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Experienced advice? (gear, traits, etc..)

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Posted by: DesertRose.2031

DesertRose.2031

Leveling:
https://forum-en.gw2archive.eu/forum/professions/engineer/Updated-Engineer-Leveling-Guide/first#post2970327
Equipment: Power > Precision/Condition Damage > Crit Damage > Vitality/Toughness

Grenadier build?

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

Grenade Kit has the best synergies with two Giver weapons; +20% condition duration means 3 stacks more of Vulnerability, meaning 3% more direct damage for the whole team. If you want to use Rifle choose Berserker to get the most out of Rifle #5.

A grenade Engineer can be played with direct damage, condition damage and hybrid gear; however because condition damage is so bad in PvE it’s best to stick with direct damage, meaning Berserker. If full Berserker is too squishy for you get Berserker armore and Knight and/or Valkyrie trinkets (if you only aim for exotic gear) or Knight and/or Valkyrie armor and Berserker trinkets (if you aim for ascended gear).

Best but very expensive rune option is Scholar, cheaper alternative is 1×10% condition duration (2xMad King, 2xLyssa, 4xTraveler) and 2×15% boon duration (2xWater, 2xMonk, 2xTraveler). Sigil is Force, second one can be Bloodlust, Battle, Accuacy, Perception or Night (for certain dungeons).

Obvious trait choice is 30 Explosives for Grenadier. Master trait can be + 10% or -20% recharge. Adept trait Shrapnel, if you fight only against one foe, have 5+ points in Firearms, a Sigil of Earth and use condition duration food the trait Incendiary Powder could be used instead.
10 points in Tools for Speedy Kits is very good in open PvE and some dungeons, too. 10 points in Alchemy for Invigorating Speed is also fairly common; while you don’t need Vigor to survive in most dungeons having twice as many dodge greatly increases your margin of error.
Instead of 10 points in Alchemy you could go for 10 points in Firearms for -20% recharge for Rifle to be able to use Rifle #5 more often.
You’ll want to have at least 25 points in either Alchemy or Tools to get one of the +x% damage traits. The last 5 points can go either in Alchemy/Tools or Firearms. Valid Alchemy choices are Backpack Regenerator, Protection Injection and/or Self-Regulating Defenses, valid Tools choices are Scope, Static Discharge (with certain utility skills), Power Wrench (if you use the Tool Kit) and/or Speedy Gadgets (if you use Gadgets).
So, you end up with:
30/0/0/30/10 or 30/5/0/25/10
30/0/0/10/30 or 30/5/0/10/25
30/10/0/0/30 or 30/15/0/0/25

-

Med Kit is good for solo play, with Med Kit #5 you can give yourself Fury. In teams Healing Turret is usually better due to the AoE heal, AoE Regeneration, water fields and blast finisher.
Elixir Gun is amazing, it gives you a stun break, cripple, small AoE heal and condition remove, a blast finisher and the blast finisher also serves as a leap back; if you don’t like the leap back you can cancel it by dropping the Elixir Gun. For solo play Rocket Boots are an alternative to travel faster.
One option for the last utility slot is Bomb Kit; with Bomb Kit #2, Big Bomb, Elixir Gun #4, Shield #4 and the Healing Turret you can give yourself (and the whole team) up to 12 stacks of Might before a fight, and if you wish even switch the Bomb Kit with another skill before the fight starts. Another option is Tool Kit, #2 is a cripple which is nice for solo play, #3 hits hard and #4 is properly the best block regarding block time/recharge time in the game.
Elixir U for the projectile destruction/reflection and Elixir R for its rezz on their throw elixir skills are also good options in certain situations.

If you use Static Discharge you want to use Tool Kit and Rifle Turret to make use of the trait as often as possible.

Elite is Supply Crate or a racial one.

(edited by DesertRose.2031)

Tips for a new Engineer

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

Regarding Rangers being bad, read this: (The second and third post)
http://www.guildwars2guru.com/topic/86111-questions-about-ranger-viability/#entry2241071

In the next patch Turrets will be made a bit better by attacking the target you attacked last but properly they will still be subpar.

