Showing Posts For Elmori.7369:
“Slick shoes, like greased lightning”- Asura male engineer using Slick Shoes.
You can use Acid Bomb as a (backwards) leap forward if you don’t have rocket boots slotted. Auto-run forward, hold lmb, turn camera, right-click, eg #4. Nice and risky.
I like the idea of more smarter boons rather than random boons.
Interesting how Tornado is going to be once it is a lightning field. But being on Rampage doesn’t really contribute other than a cleaving daze and a knockdown. And nothing else is keeping you alive during those 20 seconds of pure testosterone unlike Necros running Plague. Maybe change Throw Boulder to some shared protection?
Don’t think those runes fit in a 3-kit rabid build but more in a p/p hgh. Lost popularity since elixir-r got its stun break removed, but you’ll be able to play a boon fight against a necromancer :P
Slapped something together. No need for speedy kits, just Drop Stimulant while traveling.
http://gw2skills.net/editor/?fdAQJAqalcTpdrVXxALseNyahAyOjEdSR/YgBA-TFSLABHoHwGlfleCAAQDBHq/g1+Dx+AACSJIpAKXaE-w
P/P has all the conds you’ll need but you’ll have to stack ‘on critical’ and boons to apply enough pressure. Shield is useful for its stun and working together blasting water fields while fighting larger groups, but require more kits and a healing turret.
Love the way cloaking device got those guys guessing the last third of the video. Must be frustrating seeing you getting away with trolling their supply.
Tried a power/cc build once, but with flamethrower for the knockback and trait sitting duck. You can really (con)troll with engy cc :P
Although there are more dps builds out there, a high survivability bomb build is ideal for learning how fights are played in the melee train. The last week has especially brought alot of rallybots to wvw not knowing how to stay alive or why people sit on top of commander.
He’s getting 550 hp/s stacked with regen. I hardly had to pop healing turret during a fight when I tried this build to see how it would play. Healing turret was ready when everyone needed to blast water fields. It’s surprisingly survivable.
There hasn’t been one engi build to rule them all. One runs condition while the other says wvw all about p/v/t. One runs flamethrower while the other says that retaliation will kill you. One thing that makes playing engi interesting is that there different builds and ways to play.
Your build reminds me of when I started running with the melee train, lots of fun and survivability. Here’s what I would change imho:
Shield is for blasting fire/water fields and dazing at choke points. Glue Shot/Bomb is only great when slotted with Sitting Duck imho.
Healing Turret outheals Elixir H and provides two water fields for blasting when the commander asks for it. Don’t be shy to use the healing turret as blast finisher while buffing up. The runes give extra boons.
Elixir Gun + Healing Turret provides sufficient condition removal. I like to plonk Super Elixir when the commander says to drop all damage at his location. This to stack heals and spread random retaliation while bombing.
Elixir S as second stun breaker or stomper/safe rez/panic button. Stabilized Armor along with Protection Injection will give you 53% extra damage reduction while stunned. This should help against those pesky static fields. You could switch Elixir S with Slick Shoes for some cc when running into zergs.
Speedy Kits for running with your group, goes well with Invigorating Speed. Share swiftness by blasting static fields.
Supply crate: stuns, heals, nets, fire, blast finisher…
Hope to have helped.
Made a post about this a month ago and submitted a bug report. I wanted to see how much I could heal with a HP build and got the following numbers:
(Healing power is 1334 that increases by 10 per kill)
Deploying turret (3356) http://i.imgur.com/YKg9MYC.jpg
Overcharge turret (2621) http://i.imgur.com/Q1zvvgA.jpg
Detonate turret (1621) http://i.imgur.com/4lzqt0j.jpg
Tooltip showed that overcharge should be equal to deploying.
Two superior runes of the ogre and one superior rune of rage gives: 25 power, 5% critical damage.
You might be better off putting in three beryl orbs giving you: 60 power, 42 vitality, 6% critical damage. It may be a bit cheaper as well.
The engineer is not measured by the number of nerfs we take, but by the patches that take our builds away. ~George Carlin
When you look at yourself from an engineer’s standpoint, something inside always reminds or informs you that there are bigger and better things to worry about. ~Albert Einstein
Mine kit used to work with detonation according to wiki, apparently was so OP that it was turned into one skill. Maybe return the mine kit with a bit more diversity? http://wiki.guildwars2.com/wiki/Mine_Kit
Would like to see something done to make the bomb kit a bit more accessible though. Melee classes can immediatly hit something close after pressing a button, but engineers have to anticipate a delay before his bombs explode.
