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Regarding a Static Discharge sPVP build

in Engineer

Posted by: Ephemerial.8571

Ephemerial.8571

I see. If it’s about stun braking, would goggles do the job? or slick shoes?
Thanks for the feedback though, I’ll try it out.

I’m not too much of a max-min kind of person. I like doing fun things that work well enough for me to have fun. Once I can’t win with this anymore, I’ll probably switch it out, but until then, I just want it to be as good as it can

Also, aren’t burst builds supposed to be good in sPVP, for taking out single targets? (I’ve been playing it for about 5 days, so…)

Regarding a Static Discharge sPVP build

in Engineer

Posted by: Ephemerial.8571

Ephemerial.8571

Hey there guys, I need some opinions from more experienced pvp-ers with a static discharge build I’m working on.

The build is focused purely on burst damage coupled with high mobility, for hit and run tactics, far-capping, roaming and such. Before anyone says that it’s just a worse thief, I feel I should point out that it has certain advantages over the thief, as well as the more obvious disadvantages (in fact, I tend to win most 1v1 situations vs the more common thief builds, with more utility and out-of combat mobility to boot).

The build is mostly based on a build I saw some players running.

I am currently running:
-Rifle with sigils of Accuracy and Energy
-Beserker’s amulet
-Runes of divinity
-Medkit
-Rifle turret
-Rocket boots
-Tool kit

So, my questions are mostly regarding:
1. The healing skill;
2. The third slot skill;
3. Certain trait choices.
4. Sigil of Air or Energy?

Is it worth it to take the medkit over the healing turret? I am currently using the first due to the fury it gives, but the latter has 2 tool belt skills for SD procs, as well as a knockback with the explosion. Also, I find it the bandages to be very good for my style of gameplay, since placing them before a fight gives you a big spike of healing for the second set of attacks.

Took kit or slick shoes? or another skill? slick shoes I find to be very good for the mobility, but I’ve been experimenting with toolkit, and the burst is quite excellent. The tool belt skill is on a shorter cooldown, the magnet is great for picking off enemies off points, and skill 3 is awesome burst. I was also considering battering ram for the disengage and short cooldown.

Traits are secondary. the choices are mostly obvious, but only mostly. I’ve been using 2-6-0-0-6 with:
1. V
2. IV, VI and IX
5.II, XI and XII

Opinions?