Before you spend to much time in your Engineer go into the mists (PvP, you’ll be upleveled to 80 there) and test the Grenade Kit:
http://en.gw2skills.net/editor/?fcQQFAUlIqyUntSXF27IyoCcWoHJGotYgekX+1IC-e
If you care about efficiency you’ll almost always have the Grenade Kit on your skill bar so make sure it’s fun for you to play.

Properly the only you won’t be using the Grenade Kit is when you’re using a build that is tailored around the Bomb Kit:
http://en.gw2skills.net/editor/?fcAQFAUlIq6ZH5STF17IxYGdm0gUkX/+lhcbLA-e

Regarding leveling as an Engineer:
https://forum-en.gw2archive.eu/forum/professions/engineer/Updated-Engineer-Leveling-Guide/first#post2970327

-

If you play Ele you’ll properly end up either swinging Lighting Hammer and Fiery Greatsword, spamming Staff fire AoEs or using Fresh Air (Air attunement recharges instantly) to spam Lighting Whip.

LH:
http://www.guildwars2guru.com/topic/83561-hamartias-sd-elementalist-build-dps-might-stacking/

Staff fire:
http://www.guildwars2guru.com/topic/85568-lh-is-the-new-bearbow-the-real-staff-dps-build-for-manly-men/

Fresh Air:
—- (lost the link to the guide, maybe someone else can provide it)

Flamethrower is still not worth the slot

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

Flamethrower #2-#5 are good. The Tool Belt skill has its uses. What sucks is the auto attack.
Best way to use the Flamethrower is to equip it, quickly use one or two skills and swap out of it immediately.

If Juggernaut had a meaningful advantage to stay in it, like +50% longer burn duration or something, and Flamethrower #1 would deal 50% instead of 10% more damage if the target is burning it may be useful in PvE.

Best pve solo leveling weapon(s) ?

in Elementalist

Posted by: DesertRose.2031

DesertRose.2031

Dagger/Dagger or Scepter/Dagger is properly more a question of preferences; I’ve always had the feeling my survivability was better with Dagger/Dagger.
MH Dagger Water and Earth have both a AoE slow, so if you always switch from Water/Earth to Fire/Air and back you should be able to almost constantly keep a melee foe away from you. Air has also a stun if a melee foe catches up with you regardless.

As said with level 40 you should try out the LH build; it’s most likely the highest damage you can have at that level, and the constant blind helps too. What I don’t liked about it is by the time you’ve used up the charges of the first hammer the second hammer is lying somewhere far far behind, and Conjure LH is not ready again yet; still, because +200 Power is pretty good at lower levels 20 points in Fire might be your best option regardless.

Banner buffing discussion

in Warrior

Posted by: DesertRose.2031

DesertRose.2031

What I’m confused about is that implies they aren’t really good in PvP. Is that correct?

After reading the OP yet another time I thing the meant “Expect for the elite Banner Banners are not good in WvW”.
I know Banners are good in PvE, and according to you guys there are also good in PvP so WvW is the only place left they could be lacking.

Power GS PvE specc

in Mesmer

Posted by: DesertRose.2031

DesertRose.2031

What do you guys pick for the Inspiration grandmaster trait?

Guardian PTV

in Guardian

Posted by: DesertRose.2031

DesertRose.2031

Vigorous Precision gives you Vigor on crit, and it’s a cheap 5 points trait; you’ll properly have it anyway for shorter cooldown for Shouts, heal on dodge or even Pure of Voice.
Imo being able to dodge every ~5 seconds instead of every ~10 seconds adds more to your survivability than the Vitality and Toughness from Soldier, at least in PvE; if you want a defensive set use Knight, best would be a Power/Precision/Vitality set if it existed.

Banner buffing discussion

in Warrior

Posted by: DesertRose.2031

DesertRose.2031

OP said Banners are not good (enough) outside of PvE which properly means they are good in PvE.

