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Returning Player: General Class Questions

in Guild Wars 2 Discussion

Posted by: Physical Chess.6145

Physical Chess.6145

I am planning to pick up GW2 again after not playing it much since a few months after HoT. There is a lot of information to re-consume and a lot of updates to professions and I’m sure the meta for professions with the elite specs has changed. So What I really am hoping to find out are four things:

1) What professions are currently filling what roles? Or rather, who is best at what? for example, I am guessing ranger is best at healing etc.

2) What characters have had the most drastic changes from elite specializations?

3) Is the thief useful with the staff? This is more specific but I’m just curious

4) From what I’ve read already, the Revenant isn’t the hottest class right now. Is A-Net still balancing the game? Mainly wondering if that will become more relevant, but also just curious about the game’s upkeep.

I appreciate any responses.

Overall Revenant changes

in Revenant

Posted by: Physical Chess.6145

Physical Chess.6145

I haven’t played GW2 much since about the time the Revenant came out, I leveled it up with tomes and played it sparsely in pvp. I plan on coming back to the game and want to play a heavy class either the Rev or Guard. Firstly, what are the broad changes that have happened to the Rev? I don’t want to go through 2 years of path notes, I read somewhere that Shiro got nerfed, so anything like that. Secondly, how does the Rev compare to the Guard in terms of tank builds and damage(either burst or sustained) builds? I’d appreciate any answers.

A viable toolkit build?

in Engineer

Posted by: Physical Chess.6145

Physical Chess.6145

This build is worthless, it doesnt provide any long sustainability and the moment a thief smiles at you, you’re dead. I tried multiple variations and found that this not good for WvW or PVE.

I would like to point out that most builds for the Engineer are completely broken, and GW2 will continue to go the way of the Warrior and Thief.

Hey hey hey, this build is worth quite a few laughs! Like I said wasn’t made to be amazing but I enjoy it as a change of pace, and it can do alright in wvwvw as long as it’s only versus one person, most likely cause it catches em off guard.

A viable toolkit build?

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Posted by: Physical Chess.6145

Physical Chess.6145

Slightly modified version for a WvW build. Front line TK build. I was torn between taking 10 points out of Tools to put into Inventions, to get the +90 toughness with Shield and Pistol. But I think being front line, the Aegis from being crit would come in more handy, then the extra ~200 toughness.

http://gw2skills.net/editor/?fcAQJAqelspicnuSfF87IxoHdW0ZOUhCL6xjp8kB-j0xAorASQAJMAZvioxW5KiGryGT9SEVLEgsxA-w

Your build looks interesting I will have to try it out. Also +200 toughness is 1/15 of what you already have in total armor meaning you would be taking 93.75% of the damage you were taking before(damage taken scales inversely with armor rating and you have 16/15 what you had before, so 1/(16/15) results in a lowered attack damage to 15/16 of what it was). Aegis will negate one attack every 25s at best, so that is only 4% less damage you would be taking on average if you were being attacked an average of once per second which seems fair in most fights, at least with more than one opponent, meaning you would take 96% of what you would normally take. So the aegis actually is not as beneficial as the +200 toughness, ignoring of course any positives from the extra toolbelt recharge and crit damage. If however you were anticipating more 1v1s the aegis would probably be best due to lower number of attacks per time period.
Personally I prefer the faster endurance regen over aegis trait because with the 10% endurance regen on toolbelt skill use, you are able to dodge frequently and I like dodging more than blocking.
That said I am interested in trying that build out, it seems much more durable than the one I have posted even if it lacks some of the damage or face-melting goodness from acidic elixirs. I could see the toolkit damage from that still being high and being able to get more hits off with it though seeing as you would have to kite less and you could live longer.

A viable toolkit build?

in Engineer

Posted by: Physical Chess.6145

Physical Chess.6145

+1

This is a cool build for sure but you get the (+1) for making me laugh =D

It is sad that Elixer R is no linger a stun breaker BUT you can replace it with bomb kit and have some INSANE burst lol ( best with rifle, but pry bar would do fine)

You drop box of nails, Big Ol Bomb, then you magnet pull them and pry bar them in the face while BoB blows them sky high.

