Showing Posts For Tor.1365:

Does engi selfishness exclude him from zerg ?

in Engineer

Posted by: Tor.1365

Tor.1365

I think there is always a place for an engineer as a pick role in WvW.

Toolkit pull is still one of the best, shortest CD pulls – a great way to generate downs. It takes practise to spot good targets – out of position back liners without stability, ideally having already used their defensive cooldowns.

Throw elixir X is unique, as you can instantly pull necromancers out of shroud, and even remove all energy from a revenant (I believe this is still the case, haven’t tested recently). A well-timed elixir on enemy front line can blunt their push.

Engineer is also one of the best for stomping, with f-gyro, elixir S invuln and/or stealth.

Once you’ve partnered up with a pick/snipe party and got your essential skills, you can fill in any pieces your party is missing (heal/stab/reflect/stealth) – you won’t do it well, but pick groups lack the sustain of the main front & backline so do what you can there.

I do agree with what everyone else is saying regarding synergy. However, I believe there is a place for engineer – but only once a squad gets all the essentials accounted for.

PS: oh, and please don’t try sniping drivers. That’s a guaranteed way to make the game less fun for everyone. Stick to picking off enemy support.

[LF] Condition roaming build

in Engineer

Posted by: Tor.1365

Tor.1365

Yup, firearms, tools, alchemy is the way to go. FT for incendiary ammo is a must-have, everything else is optional.

http://gw2skills.net/editor/?vdAQJAqalUUhatY7Ww+KQ7FLsFF4HWiBwYOOG/oYHNFPBA-T1xCABT/AA8U9nxUCilyPAOBA6pH4k9HCAgAMzyMAO6RP6RP6RrMP6MP6RLFwdrBA-w

I prefer e-gun for a low CD stunbreak, strong autos and poison stacking, plus extra sources of cleansing & might. Mortar for defensive purposes – blind fields, extra poison stacking, and a water field (you have 4 blasts in this build).

3rd utility has a lot of choices, I tend to run:
* Elixir S if I want the drop on someone, or fighting outnumbered and want invuln for survival and/or stomping
* Elixir C when facing strong condi pressure, particularly builds that have a lot of covering conditions
* Toolkit rarely, but good versus lots of pew-pew or burst. Take the tools trait for this

You can play with traits a bit, try Kinetic Battery for a double incendiary ammo proc or double stun break, but if you can’t make it work adrenal implant is a good fallback. Alchemy traits can be shuffled a bit too.

5 Man Engi Team

in Engineer

Posted by: Tor.1365

Tor.1365

(Regarding the heal build)
Pretty much, Jebro streamed using a build very much like that the other day:

Clip:
https://www.youtube.com/watch?v=kaJCr1EJS2o

Build (as far as I can tell. Replay on twitch confirms sigils & amulet).

http://en.gw2skills.net/editor/?vdAQFASncoCtbhtoCepC0ehlJji+tr7+Oc76uvTsZKgAA-TJhhAB59AAAY/hFLD40FAAA

The Reapers Grimoire - Reapers in WvW

in Necromancer

Posted by: Tor.1365

Tor.1365

FYI, it looks like the food/utility buffs are missing on a few of the links; or in the case of the Corrupto/Reaper its got the wrong food (power food for condi build).

I presume master/toxic tuning crystals + koi-cake/veggie pizza is the norm?

Twilight II : collection used 200 ob shards

in Bugs: Game, Forum, Website

Posted by: Tor.1365

Tor.1365

Thanks, I’ve logged a ticket.

I get the impression this is a dialog bug that could be affecting other parts of the legendary precursor collections; so think Ill file an in-game bug report too.

Twilight II : collection used 200 ob shards

in Bugs: Game, Forum, Website

Posted by: Tor.1365

Tor.1365

I was handing in the obsidian shards for the Twilight II collection (Old World Magics). I clicked once to hand in the shards – which gave me the collection progress. However the dialog stayed open on the same message.

