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Turrets, My thoughts on changes

in Engineer

Posted by: poses.5198

poses.5198

To be entirely honest, turrets won’t work in many cases until they can be mobile. Even in tpvp and spvp where there are points to defend turrets are just not viable.

Give them the ability similar to rangers:

Grandmaster Trait XI Spirits Unbound Spirits can move and follow you.

turrets have fanbelts attached to them like the hacked robots of bioshock and move with you. This would be Grandmaster Trait in inventions. They don’t need buffing they just need to move.

^This

[NA] R25 Engineer LF Team

in Looking for...

Posted by: poses.5198

poses.5198

Like the title says, I am a R25 Engineer looking for a team for tPvP. I have experience in both tPvP and sPvP.

My primary profession is Engineer, though I have dabbled in Mesmer and Ranger and am willing to learn others as they are needed.

I am available to play both during the afternoon and evening during the week (PST). I am always up for practice and am willing to learn and contribute however I can to the team. I am an excellent listener and already have a Ventrilo, Mumble, and Teamspeak profile set up from previous games.

PM me on the forums or in-game if you are interested. Thank you.

Chain Lightning Engineer Build

in Engineer

Posted by: poses.5198

poses.5198

Runes and Sigil and Amulet

  • As for runes and sigil, grab 6 Runes of the Ogre for the rock dog and damage and Sigil of Superior Earth to basically guarantee a bleed stack for every crit. Also make sure to pick up the Berserker’s Amulet, but put the Rampager’s Jewel in it to combine the precision, condition, and vitality with the baseline stats of the amulet. Always a fun choice.

Thanks for reading this far if you have. I really hope this helps out some struggling Engineer brothers out there. If you want I will post of a video of some normal and tournament play with this build to give you an idea of the damage output/control methods I use.

Chain Lightning Engineer Build

in Engineer

Posted by: poses.5198

poses.5198

Utilities and Weapon

  • Rifle
    I hope it was pretty obvious from the talents that this will be a rifle-focused build. There are so many things to love about it: immobilize, knock-back, best power-damage ratio (behind grenades) for Engineers, and of course the mini stun. Then just throw on some awesome burst attacks. Oh yea, and every shot pierces. How is this ok? I don’t care cause I love it.
    The most important thing you want to remember about this weapon though is it is your most powerful tool at control. Net shot have gone to waste too many times on an evading target or Overcharged Shot rendered ineffective by a blocking Guardian. Time your attacks. Count the number of evades your opponent has done then strike with reckless abandon. Keep them on the defensive and control their every move. Wait for the stun from Overcharged Shot before landing the immobilize then Jump Shot onto them. We may have shorter cool-downs, but you should never blow one for the fun of it.
  • Med Kit
    I feel this is probably one of our most underrated and most powerful heals. What we must remember is that the primary heal comes from the tool-belt, not the actual heal itself (which means it will proc the chain lightning effect, however only on targets within a 10 yard range). The kit itself grants us additional heals, the infinite swiftness (and vigor) I mentioned earlier, condition removal, and lastly Fury. 20% crit chance is amazing for gaining more swiftness, applying more burns and bleeds, and just all around more damage on the guy at the other end of our barrel. Don’t be shy about using this spell; whip it out mid-fight, toss down some packs to heal up then jump right back into the action.
  • Rocket Boots
    What? You may be asking yourself this very question. Yet I encourage you to stay awhile and listen. While it may seem like Rocket Boots is counter-productive, you trade one stun for another, I owe this spell my life from more Hundred Bladesing, Pistol-Whipping, Blurred Frenzying 13-year-olds than I care to count. The ability to instantly blast away from certain death is invaluable when you get jumped by any class. Yet this benefit also has its downsides. I have found myself blown back a couple feet and then quickly slashed down by my own stun when the spell clips on an invisible rock. The cooldown, 30s, I feel is fairly reasonable for how powerful of an escape mechanic this is. I will caution you in advance to not blow this spell on the first person to look at you sideways. You regret that decision the second his friend shows up and stuns you to death.
    The toolbelt skill, as with all others, will proc the chain lightning effect, as well as doing a decent amount of damage and applying a burning effect. I warn you that the range on the attack is not very far, you are incapable of canceling the charge animation, and will look very stupid when you fall short of the ninja kick to the face you were looking for. Rather, mix this spell into your Blunderbuss-Jump Shot combo and then quickly get out.
  • Rifle Turret
    Another oddity it seems. Stay fast, friends, for remember that our damage output comes from the chain lightning effect of our tool-belt skills. Rifle Turret’s “Suprise Shot” is currently the lowest CD of all the tool-belt skills at 10s. The spell itself will do its normal 1-1.3k damage in addition to proccing the damage from Static Discharge. Additionally, once you place the turret detonating it will proc the chain lightning effect on the nearest target, but will not reset the cool down of Surprise Shot meaning you can instantly cast it after blowing up the turret for around 4k damage from that single combo.
  • Utility Goggles
    Fury, stun break, and immunity to blindness. That is a lot to gain from a single utility. Combine that with our Med Kit’s Fury buff, you can run around with only about 10s of non-Fury if you really put your mind to it. Additionally adding this utility we are up to 2 stun breakers, which means it is very simple to deal with any type of warrior/thief burst build. Unless its’ a backstab thief, in which case go put some tea on the kettle while you wait for your spawn timer.
    The tool belt skill will, for the 10th time, proc the chain lightning effect, while additionally applying 10 stacks of Vulnerability instantly. Come on, who couldn’t love that.
  • Supply Drop
    Cause that’s the only ult Engineers have. End of story.