Elixir Gun flight cancel

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

I’ve only noticed it by accident a few weeks ago.
It’s pretty amazing, I wasn’t too happy about using Elixir Gun #4 as a blast finisher because it pushes me away from the fire field and I wouldn’t be able to gain Might from my allies’ blast finishers; with this trick the ability is just amazing.

Noob Elementalist Seeking Advice

in Elementalist

Posted by: DesertRose.2031

DesertRose.2031

1.
http://wiki.guildwars2.com/wiki/Combo
Dagger Water #2 heals yourself, too.

2.
At lower levels your overall attributes are fairly low so the attribute bonus of a trait line can be more important than the traits themselves. So it’s properly best to spend the trait points in Fire to get Power and Earth to get Condition Damage; 10 points in Earth will also give you + 10% damage.
I got along with Dagger/Dagger better than with Scepter/Dagger but test both for yourself.

3.
Ele easy-mode is Scepter/Dagger Earth; good auto attack, + armor, blind, knockdown and a hard-hitting AoE.
Eventually you should get the hand of attunement dancing, though.

4.
http://www.guildwars2guru.com/topic/83561-hamartias-sd-elementalist-build-dps-might-stacking/
http://www.guildwars2guru.com/topic/85568-lh-is-the-new-bearbow-the-real-staff-dps-build-for-manly-men/

Warrior or Elementalist

in Warrior

Posted by: DesertRose.2031

DesertRose.2031

Warrior
+
Banners are good team-support
Good self-buff abilities and thus good damage even in PUGs
Because of this welcomed in most PUGs
Most coordinated teams want to have one for the Banners
Easy to play
-
The more coordinated the team is the less important the self-buff abilities become; damage becomes slightly subpar to most professions
Thus Coordinated teams want to have only one

Ele
+
Good support via Might stacks and possibly Fury
Good damage
-
Easy to screw up
Depends more on the help of teammate to reach full potential
Thus not as liked in PUGs as Warriors

Allround equipment for PvE/Dungeons/WvW

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

Ingame someone told me that rampager’s armor + berserker trinkets would be viable, too. Is that true?

Read this:
http://www.guildwars2guru.com/topic/81211-minmaxin-crit-dmg/#entry2175092
Basically, if you only want to use exotic gear it makes sense to switch Berserker rings, earrings and amulets (in that order) with other gear; don’t switch ascended Berserker trinkets, they are way too good.

Bomb Kit and Flamethrower are both profit more from Power than Condition Damage, and Grenade Kit can be played with Power, Condition Damage or hybrid gear. However even for Grenade Kit it’s questionable if you should bother with Condition Damage, PvE is very condition-unfriendly. Especially with your playstyle preferences you should focus on direct damage.

In open PvE survivability shouldn’t be an issue for an Engineer. Rifle offers immobilize and knockback, Pistol offers blind and immobilize/cripple, Shield offers reflection and block, Grenade Kit offers blind and freeze, Bomb Kit offers blind and immobilize/cripple, Tool Kit offers cripple and block, Elixir Gun offers cripple and a leap away.
In dungeons it’s mostly being able to read the tells and then dodge and having team mates that bring the right support.

edit:
Regarding the runes:
+boon duration is for the Might you generate by using blast finisher in fire fields, and to a lesser degree for Swiftness and Vigor.
+condition duration is mainly for Grenade Kit and to a lesser degree for Bomb Kit; per +10% condition duration you’ll be able to stack 1.5 (Grenade Kit) or 0.63 (Bomb Kit) more Vulnerability on average, meaning your whole team will deal 1.5% respectively 0.63% more direct damage.

edit2:
+ condition duration is capped at 100%. 30 points in Explosives will give you + 30% condition duration, 2 Giver weapons + 20%, 4xTraveler + 10%, so in the end 60%. If you can afford to run around with + 36% or even + 40% condition duration food it makes no sense using 2xMad King (+ 10% condition duration) because you’re already at the cap, in that scenario +boon duration makes more sense.