Foolishly, I clicked the dialog text again. Of course, when I checked my inventory, it had consumed the shards twice (200 instead of 100 used).

Not sure if this is possibly with other legendary collection dialogs, might be worth being careful when handing things in. I will be raising a support request to see if I can recover the additional shards.

Video:

http://plays.tv/video/56c7ad33ecd478f615

What new weapon would you like?

in Engineer

Posted by: Tor.1365

Tor.1365

Well, if Rev & Daredevil have shown us anything, it is that weapons don’t need to follow their stereotypes – eg. staffs can be melee, hammers can become ranged.

With that in mind, I’d love to see a melee or short range scepter be the next Engi weapon, to complement a Technomancer style spec. As others have posted, this should be power based weapon to allow use of shield, but possibly have condition options (Torment?).

Reduce requests when lookup several items?

in API Development

Posted by: Tor.1365

Tor.1365

Perhaps try using the v2 items api:

https://wiki.guildwars2.com/wiki/API:2/items

- this accepts a list of ids as the parameters, so you can look up many items in a single API round-trip.

Can't figure out what I want to play in WvW

in Necromancer

Posted by: Tor.1365

Tor.1365

I have been running a Wells Reaper in WvW (zerg) lately and having a lot of fun with it. I actually specced it up as a front-line reaper: Spite/Soul-Reaping/Reaper with mostly PVT (Soldier) gear.

The main thing you lose out versus a pure backline Necro is no reduced well cooldown from blood-magic, and very little ferocity .

What you gain, is immense survivability, personal stability, movement, and the ability to chill the enemy for an eternity.

Is the tradeoff worth it? It’s up to you, but I tend to think so. You still have the boon strip of well of corruption, so its really only well of suffering that loses some damage. Your chills can keep more of the enemy stuck in the wells; every extra pulse offsets any damage loss. And most importantly, once your wells are down you can shroud-up and leap into the fray along with the melee. Your chills, vulnerabilty and raw damage output is great alongside ‘traditional’ front-line classes.

As one commander recently put it – “In the current WvW zerg meta – extra damage is nice, but CC is king”.

Condi Engi WvW? :<

in Engineer

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Tor.1365

Just a little addendum, this is my preferred burst option – no bombs or toolkit though, but you might want to take a look.

http://gw2skills.net/editor/?vdAQJAqalUUhatY7Ww8KQ7FLsFF4HWiBg4GVFPxYOOGfBA-TFSGABAoEMj9Hy9EAwkSEYU/ZJlXG8AAYTPApAgZaE-w

I-ammo + blowtorch + napalm is your main point-blank burst, cover up with quickness fired condi – bleed / confusion / poison / weakness. Use poison stacks and bleeds when burning is on CD.

  • Melee defense: Use FT+mortar blinds,
  • Kiting and landing bursts: FT-knockback, glue shot, elixir-F, chill shell
  • Cleanse/might-stack: e-gun + mortar
  • Heal: HT, e-gun 5, mortar 5. 4 blasts are available for blasting water fields
  • Ranged defense – Toss elixir U reflects

I often swap out elixir-U for elixir-S; good if you want to stealth jump on someone, but you do leave yourself with few range defense options.

Also, for some fights it is worth running kinetic battery so you can get a double incendiary ammo.

Condi Engi WvW? :<

in Engineer

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Tor.1365

There are a few options that could tweak this. I think the main issue at the moment is too much focus on sustain, you run the risk of stalemating versus tankish specs. Some possibilities:

  • Burst harder, eg. with more burning:
    Either pick up an off hand pistol (blowtorch) or flamethrower (incidiary ammo), or both.
  • Might stacking and/or Condition variety:
    HGH trait and pick up elixir gun and mortar. Both will give you plenty of poison stacks, and the e-gun autos pack more punch that pistol. The might and condi-cleanse triggers from e-gun 4,5 & toolist, and the mortar 5.