Works best with rifle because you can use the Blunderbuss + Jump Shot combo instead of Pry Bar for more dmg.

I like the suggestions. I’m not sure how using rifle would turn out however, due to the fragile nature or zerker builds I have found the shield very useful in this build especially combined with gear shield, also since the goal is to stay in toolkit almost exclusively I feel as though p/p or p/s is ideal simply for the added sigils. That said I could see damage from rifle being a bonus and more importantly, control from rifle being nice. I will try out the rifle variation though, also if you try it I’d love to hear how it goes.

Looking For A Quirky New Build

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Posted by: Physical Chess.6145

Physical Chess.6145

I’ve tried most builds out and am looking for something fresh and exciting. I’ve done the grenade spamming, the FT/EG damage/support, the SD/rifle burst…I’m looking for something new. Like a SD/FT hybrid, or a grenade/bomb hybrid, or a ToolKit/melee build, or…something.

Any ideas??

Disclaimer: This is PvE only

Here is a forum post to a toolkit/melee build I made for spvp and wvwvw for a different type of build. I’ve also ran it in dungeons to great success, in sorrow’s furnace I was last man standing on my team a few times and could solo parts when everyone else was downed. Not the best build but definitely quirky
https://forum-en.gw2archive.eu/forum/professions/engineer/A-viable-toolkit-build/first#post2533723

A viable toolkit build?

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Posted by: Physical Chess.6145

Physical Chess.6145

Why didnt you place the build in an editor , TLDR all over the thread. Using the toolkit as a main source of damage is very impractical.

I did place it in the build editor at the very top because I knew it was a long post, I will try to edit the original post and put and extra space around it. Also in regards to why I chose to use the toolkit I think I mentioned before this was a build that was a joke and actually just turned out better than I thought it would but clearly not near max damage engi can dish out. However my goal was just to use a melee weapon on engi and have a good time, also something about killing a heavy class with a wrench just feels satisfying.

EDIT: Ok, apparently it won’t let me add extra whitespace in original post around build link, sorry if it wasn’t clear though. And if you want a tldr version, this build uses toolkit to bash people’s faces in and acidic elixirs to melt their faces(and now boons) off, making for a good time and some terribly disfigured enemies. Meant as a build to provide a melee play style to engi but nothing more.

(edited by Physical Chess.6145)

A viable toolkit build?

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Posted by: Physical Chess.6145

Physical Chess.6145

Very nice build, I’m surely gonna try this out. What gear do you suggest with this build? Full beserker to raise up those crits or Valkyrie/Rabid for some more defense?

I’m thinking of swapping up Elixer R for Elixer C and then take the trait Backpack Regenerator instead of 409, so I have some more passive defense opposed to active defense.

I generally run berserker just cause this build was meant to be fun with the damage, but if I were really trying to survive I may go some mix of crit damage and condi damage(maybe mix valk and carrion) to really get most out of confusion from toolkit and pistol, but I am unsure the combination to use, especially in spvp, in wvwvw its easier to mix and match. If you try anything I’d love to hear the results. I’ve tried your idea with elixir C and not only does it help in removing conditions but it adds to damage by providing a low CD throwable elixir. I generally prefer elixir R for small scale fights just for the self revive, but it is not necessary and as mentioned a bit reason for bringing it was the low CD stun breaker, not to mention added survivability through dodges, but I would be less likely to bring it now. For roaming in wvwwvw if I’m running this I’ll bring elixir s just in case bad things happen or I need to wait for a heal or gear shield to recharge.

The Zerg Thinner

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Posted by: Physical Chess.6145

Physical Chess.6145

Really fun build. I love theorycrafting you made with kit refinement usage. I think about changing ft for rocket boots for extra condi cleanse (that’s important, when you get stuck in enemy zerg) and blast finisher. When running with zerg I usually blast as last on static field to give that area swiftness. You could even make blast finisher on water field, leap to enemy zerg, place big ol’bomb and then go back to your zerg with shield #5.

