Showing Posts For dunneryb.4907:
Let me begin by saying I absolutely love the Scrapper, and I am very grateful to the team behind it for making this awesome gameplay style with the Engineer.
So let’s dive right in!
A core part of our Scrapper specialization are a few unique interactions with super speed.
Shocking Speed grants us super speed when we use a blast finisher or a leap finisher in a lightning field. Creates interesting synergy between the Thunderclap/Rocket Charge combo, Final Salvo’s lightning fields on gyro destruction, and Shredder Gyro’s tool belt skill, Spare Capacitor.
Rapid Regeneration allows us to have a flat heal, unaffected by healing power, every second while under the effects of swiftness and/or super speed. A fantastic trait, that really helps with our sustain when we use hammer, and are in the thick of things as a melee.
So, where is the problem? It lies in super speed not truly being a “boon”, and thus not behaving like a boon. It can’t stack.
As an effect, it cannot be removed by boon removal – which makes sense as it stands, because you cannot stack it, and our longest current source of super speed is 5 seconds on “Super Speed”, the Slick Shoes tool belt skill. New applications of Super Speed will overwrite any previous incarnations of it on your character, letting you potentially overwrite a longer lasting source of super speed with a shorter one.
2 changes have just occurred to tone down the power of some our builds. HGH’s might duration was brought down to a very reasonable 15 seconds, and Adaptive Armor’s passive toughness stacking was brought down to – again – a very reasonable 60×5, instead of 100×5. This was to address the most prominent play style arising in the early game – the Celestial Engineer/Marauder Engineer. Many felt these changes were necessary, because they were getting a free 500 toughness while investing fully into damage, and the might stacking of HGH was problematic due to its unbelievable duration – but it inadvertently affected the viability of less popular builds as well.
How can we bring up the viability of low damage, high tankiness/utility Scrapper builds, while avoiding the power creep of Celestial/Marauder builds?
SUPER SPEED
I have two suggestions:
1. Make Super Speed a boon and allow it to stack – this may appear to be fairly overpowered, and some durations of Super Speed granting abilities would have to be looked at, but allowing it to be removed via boon removal would allow for counter play, and it’s conversion could be a potentially devastating movement condition, like Chill, Cripple, or Slow.
2. Alter these traits and/or the Scrapper itself to better interact with Super Speed in its current format – lower the base healing, and allow for healing power scaling on Rapid Regeneration, and maybe add an effect to Shocking Speed to allow for Scrappers to have a unique stacking effect on Super Speed with a hard cap at maybe 8 seconds.
With the Adaptive Armor changes, Marauder and Celestial builds will be less inclined to take this trait, which is great for balance in the sPvP setting, and it still remains a decently strong choice for tankier builds. Healing Power scaling on Rapid Regeneration would make a selfish regen Scrapper build very viable, and Shocking Speed changes would allow us to actually have a reliable uptime on these passive heals, as opposed to the odd 3 seconds here and there.
Thanks for reading! And I hope to hear from you all on what you think should be done about Scrappers and Super Speed.
The Bunker Engineer
Here is my Engineer Bunker build that I have been developing and using in ranked and unranked sPvP play. It provides amazing sustain, unusually good condi cleanse for an engineer, powerful conditions, and hard/soft crowd control.
http://gw2skills.net/editor/?fdAQJAqelUUpCr9ZxdLseRiaBF6MuxAAqLIylUlPFBA-TJxHABOVGo2HAwP7PAwJAAA
http://www.reddit.com/r/Guildwars2/comments/30kt0a/the_bunker_engineer/ <————— Here is a link where I go in depth with the build and talk about my build choices. I would have posted it here, but it was too long!
Hope you have a chance to check it out and give some feedback! Thanks.
I really like the 2/0/6/6/0 build – my favorite variant in sPvP is one with Healing Turret, Elixir Gun, Bomb Kit, and Thumper Turret. Make sure to grab increased bomb radius in Explosives, 33% damage reduction on turrets, 5% health return on turrets, and healing bombs in the Inventions line, and finally protection on disable, backpack regenerator, and Experimental Turrets in the Alchemy line.
The sustain on this build is OUT OF THIS WORLD. The combination of healing bombs, backpack regen, ACTUAL regen from HT, 50% Super Elixir uptime, and the unbelievable protection uptime from Thumper Turret and protection on disable, turn you into a ridiculous tank with STUPID amounts of sustain. The only classes that will give you significant trouble are power well Necromancers, and berserker staff Elementalists, but usually you can call out to a friend who can easily burst them down.
Definitely some of the most fun I’ve had in sPvP, and people LOVE the sustain it also grants to other teammates on the point.
Hey guys,
I just started running the Gauntlet yesterday, and got all the way to Liadri pretty easily using a 6/6/0/0/2 Rabid/Undead triple kit build – Bomb for melee kiting, Nades for ranged damage, and Elixir Gun for bleed stacking, condition cleanse, and Acid Bomb REALNESS. However, Liadri is obviously much harder, and requires specific builds from other classes, such as maximizing invuln and lots of condition cleanse.
So, anyone who has beaten Liadri with their engineer, what build were you running? I’d love to get those achievements!
Any help would be greatly appreciated!
Thanks!
1. Totally makes sense! I like being able to prep the 40+ seconds of regen nice and easy, however, and I’m not sure I’d be able to stack it as fast with Med Kit. Nice thing about Med Kit is it’s amazing tool belt heal. I mean, it’s almost up to bar with some classes 6 slot heal.
2. I didn’t even think of that!! That could add a ton of interesting possibilities, plus vigor is ALWAYS in demand, and with this build, more bombs and heals. The only thing about taking Thumper Turret, is that you lose Tool Kit, and the utility that Tool Kit can bring (pull, block, AoE cripple, hard hitting attack + confusion) – not sure if the protection is worth it, since we get protection on CC, with almost no cooldown.
I wonder what an Elite Supplies/Experimental Turrets combo would be like …. How fun!!
Hey guys,
Been messing around in sPvP with a really fun build that I wanted to share with you guys. It’s a bunker-y build for Engineer that focuses on healing power, regen, and elixir-infused bombs.
http://intothemists.com/guides/3619-healing_bomb_bunkerteam_fighter
I was looking for something that wasn’t the 30/10/0/20/10 condi meta that everyone is running in sPvP. I think I found something with a really fun and reactive playstyle, and can be quite infuriating to enemies when you keep just getting healed back up, and saving allies from near death.
I’d love to discuss this, or any changes any of you would have! Always looking to improve the build.
Thanks!!