    Note that either of these options involves giving up some defense – you either lose your shield or your toolkit. I suggest trying them out – the ‘burstiness’ of the first option might mean winning fights faster. But the second option is going to give you much more sustain – via 4 extra condi cleanses, 2 extra heals + regen, a short cooldown stun break and another water field (good for BoB blasts).

I think you will prefer option 2 – you’ll have a good matchup in most fights. But option 1 can be really fun to play around with, so you should give that a shot too

Other classes get a perma stab/might/HP/sec?

in Engineer

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Tor.1365

The flamethrower stability is good, but you have to pretty much camp FT to get much more than the odd safe-stomp from it. And camping any one kit kills the Engi’s real strength, which is flexibility and adaptation.

The HP regen is not all that different from other class mechanics (Adrenal Health, Virtue of Resolve, Shadows Rejuvenation), and again you need to stay in kits to benefit. Most engineers will need to spend at least some time on their main weapon to fight effectively.

True, our might stacking is good, I won’t argue with that. But other classes are now able to stack might pretty effectively (Reapers); I suppose the main argument is that the Scrapper might stacking is essentially ‘free’, at least the old fire-blast & HGH required popping some cooldowns to build stacks. But again, you now have things like Heralds that get (near) free might stacking.

Elite Spec Idea: Saboteur

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Tor.1365

I like it!

Wild idea – how about this spec turning throw mine into a mine ‘Kit’? Give it the potential to throw a bunch of different mines around the place, and either wait for them to trip or selectively detonate them.

Getting a kit in an elite spec might be a nicer option than the lackluster gryos we got with Scrapper. These wouldn’t necessarily have to be ‘trap’ types – they wouldn’t benefit from runes, and would be visible to enemies – but would have some added advantages associated with kits (more skills, lower inductions and cooldowns).

Also, I’ve always wanted the experimental grenades available to engineer – maybe we can see some of them turn up in some kind of Saboteur weapon:

https://wiki.guildwars2.com/wiki/Lyan%27s_Grenade_Kit

Flamethrower explained

in Engineer

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Tor.1365

It’s simply keeping a tally of the total damage done since you first started the first cast – it doesn’t reset the tally between channels. If you check the combat log you’ll see the actual amount of damage per hit doesn’t change.

Note that the mesmer greatsword auto attacks are the same – I guess it is the byproduct of having a channel skill as the ‘1’ auto-attack.

Gadgets

in Engineer

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Tor.1365

Yes, like others have said in the past, I’d love to see Gadgeteer as a permanant bonus rather than a 5/stack + activation effect. Most other classes get 20% CD reduction as adept or master traits, the fact that this is Grandmaster and is a conditional CD reduction is laughable.

Yes, the ‘overcharged’ effect is an extra bonus; that could always be given an ICD if it was deemed too powerful. But this competes with two other very strong GrandMasters (Adrenal Implant & Kinetic Battery) – it would make it a compelling trait if given a permanent bonus for both CD and overcharged effects.

Regarding getting some other traits for gadgets – I guess they already get benefits from other (non-gadget specific) traits? Rocket-boots → incendiary, Slick Shoes → Rapid Regen, Personal Battering Ram → Impact Savant, Throw Mine → explosions.

Nothing really earthshattering, but there is a bit of options for trait/skill synergy there.

Returning After 3yrs, Turret Gameplay Ruined?

in Engineer

Posted by: Tor.1365

Tor.1365

As others have said, turrets are probably going to only be useful in open-world, and even then as more of a gameplay style choice.

Having said that, take a look at a few traits:
* Explosives: Explosive Powder (knock-back on turret destruction). Also, Shrapnel (cripple/bleed on explosion), since turret destruction counts as explosion
* Inventions: Experimental Turrets and Advanced Turrets.