Thanks for the input! I’ll have to try that sometime in the next week or so. I like the suggestion especially since FT was probably the least influential KB I had and the utility from blast finished and escape from rocket boots sounds like a brilliant idea.

The Zerg Discombobulater

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Posted by: Physical Chess.6145

Physical Chess.6145

Oh yeah, it can be tough to get to a zerg if it’s across the map and you keep getting ganked, in those cases I just take invis utilities until I reach skill

[Bug List] Bugged Skills and Traits

in Mesmer

Posted by: Physical Chess.6145

Physical Chess.6145

This is a bug I’ve noticed for months. If you use feigned surge and at the very end of its run(last instant) you press feign you get two clones. The easiest way to produce this is to use feigned surge and check your purple clone indicator circles until one gets filled, then immediately press 2 again and you’ll go back and have an extra clone that you shouldn’t. This isn’t too big a deal but can be used in underwater fights to have one more clone you shouldn’t for shatters and such.

The Zerg Discombobulater

in Mesmer

Posted by: Physical Chess.6145

Physical Chess.6145

I (briefly) tried a similar build. Like you mentioned, the difficulty lies in getting to the zerg and then staying in it. I really never got a chance to test it in a big ZvZ battle, but I imagine it would really shine there.

I usually don’t have issues getting to/staying in a zerg. When you say you have trouble staying in a zerg do you mean keeping up with it or just not dying?

The Zerg Discombobulater

in Mesmer

Posted by: Physical Chess.6145

Physical Chess.6145

your problem with this build is the lack of clone generation. aoe diversion is really good for the purposes you’re describing, but you’re never going to be able to play it to its intended use.

not enough clones to shatter. you NEED 20 in dueling

I tried with 20 in dueling but that took away from some other traits I felt were too good to pass up. Also, due to the long recharge on diversion, I don’t need to spam clones, with deceptive evasion I had more clones than I needed. I can pop a clone and phant on one set followed by a clone on another for all three or just spam scepter 1. That’s some fast clone generation that recharges faster than diversion anyway. It’s not a burst shatter build where you’re using mindwrack every 10s, so if I generate clones a little slower it’s fine.

The Zerg Thinner

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Posted by: Physical Chess.6145

Physical Chess.6145

I use crate as I go in like I stated, just be careful to place somewhere where you can access those medkits while placing bombs. And I generally don’t open with ft because that would use up my kit refinement use which I want for magnetic bomb.

The Zerg Thinner

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Posted by: Physical Chess.6145

