Showing Posts For Zamzonite Ironbeard.5762:

Best Race for Engineer Mostly PVP

in Engineer

Posted by: Zamzonite Ironbeard.5762

Zamzonite Ironbeard.5762

I have used a Charr engineer from launch as my main. After playing engineer for so long I get bored with other classes because I’m not pressing nearly as many buttons like you do in any sort of multi-kit build of an engineer. The one thing that drives me absolutely crazy after watching the back side of my Charr for so many hours is the tail clipping issue. If you haven’t noticed it log on and see how the tail will just magically go through the armor. This is on most armors, granted there are a few exceptions where the armor fits nicely over the tail. Given the most medium armors are based on some form of trench coat style this limits the options you have as a Charr. If this doesn’t bother you then go forward but if it does bother you stick with the human. I wish someone would have told me this before I invested all my time into my Charr.

Build: Rifle, CC, might and retal stacking

in Engineer

Posted by: Zamzonite Ironbeard.5762

Zamzonite Ironbeard.5762

This is my first build thread so please bear with me. I have read and used countless builds from these forums so I felt it was my duty to give back to the engineering community by posting a build that I enjoy playing. Engineer is the first profession I created; it has and will be my main profession. I guess the reason behind this is that no other class has to work as hard as the engineering class to get the same results. I have started other classes but usually get bored very quickly. Now on to the build.

Rifle: I choose this because it has the control options I want along with a bit more power.

Healing Turrent: drop, overcharge immediately for condition cleanse and water field, blast if you want the extra heals or pick it up for a 15 second cool down. Also the F1 ability from healing turrent has a 1 second water field it seems. So if you have a blast finisher ready pop F1 and blast it.

Flamethrower Kit: The main purpose of this kit is to use #2 skill as often as possible, #3 for knockback, #4 fire field for might stacking, #5 area blind is rather nice when you are about to get burst and it works when you are stunned as well.

Elixir Gun Kit: I think this kit is almost a must have for the condition removal on impact of #5 (also a light field for retaliation stacking), blast finisher of #4 and the stun breaker on the utility belt. #3 can also be nice for the vulnerability and poison.

Thumper Turrent: I usually save this for when I’m trying to use it as a blast finisher on the fire, light, or water fields that I’m pumping out. Drop it and overcharge it. Wait for enemies to come back to it and then detonate for another CC (see Explosives V). The tool belt skill is also a stun breaker and blast finisher.

Elite: Supply Crate because what else is there?

Now onto the traits portion of the build.
Explosives: 10 (accelerant-packed turrents) since this build has two turrents getting the extra CC from the knockback is rather nice and has the human pinball effect.

Firearms: 30 (hairtrigger, fireforged trigger, juggernaut) 20% cooldown on rifle, flamethrower, and exilir gun. The extra toughness and might stacking are rather nice.

Alchemy: 20 (projection injection, deadly mixture) getting protection when you get CC’d is always rather nice because a big combo usually follows that. Also the 15% extra damage on flamethrower and exilir gun comes in handy since you will spam flamethrower #2 as often as possible.

Tools: 10 (speedy kits) 10 second swiftness on kit swap is awesome and I just can’t live without it. Also the Adrenaline Pump at 5 points in is a tool belt recharge at 25% health. This can be helpful as you have two stun breakers in your tool belt. Did someone put up the Bat signal?!

Playstyle: I usually open up with placing FK #4 between myself opponent. If they cross the field then I will use FK #3 and push them back through the fire field. FK #2 and detonate after it goes through them; they take damage as it goes through so why detonate before? I switch to rifle and use #2 to immobilize then rifle #5 onto target followed by rifle #3. By this time FK #2 is almost charged again so I swap back to maintain the might stacking of juggernaut. Then I just spam FK#2 and Rifle #3 as much as possible or set up bursts like above. If I get in a bind I will drop the thumper turrent and over charge for the launch and blast finisher; usually within a fire, light or water field to maximize the use. If I’m looking for a heal and escape I will drop healing turrent, overcharge it, detonate, and then EG #4 away from enemy. Cures two conditions and you can place EG #5 down for a third when you have landed in your destination.

I think the real pain for this build is conditions being spammed on you by necros to be honest. You just have to use your conditional cleanse wisely. Most engineers barely have a stunbreak while this build has 2 of them and stability. I would save rifle #4 for the immob break but only have you pop stability from thumper tool belt skill.

Edit for gear:
The gear depends on what you want to play. For PVE I usually go with Beserker’s gear as conditions on group events don’t really stack up to zerker. For WvW I usually go with PVT as I need the extra vitality and toughness for zerg trains. PVP I’m usually with Beserker or Barbarian’s. I also like 6 runes of Hoelbrak for the reduced condition duration and might stacking.

http://gw2skills.net/editor/?fcAQFAUlIqyaX3SZF1LJxoCdG0j6m37KSh+b8nC0F-ToAg0CmICSFkLITQygsBNE5IC

Anyways have fun and enjoy!

(edited by Zamzonite Ironbeard.5762)