Pre-Scrapper HoT Builds: Whats working?

in Engineer

Posted by: Tor.1365

Tor.1365

I’m rocking a pistol/shield, sinister/balthazar, Rboots/flamer/Egun build.

Dmg is through the roof and my defense comes from lots of blinds and heals (bunker down, elixir shell, flash shell, super elixir, vent smoke, static shot.

Ditto on that, it seems that it is well worth having some condition damage in your build around the new zones – there are plenty of creatures with high toughness/reduced damage from direct damage attacks.

What build are you using for Verdant Brink?

in Engineer

Posted by: Tor.1365

Tor.1365

http://gw2skills.net/editor/?vdAQFASnUUBlYhtoCeeB0ehlOjierD7z+7cqtcb86CguD-TRSDABRpE7JlHhoDgn9HAwEkCKBhU9nBeAAScBAIFg5CjA-e

I’m running a pretty heavy CC build, I find getting the breakbars down whenever possible is great for those champion fights, especially if you’re running solo or small group. Damage output perhaps a little lower than other builds due to less might stacking and fury, but the sustain is fantastic.

CCs:
* Hard : Blast Gyro, Slick shoes (lots!), thunderclap, healing turret destruct, lightning field combo (whirl/leap)
* Soft : Freeze grenede, Endothermic Shell, Chill field combos (whirl/projective)

scrapper stunbreak yet?

in Engineer

Posted by: Tor.1365

Tor.1365

Or, in WvW you can stealth up to someone, then can chain together multiple launches to knock them off cliffs.

Not that I would ever promote such cheesy gameplay… :P

New game needing advice/guide for engineer

in Engineer

Posted by: Tor.1365

Tor.1365

I love the fact that a lot of the the racial skill wiki pages have things like ‘?’ and ‘-’ as their damage… no one has actually used them long enough to bother working out their stats.

Yes, definitely pick a race for cosmetics. Or for some minor incidental bonuses – smaller races tend to be a bit easier for doing jumping puzzles; and in PvP it can be harder for enemies to pick which skills to dodge from the animations.

Counterplay to D/D ele?

in Elementalist

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Tor.1365

Another random bit of non-class specific advice – poison and chills work pretty well versus DD ele, especially when coupled with some sort of soft/hard CC.

The chills slow down their attunement switches, which if you time it right can really hurt their sustain via slower water rotations. Poison works well if you have multiple sources of it as it can impact some of their off-water healing (regen, signet).

I personally have found engi and necro can match pretty well since they have easy access to chill/poison/cc, but I imagine there are other good options : ranger & thief already have good poison, and you can add in doom/hydromancy sigils to any build.

scrapper stunbreak yet?

in Engineer

Posted by: Tor.1365

Tor.1365

I like it, it sells the blast gyro for me. The one thing I really miss with hammer or pistol engi is the overcharged shot from rifle – Blast gyro adds that back, and now gives you a stun break on a moderate cooldown so you’re not totally wasting a utility slot.

And I know everyone says that throw mine is the same as blast gyro, but I think the longer cooldown is a valid tradeoff for a bigger CC (launch versus knockback) and arguably better (or at least more versatile) toolbelt skill.

And yes, blast gyro can be destroyed or is at least more visible than mine, but it can track your target – so while someone might be able to blink/shadowstep/flash out of the way of a mine throw, the gyro can still buzz around and home in on the target.

Nothing seems to warrant Cleric's for engi.

in Engineer

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Tor.1365

You are totally right, I read that wrong (and picked some bad examples).

And yes, in the wiki they show 0.75 for geyser, but with 3 ticks I guess that is only 0.25/tick. However, elixir shell is listed as 0.2 with a duration and interval.

The big issue with cleansing burst is since they made turrets so fragile, is some situations (WvW zerg) they get destroyed before the burst fires… but yes, 0.5 scaling on that almost makes clerics worthwhile by itself.

Nothing seems to warrant Cleric's for engi.

in Engineer

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Tor.1365

Yep, its all in the coefficients as to whether healing power is worth it.