(edited by DesertRose.2031)

Ways to encourage/improve stance dancing

in Elementalist

Posted by: DesertRose.2031

DesertRose.2031

I think the problem is less that attunement dancing is not rewarding enough but more that the best way to play PvE is to spam your hardest-hitting skills; in the regard of the Ele that’s Lava Font, Lightning Whip or conjures.
As long as PvE stays this simple I doubt all the utility and support inside those 20 weapon skills and thus attunement dancing will become beneficial, and knowing how ANet has managed GW1’s PvE I don’t think GW2’s PvE is going to change.

Flamethrower or Elixir Gun?

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

I’m not quite sure how that is the case, given that the Grenade Kit has neither a Fire field nor a Blast finisher in any of its skills.

Lets assume no one else brings a fire field:
Flamethrower’s fire field has a cooldown of 30 seconds, or 24 if traited; that means you can use blast finisher to generate Might only every 30 receptively 24 seconds, even if they have a shorter cooldown. To actually make use of the short cooldown of e.g. Elixir Gun, Throw Mine, Rocket Boots or Healing Turret a Flamethrower Engineer has to bring another fire field which voids the only advantage the Flamethrower has over the Grenade Kit regarding Might generation. E.g. an Engineer with Grenade Kit, Bomb Kit, Elixir Gun and Healing Turret is able to generate as much if not more Might stacks than one with Flamethrower, Rocket Boots, Elixir Gun and Healing Turret.

If someone else bring a fire field, e.g. a Lava Font Ele or a Bomb Kit Engineer:
The fire field of the Flamethrower makes hardly a difference.

(edited by DesertRose.2031)

Allround equipment for PvE/Dungeons/WvW

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

Regarding the stealth:
http://wiki.guildwars2.com/wiki/Combo
Properly Bomb Kit #4, Big Bomb, Detonate Turret and other blast finisher.

If you only rarely do WvW (e.g. only for the monthly) choose Berserker; you’ll be squishy as hell but if you stay with the zerg and throw grenade from 1.5k distance and pull enemies with the Tool Kit you should be fine.
If you’re doing a lot of WvW you’ll need more survivability, so Knight or Soldier could be suitable options.

A Berserker Rifle for a Bomb Kit build.
Two Giver Pistols or one Giver Pistol and Shield for a Grenade Kit Build.
If you’ve chose Berserker Runes of the Scholar are a good allround option but very expensive; if not 4xTraveler and 2xMad King or 2xWater or 2xMonk, depending if you use +condition duration food.

Banner buffing discussion

in Warrior

Posted by: DesertRose.2031

DesertRose.2031

How would you be able to get access of the banner skills? Would you need to “drop” the banner twice? Once from your back, then once again from your hands?

Build Suggestions? Input needed.

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

If you want to keep healing bombs and cleric gear you could try this:
http://en.gw2skills.net/editor/?fcIQJAqelIq6ZX3SdF17Iy4DdWoHSohpWfZIXtFA-jAxAotAmFLiGb1rIasKVioaA-e

What I dont get about guardian...

in Guardian

Posted by: DesertRose.2031

DesertRose.2031

Once you’ve hit level 40 put 15 points in Radiance and 5 points in Virtues.
Then use F1 against each foe and you’ll burn them, blind all nearby foes, inflict Vulnerability and gain Might; after the foe has died you can do it again.

Use staff for open PvE; it’s good for tagging and has a speed buff.

Help me with PVE guardian

in Guardian

Posted by: DesertRose.2031

DesertRose.2031

The kind of support that is expected of Guardians is reflection and to a lesser degree condition remove and stability; you can provide all that in Berserker gear just fine.

From another thread:

10/30/0/10/20 or 0/30/0/30/10.
With both builds you’ll be able to provide what’s commonly expected from Guardians and very helpful for both coordinated and PUG groups to succeed: Good DPS, faster recharging Consecrations, faster recharging Shouts and group-wide condition removal.
The first build can also be specced to have a longer and faster recharging Shield of the Avenger if you so desire.

