I’m really curious to see how this skills pans out, the description leaves a lot of questions as to how it will actually function. It does seem it will compliment a SD build well though. It would be awesome if it gave ele’s shock aura, but that may seem OP in the hands of an Engi
if they gave us engi’s shock aura wed have more cc’s then the war ham build
shouldn’t we have more CC than a warrior? I’d argue we already can with the right build, but with less than a half the damage the warrior would have
When the weapons hit kit damage was buffed appropriatly, and quickly hotfixed to back down to exotic level. Did we ever get a Dev response to this? Now that they’ve been out a few months I would say the majority of the community has at least 1 ascended weapon.
Once people start wearing ascended armor everyone will have and additional 5% stats in addition to 5% more defense rating, to offset the additional 5% base weapon damage of ascended weapons, BUT engineers kit damage will be left even further behind.
Power builds for Engi’s are already pretty abysmal, and I doubt the suggested trait changes to modified ammo and energized armor will make a huge difference.
I’m really curious to see how this skills pans out, the description leaves a lot of questions as to how it will actually function. It does seem it will compliment a SD build well though. It would be awesome if it gave ele’s shock aura, but that may seem OP in the hands of an Engi
TL:DR Start Here
it depends on the rune you want. Runes from the temples (i.e. Melandru) can be obtained from the 42k karma armor, then have to be transmuted onto armor of the stats/look you want with gem item (Transmutation Stone)
You can salvage the rune after transmuting to put it on the tradepost.
Other runes can be crafted with lodestones and are therefore cheaper. Some runes can only be found as soulbound items from trading in dungeon tokens (i.e. Rune of the noble)
The most expensive runes can only be found already on items from drops (i.e. Rune of the Traveler). You can do a search for ‘of the traveler’ and restrict it to exotic, to see these items. Besides salvaging these runes from dropped equipment, these runes can come from the Mystic Forge randomly by putting in 4 major runes, any runes, even double ones have a chance of giving you a random exotic rune.
personally all i would like is rocket boots to break immobilize for at least 1 sec i hate using it then immobilize hits you at the same time causing you to basically do nothing. And all breaks should do the same give us at least 1/2 a sec to gtfo whatever we break PLEASE.
Seriously Bro, even warriors spin to win evades for 3/4s and can be traited to break immobilize as well. Rocket boots really needs the same evade treatment.
With the 30sec CD its useless.
I agree the 6th bonus is pretty useless with this CD, but what if you stacked 4 of them with 2 melandru for -30% condition duration, stack that with lemongrass and dogged march and you’ve got 103% reduction to CC conditions
Also the new Sigil is +5 per stack instead of 10 like the other stacking sigils, so a max of +125 toughness, personally I would stick with bloodlust
(edited by Linc.6834)
I have a feeling ascended armor will be ‘infusable’ so we should have plenty of slots to put these new infusions in.
look at it this way 2 +5 infusions would take 32 +1’s, a single +10 would take 1024 +1’s, which would you rather do?
i did cliffside on lvl 18 and we fell a few times with the hammer and it spawned on the pedestal close to the checkpoint you respawn at, this i think was just at the part with the wind that you must wait for, noone fell at the wrist part. And yes the stun bug does still work. There seemed to be a lot more veterans at the fire trap part too.
on uncategorized i noticed there were a few less harpys and they did still go invuln but went off invul a lot quicker.
the aquatic ruins boss seems a bit harder, as it seems he can pull you from alot farther away to eat you, and you go skip downed and go straight dead if you dont escape. I don’t have alot of experience levels greater than 30, but even in the old 28’s i ran i dont remember seeing anyone go down to him.
Overall I really like that they seperated the levels out by difficulty, and seemed to fix a few bugs. But the new boss levels really makes me angry, mai trin ? maw ? molten alliance bosses. The solid ocean was just a nice sort of ‘cooldown’ and good way to farm loot if your team wanted to. Now if you don’t roll maw your in for a harrowing experience. Take the aetherblade boss fight, during the cannon phase if you happen to run/dodge to the wrong spot it ports you back to the middle of the cannon fire. I was on a level 8 fractal with pugs and we flew threw the first 3, but this boss fight took us 3 times as long as it took us to complete the other 3 fractals. Maybe its just that people don’t know the mechanics yet, but I forsee people rerolling until maw at certain levels of difficulty.
Sorry for the rant
the cast time for bombs is closer to .9 seconds than the stated .5 on the tooltip, I think because of an aftercast (side note bombs seem to me to be way faster underwater) AND they have a ~.5 second delay before exploding which makes healing on the move a big problem.
