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Dual Pistol DPS

in Engineer

Posted by: Byttingen.3948

Byttingen.3948

So, I’ve been using the dual pistols for quite a while since I feel that the rifle and all of the kits – and I do mean ALL of the kits – are either boring or useless. Anyway, I’ve been looking at Blowtorch and Glue Shot and now I’m questioning why I should even bother with the second pistol?

When I remove my off-hand pistol, my main-hand skills lose a grand total of 8-10 damage each. Seriously, that’s nothing, and I use them WAY more than the off-hand skills. Mind you, this is without equipping a shield to replace the vacant off-hand slot.

Thoughts? I could actually use the shield skills and only lose about 5 damage total from my main-hand skills. Also, explosive shot? 350 crits with a horrible bleed that wears off before it can even stack to deal decent damage? Granted, I crit 2.5-3k on a poison dart volley but I seriously had to take Hidden Pistols to supplement my damage since it consistently crits 3k.

What’s up with our damage output? Our conditions are bad and our raw damage is laughable. Only our support skills feel like they’re worth anything. Rant over.

Semi-related: Off-hand pistol shooting explosive shots too. Would be great since our explosive shot is kind of “meh”, but this is just speculation.

(edited by Byttingen.3948)

Engineer style Helmets?

in Engineer

Posted by: Byttingen.3948

Byttingen.3948

Sorrow’s Embrace: Furnace Reward Helm

Gasmask, glowing eyes, glowing air filter, oil rag. Goes really well with the flamethrower, even if it’s a terrible weapon.

Elixir Build?

in Engineer

Posted by: Byttingen.3948

Byttingen.3948

I, personally, use dual pistols and four elixirs. Here are my choices:

Healing: Elixir H – Has a decent heal on a reasonable cooldown. Unfortunately, I never end up using the f1 skill associated with it.

To be completely honest, the Healing Turret set/pick-up trick is vastly superior, and the f1 that comes with it is actually a decent ability healing at around 1k over 8 seconds. Remember, you can also detonate the turret in its own field for an instant AoE burst of around 1.2k.

Utility 1: Elixir U – Grants Quickness for five seconds providing either a burst of DPS or a quick “f” interaction. I find this invaluable in all situations as being able to quickly revive another player at double speed or finishing a downed player can be a battle deciding action. As far as secondary effects go, there’s really only one side-effect that I ever notice: Haste. You lose all stamina regeneration and your bar drains to 0. The others are negligible and never bother me.

Lastly, the thrown Elixir U is one of the most critical skills on my bar. It’s a bit random, but 2 out of 3 times, I can completely nullify my enemy’s ranged damage via a wall that reflects projectiles or one that completely engulfs the attacks as they come. The third spell it creates simply grants 2 second invisibility to anyone who passes through it. One last thing: each spell spawned by this elixir creates a combo field. Great ability overall.

Utility 2: Elixir R – Refills stamina, breaks stun. Essentially gives us two free dodges. The thrown ability cures conditions when it pulses AND heals 20% of downed player health. It pulses 6 times, so you can revive players fairly easily. (If you time it, you can revive yourself.)

Utility 3: Elixir S – Virtual invulnerability for a few seconds. Breaks every condition/effect. Throw it at your friends to grant stability or stealth. No clue why you’d want stealth. I personally replaced this one recently with the Hidden Pistol ability. I just prefer the extra dodge it gives.

Trait however you want. I’ve got enough points in Alchemy for 20% faster elixir cooldowns.