Is my build okay? Other suggestions?

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

Looks good, but why Healing Turret instead of Elixir H when you use 409 and HGH?

Putting the 10 points in Firearms to Tools for Speedy Kits might be a possibility; it’s a little more laborious to keep Vigor and Swiftness up but the recharge for Throw Elixir is a bit shorter.

Flamethrower or Elixir Gun?

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

Flamethrower is a pretty poor choice if you want to generate Might. Bomb Kit has a way faster recharging fire field and thus synergies better with Elixir Gun than Flamethrower regarding Might generation. In fact a grenade Engineer can just as good generate Might as a Flamethrower Engineer. So, what’s the advantage of Flamethrower compared to Grenade Kit or Bomb Kit?

Guardian Build for PUG / Ad hoc groups?

in Guardian

Posted by: DesertRose.2031

DesertRose.2031

10/30/0/10/20 or 0/30/0/30/10.
With both builds you’ll be able to provide what’s commonly expected from Guardians and very helpful for both coordinated and PUG groups to succeed: Good DPS, faster recharging Consecrations, faster recharging Shouts and group-wide condition removal.
The first build can also be specced to have a longer and faster recharging Shield of the Avenger if you so desire.

D/D build

in Elementalist

Posted by: DesertRose.2031

DesertRose.2031

Blasting Staff is properly a mistake, Renewing Stamina or Windborne Dagger make far more sense here.

I don’t understand Zephyr’s Boon; with Arcane Fury you already have almost permanent Fury, Swiftness uptime is around 50% with Elemental Attunement alone. 10 points in Earth for Stone Splinters makes more sense for me.

Otherwise it’s a fairly standard build.

Assassin vs Berserker

in Thief

Posted by: DesertRose.2031

DesertRose.2031

Grenadier/Bomber - Build advice

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

In PvE the rule is:
Take as much Berserker as possible, take only enough other equipment (e.g. Valkyrie, Knight, Cavalier) to stay alive most of the time; ideally that would be none.

In WvW I use conditions so I have no clue what would be that best set for direct damage.

Flamethrower or Elixir Gun?

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

(…) Any monster that has Unshakeable (i.e., most of them—of those that actually matter in PvE) renders Blind 10% effective (in other words, useless), fully resists Chilled, and nerfs Vulnerability to 50% its posted duration.

If one must talk of support, it should be something that is 100% effective 100% of the time. I think the Grenade Kit is fantastic at a lot of things, especially DPS. But if one is concerned with “honest” support, take the Flamethrower (…).

What’s the support that Flamethrower offers you always speak about?

Oh, and even with on mobs with the Unshakeable attribute an grenade Engineer can inflict roughly 10 stacks of Vulnerability; but I guess ~10% more damage for the whole group isn’t “honest” support.

Grenadier/Bomber - Build advice

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

If you want to exchange some of your Knight gear with Berserker gear start with the ones that are on top of the following list:
http://www.guildwars2guru.com/topic/81211-minmaxin-crit-dmg/#entry2175092

Grenadier/Bomber - Build advice

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

Dunno about WvW but in my experience in PvE it’s better to either use the Grenade Kit or the Bomb Kit and focus the traits and equipment to make it as strong as possible. If you run Bomb Kit you only need 25 points in Explosives, and if you run Grenade Kit you don’t need the range increase for bombs.

Regarding your second build:
You could check if 3-5% more damage from Alchemy 25 (Swiftness, Vigor and Might, Regeneration or Fury) is more than the 5% Toughness to Power from Inventions 10; if so the remaining 5 points of Inventions are better spend in either Firearms or Alchemy.
And you ended up with one of the standard grenade builds…

Wanting to play support or DPS (PVE)

in Warrior

Posted by: DesertRose.2031

DesertRose.2031

I’ve tried the 30/0/0/20/20 build because it doesn’t sounds too bad on paper.
However when I’ve played it I’ve realized I’m not only losing the 5% damage from Dual Wielding, 10% crit damage and 15% crit chance but when I’m using the Warhorn skills I have to stop attacking, losing even more damage, something a Guardian with Absolute Resolution or Pure of Voice doesn’t have to.

