I’m loving this build:
http://gw2skills.net/editor/?vdMQJAqalUUhSsYfWwWLQ7FLpF14PmGlBYJuiHw3GGANAA-TRyCABAcgAOZ/BFOgAOr874HAAynAQPQKaIWW9nxUCSKAYWWB-e
Start a fight with Incendiary Ammo → Orbital → Fire Bomb → Napalm → Flame Blast → Blow Torch, you can stack up enough burning that you’re hitting for upwards of 11k per tick (again that’s a high end, need vuln/might to hit that). You can slip in a Big Ol Bomb if you don’t have to worry about knockback (at a wall or against defiant stacks)
Not sure if it’s better than what Sly said for more solo/open world play, especially with all the moving around things do in Open world with others knocking things around and pulling agro, but god, it’s sweet when you can end up with 11k burns, 4k bleeds, ~1k confusion on attacks, and ~700 poison in addition to your power damage.
I’ve been screwing around with mine in various areas including SW and it’s just a fun change of pace from my typical Power Engi. Plus P/P looks kitten (got my guy Gallant Pistols with Exalted outfit on a norn and looks strait up Hitman, if only I could get a barcode on his neck
).
I will say I actually think Sinister weapons are superior in that they provide more burst than givers. Givers may come out better in total DPS in situations but especially open world being able to burst something down by the time you finish your burning rotation is huge. It takes seconds off each kill. The sigils/Runes maybe beneficial for keeping might up which translates just as much to burst as it does sustain.
I personally go with Super Pizza and normal Quality Tuning crystals because I’m cheap and don’t like spending a gold for half an hour of play
I also just default to Adrenal Implant, the Kinetic energy is high in potential but I feel low in practical application. Often I find it procing after I’ve used all the toolbelt skills I’d want to use it on, and that just leaves me sad.
Also, Mortar kit… god the blind is great, with Siege Rounds which is a great option it lasts quite a while. Also the chill field and poison field isn’t bad. Plus being able to tag something from far away with the 1 skill or drop a Big Ol Bomb +Orbital into your water field for some healing.
Overall I find it very satisfying, not quite Power Engi level awesomness, but a great change of pace to the condi style and in some situations superior.
I’d end on saying I don’t thin Chemical Rounds is worth grabbing unless you’re using offhand Pistol. If you prefer shield drop that trait for one of the others (either will do honestly). And you will eventually default to grenade spam, but it’s a bit of a cycle till you get there, and it’s a few nades then back to firebomb toss a few more including shrapnel and back to blow torch and static shot. Overall a little less grenade intensive than a power build, but grenades are just too good to not use for any engi build.