I’m sure someone (maybe myself) will do some serious testing on this once the patch comes out Dec. 10th, but I doubt you can attain 1k/sec healing with only bombs and backpack regen
I have run Singer’s bunker bomb build for a couple months and can verify its effectiveness. Although I am contemplating a new build to focus more on blast finishers for might, because while the noble runes are fantastic, they are very selfish. Especially because you can’t take healing turret and be as effective.
Any guild that counts out Engi as being useless in a zerg is stupid, and here’s why.
-combo fields/blast finishers, specifically water, fire, and poisen. No other profession can match us (ele comes close, but lacks the diversity)
-Toss Elixir B, AoE stability on low cooldown, any commander should LOVE this
-CC in spades, this includes conditions like chill, blind, cripple, and immobilize, all of which are AoE and can hit more than the 5 man limit
All of this is at an Engi’s disposal without a 10 second swap cooldown, or switching weapons or utility skills.
I think most people agree that grenade kit is a must have for engineers in WvW, yes you will eat a lot of retal, but there is no auto attack so you should have no excuse.
you wanna talk about nerfed into the ground take a look at kit refinement from almost a year ago. Engineers have been nerfed heavily from the start of the game, and the only buffs I see in the proposed patch notes are slight improvements to grandmaster traits that almost no one uses. The biggest buff we’ve gotten IMO is the change to rocket boots
So nothing really worth taking i guess ö.ö Even the FT was better combined with that elixier might stack stuff and might dura. But personally I think the FT’s damage is pathetic so I won’t take it anymore. I played it about a week but even with 25 stacks might it’s damage is so low. Also grants no cc and utility, why take it? IMO
No CC and utility??!?!?!??! Did you even look at the #3,4,and 5 skills? I do agree damage is rather subpar, but bro the lowest cooldown aoe knockback/reflect? Longest fire field in the game?? Point blank AoE blind on instant cast even while downed??? And if traited will stack might and give an extra 20 trait points worth of toughness!! The flamer is a very utilitarian weapon
word to the wise it may be more economical to wait until ascended armor is released if you intend to get a set, here is what it will look like from datamining.
I like the chest piece as the tail actually has a place to poke out, but it isn’t very engineerish I agree. But the rest of the set is unbelievably horrendous (speaking of the medium set)
Anyway unless you want to be spending some gems on transmutation stones I would suggest waiting on buying magitech until you’ve assembled the armor you don’t plan on taking off
I agree Slick Shoes sucks. Just compare it to Ele’s Static Field which provides the same CC for 4 times the duration, about twice the area covered, can be used at range, and is a weapon skill instead of a utility slot
I’ve been theorycrafting frontline builds recently, and thought flamethrower might do well.
http://gw2skills.net/editor/?fcAQJAqelIqyaX3SdF17ISoH2nhJhgUUX3lIF6HlB-j0BBYgBkgAgsAMBqIasFYFRjVrETDjIqWKgiEGB-w
I would turn off the auto on flamer just to have a bit more control on how much retal your eating, but you can still do decent DPS just spamming flame blast. Lots of support and amazing survivability. Just not a lot of DPS.
I’ve always wanted to run mine field and slick shoes diving into a zerg, imagine stripping stability and knocking everyone down while ‘/laugh’ing
welcome to the world of Engi’s where the only way to do decent DPS is with large stacks of might!
Firstly I’ve been told that the 6th bonus from rune of strength doesn’t work. Typically in a build such as this people suggest running all might duration runes ( 2 strength, 2 fire, 2 hoelbrak) combined with 30 alchemy giving you a whopping 90% might duration.
Second the way the traits you’ve selected work is that Elixir H will give you 5 might stacks (2 from HGH and 3 from Enhanced Performance), Elixir B will give you 3, toss H will be 1, toss B will be 1 and a chance at a second. Most of these will overlap with enough duration and keeping them on cooldown.
With Elixirs alone you will be getting ~20 stacks, with juggernaut ~10, and with sigil of battle another ~12-15, and blasting napalm another ~10. This is about 50 stacks of might which would be awesome (and incredibly OP) but might caps at 25 =(
personally I’m more worried about the buff to healing bombs being too powerful and resulting in future nerfs to be honest.
Interesting use of a braveheart reference
If they stick to what was announced, then you need not be: 1200 healing power scaling by 0.15 (+50% from now) will result in 325 healed/bomb for 30 trait points.
Elementalist staff autoattack heals for 370 with 0 healing power and has a scaling of 0.25 (so with 1200 it would be 670) for 0 train points.
have to agree with mork here the its such an awesome idea for a trait that just falls short even with buffs I’m not sure it’ll be worth a grandmaster slot. Which could all be fixed if they just made it heal on the pulses of fire, smoke, and glue bombs.
Dont expect to be able to kill every build with your own one. It will never work and this is just one example.