Tactics 20 may become useful when Empower Allies becomes a Master trait, but right now it seems as a waste to put so many points in it.

New to game, need help for solo pve warrior !

in Warrior

Posted by: DesertRose.2031

DesertRose.2031

Wasn’t Deep Strike (Arms 10) changed to be weaker when you’re below level 80? At least that the answer I gave a guild mate when he asked me why Deep Strike only gives him +20 Precision for each Signet.

Something like “30/0/0/10/30” (I guess you mean that with “0% 20% 20% 30%”) means the trait point distribution when you’re level 80; when you’re level 11+ you’ll notice that you get trait points you can spend in your hero menu.
The above example would be 30 points in Strength, 0 in Arms, 0 in Defense, 10 in Tactics and 30 in Discipline.

What I like to run in open PvE is “For Great Justice!”, Banner of Discipline and Signet of Rage (elite); if pick up the banner and use skill #2 and #3 and the other two skills on recharge you’ll have close to permanent Fury and Swiftness (+20% crit chance and +33% movement speed), later with the trait that reduced the recharge time of signets you should easily have both permanently.
I assume those skills are also good at lower levels.

I would go with Axe/Mace in the beginning; later when you have Fast Hands (Discipline 15), you can swap to Greatsword, skill #2 and then one auto attack chain and then back to Axe/Mace.

Grenadier

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

Grenadier is already pretty awesome, it’s basically +50% attack speed and +25% range.

What’s missing is another awesome Explosives grandmaster trait we could switch to if we don’t wanna use Grenade Kit anymore.

Might stacking breakdown.

in Elementalist

Posted by: DesertRose.2031

DesertRose.2031

Are you sure you’ve read “19 stacks of Might in one rotation” and not “able to maintain about 19 stacks of Might”?

Condition Damage Comparison

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Posted by: DesertRose.2031

DesertRose.2031

So basically, if you can keep up 8+ stacks of bleeding, you don’t have to worry about giving it up for burning? (based on the sharpnel vs. incendiary powder argument in my gear thread)

The correct question would be:
What setup reaches or closely reaches 25 stacks of Bleed with less opportunity costs? Shrapnel or Sigil of Earth and Sharpshooter?

Condition grenades: Rabid or Rampager gear?

in Engineer

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DesertRose.2031

What about rampager gear with zerker trinkets? I’ve heard that suggestion somewhere.

If you want to switch some Berserker gear with something else take a look at this:
http://www.guildwars2guru.com/topic/81211-minmaxin-crit-dmg/

You say this like Rampager gear doesn’t make use of that additional Power.
(…)

“A scales better than B” doesn’t mean “B doesn’t scale at all”.
Berserker is the best set for direct damage, and your allies can increase your direct damage better than your condition damage; therefor no other item type gains as much from your team as Berserker.

Regarding Precision, while not 100% relevant:
http://www.guildwars2guru.com/topic/85254-power-vs-precision-berserkers-vs-assassins/
Unless you get really high Power (Might stacks, Bloodlust stacks, food) Power > Precision gear (Berserker) is better than Precision > Power gear (Rampager) in terms of direct damage.

Condition damage also has another drawback in PvE: It takes some time to get going. A Grenade Kit Engineer needs roughly 20 seconds to apply 20+ stacks of Bleed and deal full damage.
Condition damage grenade is nice because you can use gear with one or two defensive stats like Carrion, Rabid or Dire without cutting your damage too much; however if you want to go all-out damage I don’t see the reason why one should choose Rampager over Berserker.

And Burning with the Grenade Kit? Don’t tell me you use Incendiary Powder instead of Shrapnel.

Condition grenades: Rabid or Rampager gear?

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

What do you mean by “Berserker scales better in groups”?