Physical Chess.6145

This is a build in progress I’ve been working on for frontlines of zergs and such that is support engi role. This is not exactly what I’ve been running cause I’ve been tweaking it a lot.
The purpose of this build is to disrupt the enemy zerg while supporting your own. This is accomplished with a large amount of aoe CC.
The Build:
http://gw2skills.net/editor/?fcAQJAqelIq6Z38SrF1LJxoCfO0D7ff1CqQd/oQuAA-w
Gear:
Gear is not included as it is dependent upon what you want to do.
If you want to proc conditions a lot I would suggest Rabid gear as that gives toughness which benefits more from small heals from bombs as well as precision (good for proccing on crit effects) and of course condi damage.
If you prefer the satisfaction of more direct damage I like to run Knight’s same as rabid’s just replace condition damage with power.
As for weapons superior sigil of blood is nice, will get you the most heal more frequently, if you want to support more though take water sigil, you’ll get less benefit but aid team.
P.S. If going for rabid take shortfuse in master explosives trait to lay down conditions more frequently, for power go explosive powder.
I generally use supply crate on zerg before running in, aoe daze+medkits for when you’re running around inside enemy zerg. I subsequently run in with static shield, throw it just as it ends to daze foes in a line twice, and place big ‘ol bomb. Then by switching to bomb kit I create a magnetic bomb(from kit refinement) which pulls a number of enemies in just before big ol bomb sends em out again, breaking apart some of the zerg structure. The bomb kit 5 skill is first one I use for aoe immo and cripple, then I use others if I can but try to focus on disrupting the zerg. I also pop slick shoes and run around trying to make as many people fall as possible. Slick shoes is best part because unlike other skills it does not have a limit to number of people it can affect, also it includes stun breaker now in toolkit. Once I have accomplished that I switch to FT and push enemies away(try to push enemies toward your zerg if possible)
In order to not die I pop f1 for water field(if you really got the timing down can have big ’ol bomb combo it) and I use magnetic inversion for blast finisher heal. When I use healing turret I also attempt to use any available blast finishers to proc on the water field. Healing turret is great cause it heals you+teammates and if you have blast finishers ready it is extremely powerful heal.
Variations I generally run involve removing FT and using toolkit for a block, or elixir u for throwing down projectile blocking/possible reflection.
For traits I increased bomb radius to aid in healing allies/hitting more enemies. As mentioned FT recharge to proc 2 skill more often. In inventions line I took traits to take less damage while stunned, move fast in combat(ideal to not get hit as much and spread out your chaos) and healing bombs for support+little survivability. And refined kits for magnetic inversion mostly.
I have run this build successfully in zergs, it’s hilarious to watch enemy zerg break apart just cause of you. It is important to keep in mind though that purpose is to disrupt and support, so CC takes priority. You can see the effect you have as the enemy zerg gets spread out and thins.
This build has been tested a lot but I still feel like its kinda rough on the edges so if anyone thinks they have something to add or a similar build please let me know.

The Zerg Discombobulater

in Mesmer

Posted by: Physical Chess.6145

Physical Chess.6145

I recently picked up mesmer again after a few month break from it. With the new update I created a build based on AoE disruption and the new buffs to mesmer interrupts. The build is meant to be used in zergs and such to aid you team as well as satisfy the selfish goal of copious amounts of loot bags.

Pros:
lot of tagging -> badges
aoe interrupts
ridiculous might stacking
disrupt enemy zerg

Cons:
If you are solo trying to get back to the zerg you are pretty helpless, build is focused on being in the backline and aiding not being the duelist the mesmer was built to be

Here is a link to the version of the build I prefer to run, however as I mention below there are some variations which can be used
http://gw2skills.net/editor/?fgAQNArdRlwzqqHVzhGa9IxJFMf5oeAeszdSKMNqB-jkyAYLIkWAJIgkFI6DQ+rIasthioxqWwUlER1ejioVLFQEjBA-w

Weapons:
To start off I looked at weapons which could tag many enemies as well as provide aoe control, this led me to the GS for its piercing auto-attack, 5 skill interrupt(30s cd), The focus for the #4 skill to aoe pull and interrupt (25s cd) and the staff for its bouncing attacks and #5 skill which has a chance to inflict daze to enemies within it(35s cd)
It’s a matter of preference which to take, the staff has highest cd on the daze but if I’m correct it does not suffer from the target limit that gs #5 and focus #4 do as a result of it being a field not an attack. I went for the GS for its piercing autoattack and 5 skill and the focus because both provide the ability to disrupt the enemy zerg’s structure and make them more spread out which will make them less organized and give your zerg the upper hand.
Also, if I’m taking focus I generally also take scepter as that is ranged and I believe the 3 skill pierces. Also it helps generate clones for shattering
Traits:
Now there are a few traits we really want for this build to be effective. First we want halting strike to deal substantial damage to all enemies when we aoe interrupt and such.
Second we want to go 30 into illusions for Imbued diversion. This means your diversion will hit 5 targets which is a lot of procs of halting strike. Not 15 procs though because it requires the daze interrupt them so some may be redundant, regardless it does not necessarily hit the same 5 people as each clone could affect the target and different enemies around the target. Then we also want illusionary invigoration since we are already 30 into illusions and that will give us an extra proc of diversion as well as emergency use of distortion.
The third trait-line we want to go into is purely preference. We can either go 20 into chaos for bountiful interruption which will allow us to keep up absurd stacks of might/boons
The alternative to bountiful interruption is 20 into chaos for Warden’s feedback. I personally like this one to support the zerg more, the reflection from 4 and 5 is great and our aoe pull will recharge more.
Now the 10 points I put into into confusing enchantments to add to my aoe damage and tagging, however you can place those wherever you desire including greatsword training to enable the use of those skills more frequently.