Take a look at various skills here : https://wiki.guildwars2.com/wiki/Healing

Notice that most engineer skills are only 0.2 coefficient, elixir gun super elixir being one of the highest at 0.4.

Compare this with elementalist or guardian: Geyser is 0.75, Cleansing Wave is 1.0, and the final Guard mace chain hit is 1.4. And these are just regular weapon skills, with no special utilities or traits required.

Unless we start seeing skills with coefficients above 0.5 its probably never going to be worth running main stat healing power on an engineer.

[Video] HGH SD Engineer PvP Montage

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Tor.1365

Love the Mesmer dueling vid – thanks for sharing.

In one of those fights you scored victory from 42HP… very nice.

Also… OP Moa clones…

coming back after break. Pistol cond builds?

in Engineer

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Tor.1365

Yes, explosives is pretty bad for pure condi now… they tucked shrapnel away there but the rest of explosives is pretty much for power or hybrid builds.

Swap that out for tools or inventions:
* Tools if you use kits and want some swiftness. Also Adrenal Implant (perma vigor) and Reactive lenses (auto stun break)
* Inventions if you prefer mecha legs (perma run speed & reduced chill/cripple/imob). AMR (heal CD reset) is good, but the grandmasters in Inventions are all unsuitable for condi builds

coming back after break. Pistol cond builds?

in Engineer

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Tor.1365

coming back after break. Pistol cond builds?

in Engineer

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Tor.1365

Probably tools/alchemy/firearms with elixir H, flamethrower, elixir S, rocket boots [elixir X|supply crate]. Gear is dire/rabid mix, sigils are energy & corruption, with various rune options.

Even if you don’t like using kits in battle, you will get benefits from the flamethrower toolbelt skill, and just switch to it for the swiftness occasionally from streamlined kits.

This is probably about the most straightforward condi engi build you can use. Stack up might via HGH elixirs, unload with condi pistols and the two toolkit burn. Drop supply crate, bandages, heals, elixir S & rocket boots to get out of trouble.

As others have said, you’ll get a lot more out of engi with more kit use – but give this a shot, maybe try mixing a few more FT skills into your rotations, and you might feel more comfortable trying out other kits (e-gun and mortar are both solid additions to this build).

(edited by Tor.1365)

Sinister + Scrapper?

in Engineer

Posted by: Tor.1365

Tor.1365

Plus, if Gyro’s get some improvements to AI/health, there are a few good gyro options for ranged condi/hybrid builds.

Shredder + fire-field for burn stacking, Sneak for stealth. Even Blast-gryo can be handy, I found a PP condi scrapper could use the blast gryo to better land blowtorch or CC during condi-ticks; and the super speed utility is alright too.

[Video] HGH SD Engineer PvP Montage

in Engineer

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Tor.1365

Also, great use of the overcharged-shot + e-gun stun break… you not only get the followup burst, but I noticed that you usually manage to get your camera pointed the right way so the (broken) static discharge from the toolbelt hits too.

Yes, I really wish they would fix that too, but well done working around the issue!

Scrapper in WvW Zerg-busting Frontline

in Engineer

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Tor.1365

Thankyou for taking the time to write this up & for the various responses – I played a lot with roaming / small group Scrapper during the beta, but am really looking forward to trying out the front-line Zerg on HoT release.

Unfortunately, I think Reapers are going to be better off on the front-line than Scrappers – largely because they can afford to run full Soldier gear, each use intelligence sigils for the GS crits (gravedigger) and get their reaper-shroud crit chance from traits. We can’t do anything similar, mainly because the Scrapper hammer uses lots of small hits rather than a few big ones.

Still, I like the versatile aspect of the Scrapper, and I think it will bring a lot to (especially less organised or PUG) zergs.

Firearms Scrapper?

in Engineer

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Tor.1365

Very true!