There are only few ways to increase the condition damage of your allies (Banner of Strength and Might, have I forgotten something?) while there are a lot of ways to increase the direct damage of your allies (Banner of Strength, Banner of Discipline, Spotter, Empower Allies, “FgJ!”, Might, Fury, Vulnerability); with direct damage you not only avoid the condition cap but also make better use of your allies’ buffs.

Berserker is the best direct damage set (Assassin may be a little bit better if you have lots of Power, like 25 stacks of Might and 25 stacks of Bloodlust), so it’s the best choice for groups if your professions has a decent power build.

engineer/thief/ranger

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

I agree with the others, avoid Ranger; while not necessarily weaker than the other professions the pet is a major headache.

In dungeons and fractals you want to have a Warrior, a Guardian and a Mesmer (sometimes you ditch the Guardian or the Mesmer), what profession you take for the remaining slots hardly makes a difference, expect for the Necro who lacks a good power build all professions deal somewhat equal damage.

For map completion Thief is properly the best profession due to mobility and stealth, Engineer isn’t too bad for it either, thought.

In WvW the Thief makes a good roamer but isn’t that great in big fights and sieges, the Engineer is decent at both.

Regarding leveling:
The Bomb Kit is pretty strong at lower levels.

Condition grenades: Rabid or Rampager gear?

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

Explosives II, VII or VIII (shorter cooldown to spam more bleed with Grenade Kit #2 or more direct damage) and obivously XI.
Tools VI.
Alchemy I and IX, VI or IV for a non-HGH build.
Alchemy I or II and X and XI for a HGH build.
Tools VI, IX and Alchemy I for the build with 25 in Tools.

For a HGH build it’s Elixir H (healing skill) and Grenade Kit and Elixir B, as the last utility skill often Elixir S is used.

For a non-HGH build it depends on your preferences, group and content; I can only tell you my preferences here:
Ever since the Tool Belt skill of Elixir Gun got a stun breaker it hardly ever leaves my bar, it provides a stun break, a relatively fast recharging blast finisher and a AoE condition remove (Elixir Gun #5 removes one condition on impact).
In PvE I like to use Bomb Kit as my last utility skill; Bomb Kit #4 and #5 are a great to kite mobs, and with Bomb Kit #2 I have a fire field to give myself (and nearby allies) Might with Bomb Kit Tool Belt skill, Shield #4, Detonate Healing Turret and Elixir Gun #4.
In WvW I like to use the Tool Kit, #3 deals a lot of damage, with #5 you can pull enemies from walls and then kill them, and #4 is the best block regarding block duration/recharge time.
Outside of a HGH build Healing Turret is most likely the best healing skill Engineers have and it’s what I use in PvE but in WvW I have better results with the Med Kit; try both and see what you like more.

Super Elixir needs to be a water field.

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

I would be satisfied if it just loses it’s light field status…

Engie a Button Mash Profession?

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

This is not correct. TheGuy had it right, it’s always first come first served with combo fields.

Interesting.
Just tested it in-game, nowadays it’s really “first come, first served”.

edit: Ah, my memory just played tricks with me; the oldest one has always taken priority.

(edited by DesertRose.2031)

Condition grenades: Rabid or Rampager gear?

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

While Rampager properly deals slightly more damage in solo PvE Berserker scales better in groups, so I advice you to not bother with Rampager in PvE.

What Traits/Skills would you use in a PVE build with Rampager gear?

30/5/0/25/10 or 30/0/0/30/10 HGH are good builds for condition grenade.
30/5/0/10/25 is also possible but more suited for Berserker.

Engie a Button Mash Profession?

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

Don’t water field and smoke field override each other?

The newest combo field takes priority unless this has been changed in one of the recent patches.

Is Thief viable in PvE?

in Thief

Posted by: DesertRose.2031

DesertRose.2031

But warriors give might, fury, banners to the entire group, and is multi target, so they are still the better DPS option for dungeons…

Raw, unbuffed DPS the thief may do more, but in an ideal dungeon scenario, warrior is still much better.

