Showing Posts For Arleon.5921:
there is no need to spam the FT AA all the time when you`re opponent has retaliation up, there are several other skills to act with — you can actually fight someone without any AA.
This bug is only in pve, in wvw it applies the right ammount of toughness. I don`t know if it realy is not having no effect in pve, or if it`s only the wrong display.
@ Exeon
The Flamejet hits 3 targets at once – but it hit`s 5 times per second, so you can spread the hit`s on a whole zerg.
@Shtos Vant
Yes there are engineer buils that have all the things you expect of it.
This is my version of the juggernaut:
if you want to have backpack regen, you can change 2 points from tools into alchemy to get it.
you can find the forum discussion on it here:
https://forum-en.gw2archive.eu/forum/professions/engineer/Juggernaut-Build/first#post4411366
The best buff food is the Prickly Pear Pie, but it`s not yet registered in the build editor.
You got a high sustain, cause of backpack regen, protection injection, and a high life pool, as well as you got a good toughness. You`re defence is increasing while you are wearing a Flamethrower, so you also got this point on you`re list.
The AA of the Flamethrower is easy to apply, and it is dispensing a mine every two seconds ( bunker down ) and gives you a “regen” of 328 per second ( buff food ). Those mines are tricky, and you won`t be able to apply them on a range fighter that easy, but they are a killer if someone keeps close to you or even rushes into you.
Furthermore you got tons of vigor -> many dodges, as well as jump shot and acid bomb for moving around, and jump along cliffs where every normal jump would fail.
At least you have acces to water, fire, and light combo fields, a huge amount of blasts and a leap combo.
The build needs some practice untill you can use all of those skills and combos in the right time, but the reward is a * strong build with all you listed above, and a big diversity of options.
If you have any further questions or criticism on the build – I`d love to hear that
(edited by Arleon.5921)
@ Shadow Puppet
Before the last patch the bk had the higher dps you`re right.
But after the last patch you gain more dmg out of the toolkit than bk or gk.
The toolkit is actually stacking vuln ( it already did before the patch ). The gk deals more vuln, but it has less dps.
Hey guys
Here is my final build
http://gw2skills.net/editor/?fdAQFAUlUUpdr1axkLseNSdBNyosFQHgC0ZRmwYA-TJBHwAGuAAAeAAl2fAZZAA
For WvW: Buffood is Oil and Prickly Pear Pie
Good long time preasure + reliable burst with sigil of inteligence.
For further questions or any kind of criticism just post right below
This build also works well for dungeon speed runs – just change you`re equipment to full berserker, rune of strengh, Juggernaut into riffle mod, and switch EG into Thumper Turret. This will grant you`re group 18 stacks of might, and you`re low cd burst is serving a good dmg, in combination with the tool`s autohit, which is the strongest single target attack of the engineer.
Hope to see some more comments
I love you healix – working now
here also exacly the same problem like Frynne
@ JabLock
It`s possible to run this build with completely exotic gear.
Ascendet trinkets and Weapons improve you`re stats at all, but it won`t change the build itself by anything if you use exotic gear.
( though if this is the class and the build you`re running most of the time, I`d recomend you to craft weapons, armory and get the trinkety one by one, and use infusions on them, cause the difference between full exotic to full ascended + full infus is usefull sometimes — I never felt like the stats decide if it`s victory or not, but they make some things easier )
First of all :
I just tried out rune of strengh – and it`s amazing. Way better than the Legion rune – you`re right otaking. The might duration makes it much easier to switch to EG or rifle and still keep a good fund of might stacks, and I think it will become even more valuable with flameblast becoming an combo finisher.
Furthermore I decided to switch the sigill of blood into inteligence – this is a bit of tricky to handle – and I fail it a lot of times atm – but if you get it right, it will give you a “save” crit on eg blunderbuss + jumpshot or on flameblast, giving you a reliable hight burst spike ( the save – crit is only used when you dmg someone, so you can Net Shot him after swappint weapons to make it hit ).
In some points I disagree with you`re last post.
At first the burning of the FT auto hit. I just tested it again to be shure about it:
every hit of the FT 1 is a 3 – target – aoe, spreading on you`re opponents, but allways giving priority to you`re locked target. The 10th hit is applying the burning on all 3 targets, meaning that it`s realy huge bad luck to not to get in on you`re target. Of cause it can be dodged if the opponent knows about this effekt, but that`s a high cost to avoid a single tick of a burning.
Secondly the mines.
I cannot prove it, but I feel like it`s far more than about 33% of it hitting.
In a group fight on a point or sth, opponents simply don`t seam to have the time to walk around them. ( atm I`m not shure if those mines create a red warning circle around them, but I suppose not … gotta check that out for shure) And if they dodge them — it`s waste of endurance since those mines have a cd of 2 sec and no cast time at all, making it easier for me to apply a burst spike when they`ve run out of dodges.
In a 1v1 against a ranged fighter bunker down is useless for shure – you`d be better of with IP.
