Showing Posts For Funkadacious.3875:
My first character was an engineer, so it totally fit the asura image, imo. Also, who expects the little buggers to be so fierce? It’s what makes my Asura warrior extra fun!
That, and I always like making tiny characters in fantasy settings. Rolled a gnome warrior duel-wielding two-handed maces in WoW and another gnome (forget class) in Everquest.
~Proud owner of 6/6 Asura characters~
Changed this up a bit due to recent patches, and I’m liking what I’m finding!
Thoughts?
That trait and incendiary ammo themselves both give burning, so I’m not sure that’s really and issue with FT builds in general.
This one’s for you, Flamethrowing brethren.
Which weapon do you think works best for sPvP? At the moment, I’ve noticed a lot of more experienced people use the rifle, and I would like to know how it compares to the alternatives. All three bring something to the table, we have:
P/P: Glue Shot (Traits may extend crippling, not sure), lots of conditions.
P/S: Ranged-reflect, a push + Blast finisher, a brief block, and a 2-second stun, same conditions as P/P (except burning)
Rifle: Net-shot, Overcharge Shot (Traits give net-shot crippling for sure), Jump Shot + Leap Finisher
At the moment, I’m using P/S, as I enjoy the ranged-reflect and the melee-range stun to be useful in most situations, but, as I said, many more experienced players use still use the rifle.
Thoughts?
Having two sigils is additionally very useful regardless of how you build your Flamethrower, and having a Shield in your off-hand goes a long way in improving the durability of any Engineer. Two projectile blocks is a huge addition to any build—Power or Condition based—especially since ranged classes will be your biggest problem wielding the Flamethrower.
I agree with this. In PvP, I find the shield performs quite well, extra sigil aside; one shield ability reflects projectiles (always handy) and the other blocks ranged attacks and stuns a melee attacker (dead-stopping any heartseeker thieves in their tracks effectively). Makes fighting farther ranged opponents less of a hassle. So, even if you don’t pick up the offhand pistol, you still get poison + confuse + blind with your main hand one.
You should swap Automated Response for something else.
That trait is good on paper, but it feels really useless in practice.
You have to
1- Fight a condition heavy ennemy
2- Hope they don’t stack all their condition before you get to 25% hp.
3- Hope you get to < 25% hp without begind too low. When the trait activate at 10% hp, it’s not really useful.
I agree with Kardiamond, if your expecting conditions go for 409, but backpack regen or self-regulating defenses or even fast acting elixirs would be a better choice to me.
I concur, automated response never ended up as helpful as I’d like. Now, the only problem I have with picking Fast Acting Elixirs is that while I get Elixir H down to 20 seconds, I have no means of condition removal at that point. This prompts the question: should I replace Elixir R (self rez) with Elixir C?
One thing you might try out is going with rifle for the CC or shield for blocks and the pushback/daze. You’ll probly only switch to non kit weapons for these utility abilitys anyway.
Also, I am picking up a shield, as I never really used glue shot and blowtorch. I do like the pistol’s static shock and poison dart though, if anything for the reduced healing and more damage sources. But Linc was correct, I do only use these for the utilities briefly before switching back.
Flamethrower build abound!
Traits:
20 points Explosives: Incendiary Powder, Accelerant-Packed Turrets
30 points Firearms: Hair Trigger, Fireforged Trigger, Juggernaut
20 points Alchemy: Protection Injection, Deadly Mixture
Skills: Heal Turret; Flamethrower kit; Elixir Gun kit; Elixir R; Supply Crate
P/S + Sigils of Smoldering & Geomancy; Soldier’s Amulet + Soldier Jewel; 6/6 Runes of the Forge (hence the name)
Forge Runes + Protection Injection keep protection proc’d frequently, which are always welcome, especially in a more bunker-based build. Protection boons last 40% longer as well (assuming boon duration + 20% protection duration stack, that is).
Start with pistol/shield in combat for poison + confuse + blind, then burninate it up a bit. Shield grants a projectile reflect, which is most always useful, and a melee-ranged stun, stopping thieves and warriors in their tracks, if only for a second. Elixir Gun’s super elixir + acid bomb for AoE retaliation when necessary (read: whenever possible). Elixir R for the stunbreak and the self-rez if people aren’t super on-the-ball about finishing you (unless more than one person attempts to finish you, you can usually get back up granted you aren’t getting pounded by AoE’s or something similar).
The latest patch has made healing turret and incendiary powder, imo, very useful; 2 condition cleanses and a functional AoE heal, depending on how many times one can pop it’s water field. Accelerant-Packed Turrets blows away opponents whenever exploded for healing purposes, so doubly useful! Incendiary powder is now less reliant on consistent critting, so I can still proc the painful 4-second burn every 10 seconds or so despite my sub-par crit chance.
Kind of similar to how this build was previously built, except no longer bound by Cleaning Formula 409!
Overall, stats clock in at:
3k Attack (3.2k with Juggernaut)
2.85k Armor (3k with Juggernaut)
23.5k Hp
18% Crit chance
0% Crit damage
Input from you PvP engies out there would be greatly appreciated, especially from fellow burninators out there!
Edit: Due to the latest updates I’ve changed around this build a bit. Apologies in advance to previous commenters.
(edited by Funkadacious.3875)