However one or maybe two Warriors can already provide the group with the most important support a Warrior offers; for the “free” spots left you best take the profession with the highest damage and/or different kinds of support.

Kits are NOT our primary profession mechanic

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

Elementalist with their four attunements say hi.

And guess what? An Elementalist with four attunements still gets to fully choose their utilities. An engineer with four kits doesn’t get to choose any skills at all.

If an Elemetalist chooses its weapon up to 20 skills are fixed, if you e.g. like the fire skills of a certain weapon set you have to take its water, air and earth skills as well with no ability to choose; that’s why the suggestions that eles should be able to have four weapons sets, one for each attunement, pops on periodically in the Elementalist forums.
The grass is always greener on the other side.

Grenades with HGH?

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

I wouldn’t advice a HGH grenade build for open PvE/dungeons; iirc you get up to ~10 stacks of Might with Elixir H and Elixir B and your allies 3-4 stacks of Might, with the supposing upcoming “buff” of Toss Elixir B maybe a little less.

In PvE you know if you will face a strong enemy soon so it’s pretty simple to just buff yourself (and your allies) with Bomb Kit, Shield and Elixir Gun with 9 stacks of Might, and your allies can even combo in your fire field for more stacks of Might; if you don’t think you’ll need your healing skill in the upcoming battle you can even use Detonate Healing Turret for another 3 stacks of Might.
Because kits only have a 1-second cooldown you can afterwards still switch to the skills you actually want to use and have 20+ seconds of 9-12 stacks of Might.

Making Elixir X Good!

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

The issue I see with this suggestion is:
What do you do when neither on your team nor the opponent’s one is the profession you want to “steal” the elite from?

[PvE] Dungeon Speedrun Zerk Build

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

I’m new to engies (and the game in general, tbh), and have a question. “its about run on melee with 25 stack of might and vulnerability” I can see where the vuln comes from, but where does the “25 stacks of might” come from?

A blast finisher in a fire field grant every nearby ally 3 stacks of Might (iirc for 15 seconds +boon duration buffs). So, someone sets up a fire field (e.g. Bomb Kit #2) and you or someone else performs a blast finisher (e.g. Bomb Kit Tool Belt skill).

More about combos:
http://wiki.guildwars2.com/wiki/Combo

(edited by DesertRose.2031)

Please rate my Engineer. Advice welcome!

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

Lose 5 points in Firearms and put 5 more points in Alchemy or Tools; even if we assume 5 attacks per second and 60% crit chance you’ll only inflict 4.5 stacks of Vulnerability with Precise Sights.

Why do grenades have no auto cast?

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

It properly hasn’t been added because there’s hardly a sensible way to implement it.

Option 1: The grenades will hit where the target stood when the grenades where thrown; that would mean they would never hit a moving target. I think we can all agree this solution is feasible.

Option 2: The grenades will hit where the target would it would be standing at the time the grenades impact if speed and direction remain constant; this would mean they would never hit a “stationary” that just goes zigzag. Again, not feasible.

Option 3: Homing grenades. If every grenade would always hit a nerf in terms of damage would be in order. Again, I don’t think many would actually support that.

Option 4: An autoattack onto the position of the mouse-cursor could be good though (if it could be toggled off). The only solution that sounds at least feasible.

Something interesting:

in Engineer

Posted by: DesertRose.2031

DesertRose.2031

http://wiki.guildwars2.com/wiki/Guild_Wars_2_Wiki:Skill_formatting#Skill_effects

*Level 80
*All trait points refunded
*No buffs that give stat bonuses
*No equipped armor or accessories
*For weapon skills only, equip a max-strength weapon with no upgrades

Not sure how to interpret that last one tho.[/quote]
Weapons have the stat “weapon damage”; meaning before you copy the value in the tooltip equip an exotic weapon (maybe the wiki uses ascended weapons).

I don’t understand why you guys linger over the armor value of the target; if you compare the damage of two skills it doesn’t matter, if skill A deals more damage against a target with 2200 armor than skill B it will also deal more damage against a 2800 target.