Utilities:
For utilities I have null field, feedback and signet of illusions. The glamours are for team support and to apply confusion to enemies. The signet is to give my illusions more health so they can get to their intended shatter target as well as provide me an extra use of diversion if desired.

Armor:
I don’t quite know what armor is best, I’m running rampagers and berskers jewelry only because I just picked up mes again and that’s what I had on my mes before. So this is up to you

Weapon sigils:
Again I do not quite know what is best here I would like to do more testing with this. Fire is good on GS for its auto attack and the aoe damage that gives. I like energy sigil on scepter just for extra dodge.

Gameplay:
This build is very good at tagging and interrupting in a zerg, it is meant to be used from backline to increase damage of greatsword and because we do not need to be in front. When using skills like gs#5 or focus #4 I would suggest positioning them so that you are moving people away from the body of the zerg and not all toward the center as I find that this tends to be very effective in ruining their organization and such.

Conclusion:
I have just come back to mesmer after a large break and I by no means claim to be a good player so I would love any constructive critique on this build. It’s not fully fleshed out and could use some more structure in terms of the armor and such. If anyone tries this out I would love to hear your opinions on it.

Engi Pvp Effort

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Posted by: Physical Chess.6145

Physical Chess.6145

I feel as though a team for each profession wouldn’t work well due to the focus on one disregarding others. A team for each class would complicate balance as that requires the bigger picture, not each class individually. They cannot do everything immediately, and it would be kind of annoying if they interrupted play every day for minor bug fixes. I feel like engi traits do require some more cross trait line synergy but the recent update showed anet isn’t just sitting on their hands/having fun with living story. Felt as though bringing the two grandmaster traits for engi down to master improved build viability a lot as well as giving us boon removal by acidic elixirs so our only option for it is the mine. I believe we are fine on stun breakers, condi removal feels mostly fine, we cannot deal with a ton of conditions unless we spec a lot into alchemy tho. Would like to see some more traits which aren’t so exclusive to one trait line in respect to their viability, again explosives is a good example of that, alchemy is kinda heavy in that as well, I think the firearms trait line is really good in that respect though.

Engi Pvp Effort

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Posted by: Physical Chess.6145

Physical Chess.6145

I agree with OP in sense that our traits lack synergy. I generally feel like I get 40-50 trait points into a build and don’t know what to do with the rest because nothing else will seem compliment what I already have, explosives is good example given how few traits in it don’ t involve exclusively a 3 utility skills. However I have made some successful builds, including one very entertaining and unexpectedly effective build revolving around toolkit, HgH, SD and acidic elixirs which was originally meant to be a joke build. Rocket boots is great for gap closer if someone tries to run. If you’re looking to make your own I suggest focusing on the utility skills first then going to traits. From what I’ve seen(and this is only my opinion/the way I think about it) a class is either defined by its utility and weapon skills and augmented by traits(warrior for example) or defined by traits and augmented by skills(Mesmer). I believe Engineer falls into the former, so when making an engineer build I generally start with the skillbar then select traits to buff what I have selected. Our utilities are great and usually pretty unique from other classes.

LF support engineer build for organized GvG

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Posted by: Physical Chess.6145

Physical Chess.6145

This is a build in progress I’ve been working on for frontlines of zergs and such that is support engi role. This is not exactly what I’ve been running cause I’ve been tweaking it a lot.
The purpose of this build is to disrupt the enemy zerg while supporting your own. This is accomplished with a large amount of aoe CC.
The Build:
http://gw2skills.net/editor/?fcAQJAqelIq6Z38SrF1LJxoCfO0D7ff1CqQd/oQuAA-w

Gear:
Gear is not included as it is dependent upon what you want to do.
If you want to proc conditions a lot I would suggest Rabid gear as that gives toughness which benefits more from small heals from bombs as well as precision (good for proccing on crit effects) and of course condi damage.
If you prefer the satisfaction of more direct damage I like to run Knight’s same as rabid’s just replace condition damage with power.
As for weapons superior sigil of blood is nice, will get you the most heal more frequently, if you want to support more though take water sigil, you’ll get less benefit but aid team.
P.S. If going for rabid take shortfuse in master explosives trait to lay down conditions more frequently, for power go explosive powder.

