty often, he tries to top my survivable DPS but so far it’s 7-2 in my favor. Not to mention this kind of engie is almost overpowered in dungeons, you can take tons of hits while dishing out some amazing damage to the surrounding mobs while healing allies, not to mention if you can hold aggro you can just kite them for years. In WvW simply grab some elixir R and you will be pretty kitten useful, rezzing half your team while blowing any finishers away from them with your BoB.
Oh yeah, another thing I love about Cleric’s gear is that it gives Power, Toughness, and Healing Power. I’ve put traits as 30/10/30 so that 5% of my toughness and 10% of my HP are also added to my power, so not only am I very tanky but I can also do massive damage up close. With the healing turret and elixir R I’m pretty satisfied with being a key point in any dungeon run, but if I ever get a ton of money I’m going to make a separate set for a possible condition engie, maybe with some HGH. Thanks a bunch for you help.
But healing power hardly works on Engie.
Not sure I agree. Let’s say you have full Cleric gear.
Armor = 315 Healing Power
Jewelry = 461 Healing Power
Weapons = 180 Healing PowerThat’s 956 total Healing Power added. The Healing Turret is modified by 100% of your Healing Power. So that’s 956 being directly added to your Turret. Never mind a Blast finisher in the Water field grants 1320 health modified by 20% of your HP—which in your case would be 191—for a total of 1511.
That means every time you drop your Healing Turret and detonate it, at level 80, you’re healing yourself for 7387, healing your allies for 1511, and providing 8 seconds Regeneration. On a 20-second ish cooldown. Which can similarly be overcharged and detonated, cleansing everyone’s conditions and healing everybody for another 1493 on top of the 1511 you’re already giving them.
On top of the 250+ health you’re giving them every second with Elixir-Infused Bombs, stacking Healing Power definitely “works” for the Engineer. It’s one of the most popular fractal builds we have.
Now I understand you’re looking for more tanky condition damage than support, but I just wanted to address this misconception that Cleric gear is a waste for Engineers. It works best on Guardians because their stuff is mostly raw healing, especially with an AHEM-type build, but we do plenty of raw healing ourselves, too.
Oh and I don’t deny that. I used that exact strategy for some time while doing dungeons, but I just didn’t feel that it was working too well. I didn’t really go too far into clerics because I asked before about healing power on engie and got so much negative feedback that I decided to scrap the idea. I will indeed give it another shot but I’m still torn between conditioneer and tanky bomby engie. I suppose what I was trying to say in my first post is that I would love a mid-ground between conditions and healing.
I would love to go with a more condition heavy build than a tankier build, but I just love shield. I know that P/P is the way to go for conditions but I’m having a hard time giving up shield.
My dilemma is that, as an Engineer, I want to fill some kind of useful role. I know that we have some useful skills like Elixir R, our healing turret AoE healing blast, and supply drop. But healing power hardly works on Engie and raw DPS Engie is a bit of a stretch without getting full zerkers with rifle and blood lust. I know that grenades are amazing for PvE, and bombs are stupid good in PvE, but when fighting a player in WvW or sPvP they would have to be pretty slow to get hit by all your grenades or bombs, not to mention if they’re ranged you are pretty much kittened. So I’m thinking about making an Engineer that doesn’t really need to do tons of damage, but instead refuses to die while stacking conditions on to melt opponents. I am open to any suggestions or recommendations of other builds, and if there happens to be such a thing out there already and you’re using it please post your build. I would like to know if this dream is viable before spending cash on any gear.