And although a condition scrapper probably not going to be viable, why not a hematic focused, pinpoint distribution with chemical rounds and incendiary powder?

Kinda feels like we’re going to be like a Mekaniak from Warhammer 40k – love it!

Firearms Scrapper?

in Engineer

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Tor.1365

Anyone else think that the lore/descriptions around this traitline needs some rethinking with a Hammer Scrapper? They are pretty funny as they stand now.

I mean sure, it’d be fun to have a sharp-shooting, no-scoped, high-calibre, modified-ammunition hammer, I’m just not too sure if it makes much sense.

I actually think firearms may be a popular choice for Scrappers since the two point-blank traits are perfect for melee.

Leveling new Engi by Map Completion

in Engineer

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Tor.1365

+1 for Nades.

Not only for speed of levelling, but because you will be doing a lot of ground targeting on Engineer, regardless of what you run at level 80 (nade, mortar, throw elixirs etc). If you haven’t ran similar classes before, it is worth getting use to spamming ground targeting while you are levelling.

Sick of getting shunned in WvW

in Engineer

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Tor.1365

I agree that in a well organised guild group there is rarely a place for an engi.

However, I have lately being enjoying running a knight/zerker rifle/mortar/elixir build as a part of semi-organised public groups.

It is a little jack-of-all trades, but I find my key role is AoE burst via mortar+elixir U/B – similar damage output to necro wells. And then where possible, pull/cc/immob and snipe backliners. Secondary roles are backup reflects (throw elixir U) and water (elixir shell). Also, sustained DPS on siege weapons is one of the real strengths.

Another plus, especially for semi-organised groups is that this engi build is also pretty effective for roaming. Thus you can easily get back to groups, or break off to take camps/resupply without worrying about being ganked – something that is a real risk for most backline zerg builds.

Yes, there are always going to be people that want specialised roles above all else, but I believe in many groups there is room for a handful of good, flexible players that can rapidly transition between AoE DPS, pick-team single target DPS, and support.

High End GvG/WvW

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Tor.1365

This isn’t something I’ve personally run, but I have seen plenty of GvG/Raid vids of engineers playing in a pick-team.

Paired up with a thief or 2, the Engi performs a stealth+toolkit pull, then lays down the immob/hard-CC chain while the thief unloads the damage. The Engi throws in a few high burst skills (pry-bar, jump-shot, blunderbuss). With good coordination, a decent pick team can pick off a few high-value backline targets like elementalists/necros per minute.

Of course, with toolkit-magnet being horribly broken right now this is less viable, but with good positioning and timing you might still be able to make a pick team work.

If you’re interested, I’d suggest pairing up with some stealth/burst players and trying it out in a public zerg/blob fight.

Elixir Support Concept (Work in Progress)

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Tor.1365

Not a bad concept. I think the Crusader might not be the best though, since the ferocity is only going to be utilised on the 3 ‘free’ int. sigil crits, and the occasional crit while fury is up.

You could consider something like the Cleric amulet, keeping power/toughness almost the same while gaining more healing power. And since you already have stability from FT, you can swap out Elixir B. Elixir Gun would offer you a bit more healing and might stacking, or Elixir S for more survival when being focused?

You’d then have something very bunkery like the soldier engi builds, but using heals instead of a big health pool.

How do you handle Condi burst?

in Engineer

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Tor.1365

Elixir C is certain worth it for facing pure condi builds! If you get hit by a full row of conditions, you don’t always want to start chugging down elixirs and hoping it removes the one that is hurting the most. This is bad for a high ticking skills like burning, but even worse for something like confusion as each skill use racks up more damage.

Remember that the throw Elixir also removes 3 conditions from allies too – making it equally effective (and lower cooldown) than other class skills like purging flames/cleansing fire. I always run Elixir C in groups where the other folks have sub-par condi removal.