Chain Lightning Engineer Build

in Engineer

Posted by: poses.5198

poses.5198

tl;dr

I have been browsing the forums a lot and have noticed a good deal of complaints coming from fellow tinkering minds about the state of the Engineer in tournament play and sPvP in general. Two main points I notice is a desire for a more “rifle-like” rifle than the current shotgun mechanic, as well as an emphasis on grenade/bomb bunker builds that seems to be the evolution of the Engineer’s meta. I am here to show you, my explosion-loving, elixir-drinking, mechanics of destruction a new way to play the the profession we all know and love.

I am going to preface this post right away by stating that this build is not solely my creation (in fact my first impression of it was from twitch.tv), yet I see many people either not using it properly or not at all.

Traits

  • Explosives
    10 Points: V. Incendiary Powder
    This talent seems to be the bread and butter of nearly all Engineer builds out there. The profession itself comes with a great deal of conditions and it seems only natural to add the one that gains the largest benefit from condition damage and power. This build will garner you around 50% crit chance, so you have around a 20% chance of applying the burn effect each time you shoot.
  • Firearms
    10 Points: III. Infused Precision
    This talent alone is pretty powerful; 25% chance per shot to gain 33% movement speed is very helpful in escaping from thieves, guardians, warriors, and any number of other pesky melee classes that want to get up in our face. Also handy to chase down a fleeing opponent. This talent will synergizes amazingly well with the Invigorating Speed from the Alchemy tree which we get to soon.
    20 Points: VI. Hair Trigger
    Pretty straight-forward, less time between cooldowns for your rifle attacks. Always helpful to have a faster immobilize/stun/knock back. For the number geeks out there that brings Net Shot from a 10s to an 8s CD, Blunderbuss from a 10s to an 8s CD, Overcharged Shot from a 15s to a 12s CD, and Jump Shot from a 20s to a 16s CD.
    30 Points: IX. Rifle Mod
    10% more damage for every attack. There was much rejoicing….
  • Alchemy
    10 Points: I. Invigorating Speed
    Now is where things get interesting. Every swiftness=vigor. In essence, that means near constant energy regen for lots and lots of evades. The 25% chance to gain swiftness from our Firearms talents practically guarantees you to have Vigor stacks so long as you are just getting potshots off at people. This becomes so invaluable when attempting to grab points from bunkers whose knock backs just become a very satisfying Evaded on the screen. In my experience there really was not a point in which I did not have the stack of Vigor or swiftness when I play, since if my rifle shots are not garnering the buffs, swapping to Med Kit combined with Speedy Kits guarantees it.
  • Tools
    10 Points: II. Static Discharge
    So simple and vague in its wording, so deadly in its execution. The spell description does not do justice to the raw damage threshold this trait grants us. For every use of the tool belt we shoot out a bolt of lightning that hits the target and 2 nearest enemies for 1.2-1.5k damage. Instantly. No cooldowns. Essentially, you could pop every one of your tool belt skills at the same time and launch 4 chain lightnings for 6k damage in less than a second. You will essentially be spamming every one of your tool belt skills for this effect, which is perfect since 5 points in Tools grants 10% endurance every time you use your tool belt (along with the Vigor buff, are you seeing where we are heading?)
    20 Points VI. Speedy Kits
    Infinite swiftness. There I said it. Infinite movement speed increases. Simply place Med Kit on your bar and you will never go back to another trait again.