But as soon as the opponent wants to get closed range, he will be struck by mines for shure. And it might not be possible to stack 5 on one point, but sth like 3 is possible on some opponents, eg a dd ele rushing into you when you stop moving for some seconds, will be usually hit by 2 or 3 mines ( already had this situation several times ) and those mines make it easier for you to disengage his burst, and still deal some dmg to force him into devensive play again – ofc this will not be able by only BD alone, but it`s helpfull to me.
At least I don`t think that the invention trait is a whole waist, since the cd reset of healing turret is making me able to stay in a fight way longer before I need to disengage.
But in most matters you`re right:
The speed + vigor is deffinitly way more valuable than 200 toughness and healing power.
And the IP is just several times easier to apply than bunker down, and even if it`s burning is removed it`s worth it because the remove will certainly have a longer cooldown than the IP, and the opponent needs to cast – you don`t.
Finaly – I`ll give it a try without the inventions line. I`m gonna test sth like this:
http://gw2skills.net/editor/?fdAQFAUlUUpdr1ax+KseNSdBNqoA6AUgOL6EGjhA-T1BHABGcBBA4BB0x+DOp8LOdE2pEkR1fCAgAszdGozdmhO0hO0hO025OH6OH6QLEQ5FA-w
(edited by Arleon.5921)
Hey Otaking
You realy made me tink over all of my build with you`re post — keeping me testing and calculating for more than a whole day XD
You`re first Idea – moving 4 points from inventions into explosive did not realy assure me in the end.
The change of those 4 points ( and the rune ) is making the build more offensive. You loose the doubled heal turret, 200 toughness and healing power and a regn buff, as well as a little amount of power, while gaining more condition dmg, and a more savely burning apply.
To check out how much it realy is in the end, i tested and calculated a " 10 sec simple dmg apply" situation – meaning I assumed you`d just cast 10 sec FT 1 and 2 as often as possible ( no might stacks and every strike hits, no immune opponents etc ). I testet a lot and added all the dmg at least : You`re changed build: 25766 over all ( condi + burst ) ( not the latest one without bunker down !!!) My version : 24544 dmg.
So after all you only got a benefit of 1222dmg every 10 seconds, (round about – of cause there won`t be always exacly that number ) while loosing a dubbled heal turret and 200 toughness.
This difference is melting if you think of incendary ammo. this skill applies 12 sec of burning on a target. together with all the other things you will apply 24 sec of permaburning if you only use this + auto hit ! That means after all that you only benefit of IP when the fight lasts more than 30 sec – untill second 60 when ammo is ready again. In that first 30 seconds my build does at least over 1.5k more dmg ONLY using FT number 1 and 2. This difference is evengrowing when you use blunderbuss, jump shot, acid bomb.
So all in all my previous version is at least dealing more dmg and having a better sustain — this cooldown reset can change a whole fight.
But there is one important idea that you gave me — a burning duration of more than +60% gives you a double ticking burn on you`re target by FT auto hit, meaning that your auto hit effectively applies a perma burning on you`re target that can`t be removed after all --- I will use Prickly Pear Pies in WvW from now on
great thanks for this !!
You`re latest build version is a bit more complicated to calculate about becaus I don`t know yet how much the rune does – but that`s deffinitly worth a try.
But there is one thing I already know that it`s not worth it — the IP.
If you change Bunker down to IP you loose up to 1000 dmg per 10 sec ( assuming the burning is not removed, and every mine hits — wich is both almost never reality, but I calculate with the max possibilities ).
This is not that much dmg on one target, but the mines are aoes with up to 5 targets — which multiplies their usage in a group fight, and furthermore the mines can be stacked up to 5 at once and spiked at the same time, to burst someone down, or spread them to have some zone controle.
So all in all Bunker down is much more worth than IP ( even more since the stats of the firearms traidline are better for this build than the explosive ones ) and the first version of the traids is still the best one up to know.
About Elixier S – Yes in PvP it`s worth much more than Elixier C you`re right.
Now I`ll go out and have a try on the might stacking runes — That one could work out pretty well.
Thank you for you`re feedback – and thank you very much for you`re ideas
I prefer Sigill of Battle, because it doe 210 statbonus on condition dmg and on power, and since an ingeneer has no weapon or kit that is not applying any conditions or burst dmg, both are used, so you get at least a " total bonus or 420 " on both stats together, instead of 250 on one.
And I also feel that Battle is much more reliable if you`re surprised by an opponent, or get downed in a team or zerg fight. ( and this nasty trash mob killing before the fight is falling apart ^^ )
@ Susulemon
Yes I´ve tried out this build several times. It works pretty well for me, as well for roaming as it does in pvp ( in pvp I mostly change Elixier C to S ).
The conditions – aspecially the burning is difficult do remove, as it`s applied every two seconds for one second.