If you’re not running HgH or SD, you’re gonna have a bad time I’m afraid.
There are three options for the engineer in WvW that can contribute to the team imho. SD build for roaming/scouting, HgH build for tossing elixirs, Bomb support build for (blasting) fields. These are three different playstyles but each can get you plenty of bags.
I’m also running bombs in WvW as it’s the only kit able to do decent damage when the skill lag kicks in when SFR, Deso, and Viz zergs meet. My inventory gets full quite quickly but that’s maybe because there are huge blobs to kill in this tier.
We don’t have awesome skills like veil, line of warding, portals, static field, or even a raliable stability that commanders can call for, but we do bring some utility to the battlefield. You can place water, fire, and light fields when the commander asks for it and are able to blast it several times. You can also quickly blast lightning fields while on the move with your shield. The only time I heard commanders call for engineers however was to dps cannons on fort walls with grenades
Anet said that we bring CC to the battle field but the good ones are single target and others are just a small knockback or a bit of cripple. We really need some good heavy aoe stun, daze, or immobalize skills in our class.
May be useful to note that my healing power is 1334 that increases by 10 per kill.
I have full cleric armor, trinkets and weapons except for my soldier backpiece and karka shell. Shaman crests as armor upgrade and superior sigil of life as shield upgrade.
Seems deploying my turret heals me too much ^^, hope that the extra bit is from the sigil of life.
Hi all. I went out to see how much I would heal my team with the new healing turret and got this:
Deploying turret (3356) http://i.imgur.com/YKg9MYC.jpg
Overcharge turret (2621) http://i.imgur.com/Q1zvvgA.jpg
Detonate turret (1621) http://i.imgur.com/4lzqt0j.jpg
It seems that overcharge turret doesn’t heal as much as deploying it. This is probably due to healing power scaling differently with overcharging. Wasn’t the deployment heal reduced by 50% so that the other 50% is shared between you and your team? Are other people also getting less healing on overcharge compared to deploying?
I think I received just over 6k heal before the changes so the total heal may be a bit less then before.
Here’s my two cents for a zerg vs zerg support bomber build:
Utilizing fields is important in this one. Use your shield 4 for aoe retailiation, might and heal. You can aoe heal 2x by dropping a healing turret, using shield 4 and then exploding the turrent for about 3k health plus regen for example.
You’re healing yourself for over 500 per second while running into the enemy zerg thanks to stacking regen, elixir infused bombs and backpack regenerator.
Switch elixir gun with toolkit while in smaller groups or running to your zerg.
I’ve ran a similar build but used an elixir gun instead of elixir U (because of quickening zephyr and frenzy). It’s great when you receive haste from someone else though. Is there a specific reason why you aren’t using the elixir gun?
http://gw2skills.net/editor/?fcAQJAqalspqb3zShF17ISoHSogpWiU8YW2HFyVaB
It’s so satisfying pulling someone off the wall and then CC’ing him in WvW. Think the reason why some guys get pulled halfway on open terrain is because they dodged right when you pulled them. This used to work with risen putrifiers as well.
Have a laugh and try out mortar #5 (launch concussion barrage) on a wall. They’ll fall off even if they’re behind the ledge.
Been using the mortar recently and I must say that it is quite useful against mass zergs.
Its #2, #4, and #5 are good CC’s. -66% Movement plus -66% skill recharge rate along with bleed plus cripple are two nice aoe fields to slow them down. It’s #5 with 5x knockback with almost 3000 damage each is strong imo. Fire it into a zerg and it will create a hole. Plus you can knock enemies off walls.
U can use the #3 heal on yourself if you’re on top of a wall, aim at the bottom and it’ll hit right in front of you. No need to worry about being pulled as using a mortar grants stability. 400 heal per tick that stacks with regen isn’t all too bad. Well, at least when people don’t freak out when it lands on top of them. I’ve seen too many on our team jump out of heal fields…..
The mortar #1 is far too weak though, two second cooldown for 1k aoe damage is bad. Especially as it takes a while for it to land.
Running grenades with mortar is a bit double imho, but hey whatever floats your boat. Mortars might help p/s w. bombs/toolkit engineers as it gives them some range options. Fire some rounds when two zergs collide, then flank them.
Hilarious! Good show!
I would love to see an update of that chart as well. http://guildwars2pc.com/2012/guild-wars-2-daily-news-in-game-economist-shares-new-data-on-demographics/
Mesmers were the least popular then but that must have changed by now.
Working on t3. Got the helmet, rest is t2 with temple shoulders.
(edited by Elmori.7369)
“I’ve been.. enfeebled” – Asura male receiving weakness