I generally use supply crate on zerg before running in, aoe daze+medkits for when you’re running around inside enemy zerg. I subsequently run in with static shield, throw it just as it ends to daze foes in a line twice, and place big ‘ol bomb. Then by switching to bomb kit I create a magnetic bomb(from kit refinement) which pulls a number of enemies in just before big ol bomb sends em out again, breaking apart some of the zerg structure. The bomb kit 5 skill is first one I use for aoe immo and cripple, then I use others if I can but try to focus on disrupting the zerg. I also pop slick shoes and run around trying to make as many people fall as possible. Slick shoes is best part because unlike other skills it does not have a limit to number of people it can affect, also it includes stun breaker now in toolkit. Once I have accomplished that I switch to FT and push enemies away(try to push enemies toward your zerg if possible)
In order to not die I pop f1 for water field(if you really got the timing down can have big ’ol bomb combo it) and I use magnetic inversion for blast finisher heal. When I use healing turret I also attempt to use any available blast finishers to proc on the water field. Healing turret is great cause it heals you+teammates and if you have blast finishers ready it is extremely powerful heal.
Variations I generally run involve removing FT and using toolkit for a block, or elixir u for throwing down projectile blocking/possible reflection.
For traits I increased bomb radius to aid in healing allies/hitting more enemies. As mentioned FT recharge to proc 2 skill more often. In inventions line I took traits to take less damage while stunned, move fast in combat(ideal to not get hit as much and spread out your chaos) and healing bombs for support+little survivability. And refined kits for magnetic inversion mostly.
I have run this build successfully in zergs, it’s hilarious to watch enemy zerg break apart just cause of you. It is important to keep in mind though that purpose is to disrupt and support, so CC takes priority.

Engineer Speed?

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Posted by: Physical Chess.6145

Physical Chess.6145

In my experience we are fine compared to other classes. I run an aoe shutdown build that I use in frontlines of zergs to break up the enemy zerg frontline and have no trouble keeping pace with zerg. Thief and ele are not worth comparing to since they are all about mobility. But with speedy kits we can get perma-swiftness plus medkit has a swiftness skill. Even if not using medkit there is no downside to swapping heal to medkit and using stimulant then swapping back immediately to your preferred heal. And yes that does require a trait which can be less than ideal however it can be paired with trait in alchemy for perma vigor or you can switch to something else before a fight begins if you’re in a zerg since usually there is a bit of a pause, not the best solution I’m aware but can be fine. Also even if I don’t want to include rocket boots in my build I will temporarily switch to them for that great distance closer when running. Or you can switch to slick shoes if not already using, use toolbelt skill for speed boost and switch back without having to wait on recharge. We may not have swiftness available in a weapon skill but that is fine with me given limited weapon options, and although we don’t have something like signet of the locust, air or shadows (think those are all correct names) we are pretty fine, if you’re build doesn’t happen to go at least 10 points into tools traitline however it can be annoying but you can usually manage pretty well if you are willing to swap in and out, not suggesting you do as that could be annoying but it’s what I do if I feel the need for speed boost and don’t have speedy kits.

A viable toolkit build?

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Posted by: Physical Chess.6145

Physical Chess.6145

As a note, thanks to the new update the acidic elixirs trait removes boons improving this build amazingly against guards and other classes with high number of boons. The extra vulnerability on toolkit technically improves this build but not much. But I tried running this again in wvwvw and spvp and I definitely saw an improvement in this build’s performance.