The Elixier Gun is not made for hard dmg preasure. It grants you some more sustain in a long fight ( more than let`s say 10 sec ), and it can easily apply a poison to counter regen- builds. Furthermore the acid bomb is one more explosion finisher with a short cd, and it does about 1.7k dmg per hit ( hitting 5 times on up to 5 targets ).
the burst dmg and the condi dmg both are not that high depending on you`re raw stat´s – that`s right. But this build never runs below 10 stacks of might – I`m usually at round about 15 stacks, and that`s changing the dmg a lot. ( round about 2.2k strengh and 1.2k condi dmg)
At least the burst dmg is quite much, especially the flame blast. While having 4 sec of cd it does 3.5k to 5k dmg on a target ( depending on it`s toughness), when it`s used the right way ( blow it up right behind you`re target ).
But you`re right when you say that there are some other builds beeing technically stronger than this one. Not another engineer, but a dd ele for example will win against this juggernaut atm, cause he can simply sustain it`s whole dmg. >(
But I suppose that will change with the next feature patch. ( 33% more dmg from the FT and flame blast becomes a explo finisher, mabe even Elixier R will work well again ).
Thank you very much for you`re comment
I tried this out before too, and to me rabit seemed stronger.
The problem about Nades and Bombs is, that they`re difficult to apply on an opponent, cause both are more easy to evade than normal autohits. If you want to preasure someone with burst dmg you need to continuoisly hit him, and that seemed difficult to me.
If you`re running condi dmg, you only need to hit to apply conditions, and cc the opponent to death, or survive his dmg untill he runs out of condi removes.
This is not such a big problem in spvp, because you need to fight within a point to keep it, so it`s more difficult to evade.
In WvW you`re enemy has a lot of Space to evade into, when you`re zone controle is overwhelming him / them.
If you`re willing to try out another build with celestial gear mabe this will do it
forum-en.guildwars2.com/forum/professions/engineer/Juggernaut-Build
but I`m afraid it`s not running bombs / nades.
@ Drakan:
I´m not running mod ammo – it`s bunker down :)
If you change two points from firearms into alchemie, you will not only lose 3 or 4 % of dmg, you will also lose bunker down, 100 condi dmg and 100 precision, and only benefit 10% of boon duration, and HP. The 10% will not give you an extra stack might, and you already run 22k HP without that, while having a low condi dmg for a hybrid.
The build is based on crit mechanics so the loss of precision a real problem, and the bunker down mines deal 1.5 – 2k dmg each – an ele or thief rushing into you will get round about 5k dmg from this trade.
And that`s too much dmg to be changed into backpack regenerator since it only gives you 154 hps with this stats.
According to the toolkit – yes it`s definitely an option to choose instead of Elixier C, if you`re fighting burst classes or condition builds which are not spamming conditions, and the pull will give you a good option to use bunker down against range classes.
But a Bombs+Nades condition engineer or a condi necromancer will simply nuce you down, and I feel that I can get rid of burst builds without the toolkit, so at least I personaly prefer Elixier C, but I`m shure that this build will work with toolkit too in many situations – and if you feel more comfortable with the tools, it`s you`re best choice.
Thank you very much for you`re ideas and thoughts :)
Hey Guys
I`ve been working on a Juggernaut roaming / pvp build for a long time now – this is my result:
Unfortunately the build editor only has space for one type of buff food, thoug I`m using a whole lot of them. The food posted in the build is the normal roaming food – without knowing about a special oponent. But I carry Crystals, Stones, and Oils with me, as well as Koi Cakes, Saffron Bread, Pickly Pear Pies, and Omnomberry Pies, and change them regarding to how my oponent fights.
The build is based on using on-crit mechanisms, which are easily kept on cd with FT 1 and EG 3.
Through this mechanics and the weapon skill – Kit combos ( might, fire armor, heal, regn, condi remove, retaliation, ….. ) It keeps conditions up while doing burst dmg.
And the other way round the conditions buff the burst DMG through the rune and the Firearms trait 5, by at least 12%.
So it keeps easy long time preasure with conditions and low cd burst, while it`s still able to finish an opponent of when he`s low life. The many different possibilities you have to attack you`re foe dierectly and indierectly make it very difficult to defend against this build, and in addition to this dmg it has acces to a lot of cc, and an easy applied aoe poison.
The defense against condition dmg is more or less obvious. Healing turret and EG against intense spikes with low number of conditions on you, and Elixier C for a condi spam.
To counter burst spikes it uses a blastet healing turret with many explo finishers, and the cd reset at 25%. (or Elixier S instead of C )
For long time preasure low cd explos and the turret pick up, as well as EG`s 5 will do the job.
Elixier C is not strongly forged into the build by traids or sth else, so you can switch this slot to handle special situations. e.g. grenades for a siege, Elixier S for Team pvp or higher rank solo Q, rocket boots for hot join, or whatever you feel comfortable with.
I usualy run around with Elixier C cause Conditions are like a “natural weakness” of the engineer that many guys know and try to use against you.
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That`s how it is — I`d appreciate any kind of positive and negative criticism, as well as any question or comment you have on this build …. C´MON KILL IT !! ^^