Engineer Racial Elites

in Engineer

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Tor.1365

I hope so! As a few other posters have mentioned, I’d be happy with just a generic ‘racial’ toolbelt skill, thats the same for all races. At least then it would make elite racials a potential (albeit rare) option for engineers.

Given many of the racial elites tend to summon something, a AoE boon type skill would be suitable.

"Playing Engineer" music video

in Engineer

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Tor.1365

I hadn’t seen that one – awesome! Love it.

"Playing Engineer" music video

in Engineer

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Tor.1365

I just stumbled an clip on playing Engineer, pretty well done.

Worth checking out the other clips by ‘Sammpo’ & ‘Suck at Love’ too.

Burn! Burn! Burn! Baby build

in Engineer

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Tor.1365

Ah yep, not a bad idea. I tend to use either glueshot or Elixir S stealth to get close for the blowtorch.

I might give that a shot, although I’d have trouble giving up my other FT utilities (air blast/smoke-vent/blast-finisher)

Burn! Burn! Burn! Baby build

in Engineer

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Tor.1365

WvW:

As above, swap inventions for tools – probably with reactive lenses, streamlined kits or lock-on, and adrenal implant.

Gear-wise, you don’t need that much crit since IP has a 10 second cooldown. Swap either armour or jewellery to Dire for more vitality. You also don’t need the power from sinister pistol – that could be a dire or rabid too.

You might consider your choice of utilities – you are really only getting the stability from Elixir B. I find Elixir C & S to be more useful, or sometimes Elixir U. Alternatively, Elixir Gun offers just as much cleansing, but more utility and healing along with a blast finisher (use on FT fire for might or mortar water for heals).

Personally I tend to avoid rocket boots since you can kite better without trying to close in for a kick, you have a lot of burning already, and Acid-Bomb and Elixir S are equally good for escape.

WvW]Stacking leaps? Rifle+EGun+RocketBoots

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Tor.1365

Since they call S/WH/GS warriors ‘Nike Warriors’, we’re going to have to call this build ‘Jackrabbit Engi’

Well, one suggestion to make this work – but not a cheap one – is to try Dire + Perplexity. It carries a lot of condition damage by itself, and you have the overcharged shot + supply crate interrupts.

As I mentioned previously, Corruption Sigil is going to be good for adding to the condi burst if you can get the stacks up. Taking a couple of camps & killing creature herds while roaming will usually get your stacks up to 10-20 before you see another player.

Skill-wise, it might be worth trying Elixir H in place of turret. You’ll lose the water field, but will pick up some decent boons plus might from HGH.

Regarding your disengages – you may want to practise throwing grenades backwards over your head, if you aren’t already. A well timed chill grenade can make getting away that much easier.

WvW]Stacking leaps? Rifle+EGun+RocketBoots

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Tor.1365

Leap + healing plus big vitality build is a nice idea, but I’m not sure how well it will work.

For one thing, the healing power doesn’t make a huge contribution, you are getting an extra 1k from overcharged turret, and only an extra 100 or so from blast or 250 from leaps.

  • Versus conditions, that could be handled with better cleansing, condition duration reduction food or runes
  • Versus regular damage, that could be handled via more toughness and more blocks/evades
  • Your only damage comes from conditions, but condition damage is only a minor stat on most of your items.

Ultimately, you would probably find Dire or Dire + Rabid a better option.

If you are set on the Krait runes, perhaps consider using mortar since you can trigger procs more often (and on demand). You would also gain some extra poison for winning the endurance fights, plus chill+blind for facing power melee builds.

Alternatively, you might consider Anti-toxin runes, or Defender runes (but swapping in a toolkit for the block and heal procs).

Also, that Torment Sigil probaby doesn’t activate as frequently as it could due to low crit chance – I would consider either something defensive (like Energy), or perhaps another damage sigil like Corruption. Getting that condition damage stat over 1.5k is where it really stats to shine.