Things I'd like to see in Engineer

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Posted by: Physical Chess.6145

Physical Chess.6145

In response to point 3 I felt same way at toolkit and made an attempt at a build to stay in toolkit. It’s posted on forum here:
https://forum-en.gw2archive.eu/forum/professions/engineer/A-viable-toolkit-build/first#post2136766
It’s not the best and I switch out occasionally but could definitely be played pure toolkit. Generally I switch back to P/S for certain skills then auto attack with toolkit again. Also if you prefer to not use elixirs I have been trying(with some success) to use gadgets in that build, mainly because I get bored of elixirs too and because slick shoes are hilarious.

Lets see your engineers!

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Posted by: Physical Chess.6145

Physical Chess.6145

Here is my Charr Engineer. Kinda want a non coat/tunic type of chest piece but other than that he is basically done.

Attachments:

A viable toolkit build?

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Posted by: Physical Chess.6145

Physical Chess.6145

Toolbelt Skills:
This is the secondary burst to our build and is very important. I know it is not usual to combine elixirs with static discharge, however with the acidic elixirs trait you increase that more, this makes for an amazing burst potential, and since you are in melee range, you are able to hit enemies with the thrown elixirs as well akitten yourself.

Throw elixir H, and Throw elixir B are really what you will be tossing a lot. The throw wrench is also great for cripple and straight up damage at longer range. Burn their ugly faces off with acid, leave no evidence behind.

Throw elixir R is something that should be saved for you or a downed teammate, if you are about to die toss it on the ground. If a teammate is about to die toss it on them then double tap 4 with shield equipped next to teammate to knock enemies away, especially invisible thiefs. Because we are in Tools trait line this will also recharge at low health, meaning you can use it on downed teammate while you are still good on health, then still be able to save yourself later. Necromancers can raise bodies from the dead, we can raise ourselves from the dead, skill level: biblical.

Traits:
Acidic elixirs is great combined with static discharge, really solid face-melting damage

HGH and 409 and fast acting elixirs for improved damage for toolkit (and because steroids are the way to go, just look at MLB), condi removal and good recharge on the above abilities. Condition classes will cry at how useless their attempts are, its fine, you will end their misery soon. Other classes will tremble in fear at you, swinging a wrench like all hell, ROID RAGE!.

Static Discharge for burst. If they weren’t shocked at your skills yet they will be now.(Corniest pun ever)

Power Wrench for faster recharge on toolkit skills, again the whole point of this build is toolkit, lets get the one trait which directly affects it

Adrenal implant for dodges, you will be able to dodge a lot from this and adrenaline pump since you will using toolbelt skills a lot. This combined with blocks from gear shield and normal shield improve your ability to survive a ton, can avoid a lot of damage while waiting for heal to recharge. You will be untouchable, a god, dodging everywhere then blocking with two shield skills lasting 5s total just to be able to dodge again by that point. All this damage avoidance +21k health + dps? Yes, it sounds too good to be true but it isn’t you too can be a roid raging, slippery SOB swinging a wrench like there’s no tomorrow.

Final notes:
The build may not be the best engineer build out there but it is fun as hell in my opinion, definitely a change of pace. Plus I can only imagine the shame a guardian must feel getting killed by an engineer with a wrench. The build could definitely be improved and I would love to hear suggestions/see any videos of gameplay of variations of this or any other viable toolkit builds for that matter. Definitely one area it could improve in is to get more condition damage for prybar confusion to pack more of a punch. All the gear is not necessarily the best, it’s just what I thought would be good but I feel like it could definitely be improved. Additionally, for more burst you can take elixir C in place of R for condi removal and another elixir to toss, or elixir U to improve the godawful attack speed of wrench. Also sorry if this is rough or hard to read in some places, English is actually my first (and only fluent)language though, unless you count programming languages.

Hope you all enjoy it and would love to hear feedback.