In case you’re interested, my personal condi build:
http://gw2skills.net/editor/?vdAQJAqalcThSuY7WwALQ7FLsF1YbMGfB4HWiBgYHVFPBA-TlyCABOoEEgHAwJ7PAoOgX0CYgJOsUe4p6PUcCAOSJWAAEgZGAc0je0je0j2RP6MDpAWUaE-w

  • Packed full of condi cleanse and healing
  • Lots of might stacking via HGH, along with corruption and guard stacks can break 3k condition damage.
  • Excellent condition variety – can still put out plenty of high damage burning, but can also do good amounts via confusion, poison and bleeding to make enemy cleansing more difficult
  • Defend via block, dodge, blind, chill, cripple, immob
  • Options : if engaging non-condition opponents, swap Elixir C for Flamethrower & swap Incidiary Powder for Juggernaught.
    * Gains you plenty of burning, plus an extra blind, knockback and blast
    * Can also swap Streamlined Kits for Lock-On when facing stealth
    * Sometimes use incoming condi-duration reduction food instead

Edit: whoops, I guess Mnemesis’s P/P build is essentially the same (minor gear and utility differences).

(edited by Tor.1365)

Static Discharge vs. Condi Engi roaming

in Engineer

Posted by: Tor.1365

Tor.1365

Note – gw2skills.net does not correctly calculate the reduced toolbelt cooldown for Elixir toss.

Toss Elixir C has a 16sec CD due to both HGH and Mechanised Deployment.

Static Discharge vs. Condi Engi roaming

in Engineer

Posted by: Tor.1365

Tor.1365

I love the SD build, it is lots of fun, and bursting down thieves and the like never gets old. But there is a lot of condi roamers around recently, and I found my SD build couldn’t handle them.

I recently switched back to full condi recently, and the bigger health pool, plus plenty of low cooldown clears makes for a much better match up versus other condi builds.

Condi mesmers are now a good matchup, although it often stalemates.

Build:
http://en.gw2skills.net/editor/?vdAQJAqalUUhSuY7WwALw6FLsF1YbMGfB4HWiBgYHVFPBA-TVyCABQoEEgHEwJ7PAoegX0QYgJIsU+5p6PUcCBCAgAMzyMAO6RP6RP6Rbmz8oz8oJFAMTjA-w

The only problem – you need to try disengaging from diamond skin elementalists

Discussion on each Engineer traitline

in Engineer

Posted by: Tor.1365

Tor.1365

Yea, I was pretty surprised when I first looked at the blowtorch tooltip with my condi/balth/condi-duration setup.

I don’t have screenshot but gw2skills shows same figures:

http://i.imgur.com/o9NZqU5.png

Yup, that’s 26k of burning from one skill.

(Build)
http://gw2skills.net/editor/?vdAQJAqalUUhSuY7WwALw6FLsF1YbMGfB4HWiBgYHVFPBA-TVyCABQoEEgHEwJ7PAoegX0QYgJIsU+5p6PUcCBCAgAMzyMAO6RP6RP6Rbmz8oz8oJFAMTjA-w

Yea, I realise that most folks will be able to cleanse rather than remaining on-fire for 17 seconds, but you can often bait out the cleanses with the high duration poison of pistol & elixir gun, prybar confusion and AA bleeds.

WVW Roaming Build. What is your?

in Engineer

Posted by: Tor.1365

Tor.1365

Pretty much exactly what I have been running for solo roaming build.

When running in a small havok group, I sometimes run a variant that swaps inventions for firearms (3/6/8) and crate for mortar – giving up a lot of sustain, but gaining pretty big crit and damage boosts. To be even burstier, combine with +% damage while moving – its good fun for insta-killing thieves and the like.

Orbital Strike

in Engineer

Posted by: Tor.1365

Tor.1365

Taking out siege is good fun too! 1500 range with a large area, and solid power damage means a couple of engi’s can drop ACs fast.

The regular mortar shots are good too, sometimes tough to get the angle but pretty similar to the old nades.