Video 1:
http://www.youtube.com/watch?v=s7QwDsIdf3s

Video 2:
http://www.youtube.com/watch?v=QisHLixxeDE

Video 3:
http://www.youtube.com/watch?v=pKPmddIKpiI

A viable toolkit build?

in Engineer

Posted by: Physical Chess.6145

Physical Chess.6145

Just thought I’d share this build I made. I’ve been annoyed engineer doesn’t seem to have melee option so I tried making a toolkit build. build link is below as well as link to a youtube video of one match, for some reason Fraps saved one recorded session as 3, so the three videos are of the same match. At the end of video I showed score to try to indicate kills I got and points defended/taken, in my experience it is a solid build that can also make a difference in the game and help your team. It is not just a pure damage build although it does focus a lot on burst, it can be very survivable. But its not as good as some other engineer builds, I just find it more fun and a nice change of pace. The best is the surprising burst this has, other players will have no idea what hit them as you throw acid on them and bash in their skulls with your mighty wrench with 10+ stacks of might and fury.

Build:
http://gw2skills.net/editor/?fcAQJAqOlspSXH5ShdkY0DSL6NL6xjp8k/UYtA-ToAg0CnIyRljLHTOycs5MwYCB

How to play:
The build is new so I only have so many tips on how to play, also I am not an expert at sPvP so I am sure others will be able to do more with the build than myself.

Pistol/Shield:
Picked these because compared to rifle they allow two sigils which is beneficial given we are in toolkit most of the time so the weapon matters little. The sigils I chose are bloodlust and blood because I wanted power and blood gives more healing then sigil of water(at least to yourself, water gives healing to all allies). The pistol provides a little confusion, not specced for condition damage though so only so much damage there. The poison is biggest reason for pistol to inhibit healing. The shield is great for the blast/knock back and reflection from skill 4, as well as block/stun from 5. The knock back from the 4 skill is also great for sending enemies off ledges, plummeting to their untimely death or at least a sprained ankle depending on the height of the fall. But oh how they will limp. It can also for thieves outta their refuge when they realize the terrible mistake they made bringing a dagger to a wrench fight.

Toolkit:
The 1 skill does good damage, assuming you pop elixir B before you fight the chain does amazing damage due to crits happening a lot more from fury. 3rd skill will usually crit for close to or above 4k, other 2 skills around 2k each. The attacks are slow but powerful. Warriors and Guardians will be lost at how your wrench beats their large swords, (cough cough overcompensation)
The 2 skill is fine for cripple and bleed, not amazing but since you will be in melee range it does provide good benefit. Horrible cast time though. Good to us when thieves go invisible so they stub their toe trying to backstab you assuming they aren’t already running away in fear of your wrath. The can break their dagger on your gear shield and all they will get is tetanus from the rusty nails on the ground.
The 3 skill is ridiculous for damage, confusion is good but again not specced for condition damage so could be better. Usually hits for 4k+ on crit easy. I would suggest using this once they are medium low on health, good unexpected burst before they would think to use a heal skill, if you time it right can then use skill 5 or one of the shield skills to down them before they get off a heal. Taking a prybar to their face, maybe you will fix whatever is wrong with their face.
The 4 skill is great while waiting for other skills to recharge or if you put confusion on them. Also if a mesmer is busy making clones of themselves(narcissists, who think there should be more than one of them to look at) you can just watch. Hint the true mesmer is the one who dodges, does a different attack, moves sideways, or turns around. Which face it, after they see your mighty wrench wreck their teammates they will always be the one turned around and running away from you manly fix-it tools.
The 5 skill is great pull, ok for interrupt but hard to time due to long cast. Great to bring ranged class into melee. Also once you pull that is a good time to toss your elixirs, your opponent will be nearby and you will be able to easily hit them with all elixirs. Also ideal for pulling orb carriers off ledges.

Utility skills:
Went with elixirs because of acidic elixirs and HGH, also because we are clearly and addict with a severe addiction to our medications + steroids.
Elixir H for healing and good recharge thanks to traitline
Elixir B for good recharge and solid combat boons such as fury
Elixir R for one of the fastest stun breakers and its toolbelt skill
Toolkit because that is point of this build.

(edited by Physical Chess.6145)