I do realize he is built as a direct counter to me, so how do I build to counter him? I’ve been using protection injection + stabilized armor+ saffron bread to get -70% damage reduction while stunned, then tank through the stun while hes in my fire bomb field, and guess who ends up taking more damage? Me, and this is with 20+ stacks of might ~2200 condi dmg.
spam more conditions
in guild wars 2, the more conditions you spam, the better you are at the game
awesome thanks for that gem, ill keep that in mind the next time I’m getting hammered to peices
I’m talking about the ones with melandru or hoelbrak runes and lemongrass. I can’t get any conditions to stick even with 70% duration bonus and they out heal anything I can dish out.
I’ve tried almost everything, I could melt down 3-4 other ppl and they’ll sit there downed while the warr in there group is still 100% hp. And that’s only if I’m lucky enough to avoid all the earthshaking going on.
I guess my question is it worth going to 100% condition duration bonus? How do the duration bonuses work? His -40 cancels my +40 food? And his -25 from runes cancels 25 of my explosive points? Leaving me basically base duration conditions?
Are you Power spec’d? (zerker gear) if so you really should’ve been using a rifle the whole time. Immobilize helps tremendously at landing nades. I rarely use the auto attack on grenades anymore, in zerk gear I just use #2 and 4, and add in 5 if I’m conditions, #3 can save your’s or your buddy’s life with that blind so save it for that.
Just because you can nade from 1500 doesnt mean you have to, I find it best to stay just out of AoE reach on this boss (in fact I find ~600 range to be ideal for nades in almost any situation)
Also I’ll say that since you hit 3 times every attack you are probly THE best at getting his sheild down asap
Man I remember this vid, motivated me to stick with engi. Sadly as cog pointed out much of the skill play he showed has been nerfed heavily, Elixir S, confusion, even the giant mode from toss S =P makes me kinda nostalgic
Is anybody using this?
The wiki says 3 stacks of might for 20 seconds on a 20 second cooldown on heal. I don’t think it will replace Rare Veggie Pizza in condition builds (although the new focusing crystal seems temping as well)
I think a power build using this and 6 strength runes might be worth theorycrafting (25 stacks of might and 5% damage)
After obsesively reading over everything that Jon Peters has posted in the last week I’ve come to a conclusion. Every balance change they are trying to make is the so called ‘low hanging fruit’, stuff that has a high impact with the least amount of work involved. While this approach has been working decently for them, it doesn’t address any of the core problems I feel much of the Engi community has with the profession (namely turret bugs, main weapon weakness, overall weak traits for a profession that relies heavily on traits)
To go along with Jon’s analogy, Engineers are out of low hanging fruit, and I feel like these recent attempts are just polishing up rotten fruit that should’ve been culled along time ago.
Hurray for Seras another Engi chimed in!
I would propose that Incendiary Powder be moved to the Master Minor trait position. This trait is deemed ‘neccesary’ by many Engi’s, and too strong for a 10 point dip according to you guys. Moving it to 15 pts would require more investment for it while not hampering builds that rely on other master tier traits in explosives. Also I don’t know anyone that enjoys those extra mines that put you in combat when your just trying to get away.
The thing I don’t get is Incendiary powder was already nerfed to adept tier a couple months ago, from 100% burn uptime to 40%. It was a massive nerf felt by many but still justified.
But moving it to master tier because it “forced engi’s to take 10 points in explosives” makes no sense whatsoever. Engi’s are “forced” to take it because there are literally NO other options. So how is moving our best option further away “opening up more build options”?
I really hate that many of our traits are just worse versions of other professions traits as well. I understand there are balance reasons for this, but it just irks me. Natural vigor vs. Adrenal Implant being the biggest offender (although this has been somewhat addressed) Dogged March vs Leg Mods, One whole tier down and extra regen! I could go on, but I have other things to say.
I’ll bold the next part as its really the point I want to make
The problem with Engineer traits is that many rely on each other, often not in the lines you want to take. I feel that merging many traits would allow more build diversity and open up options for more unique traits to be added
As a side note who actually uses Autodefense Bomb Dispenser? Or Exploit Weakness, even with the buff?
I think a combination of people preparing for ascended armor by leveling up all armor crafting, and the fact that luck comes from salvaging which also produces a ton of sigils/runes for mystic toileting upgrades killed this margin.
I’ve noticed the zerging in wvw usually boils down to who can melt ppl the fastest, and I’m sorry to say that this build won’t be melting anything soon.
And its been brought up many times that elixir infused bombs just underperforms, for using that much Healing Power your better off focusing on blasting water fields. It’s so effective because its a double burst, damaging while healing (in huge chunks, compared to the tiny amount from EIB)
I’ve recently switched to a full Dire might stacking build mentioned here
I’ve found it an exceptional build for zerging
I would argue the hardest part of putting this build together is the noble runes, 720 tokens = 11-12 daily runs. Its one of the hardest dungeons to find a decent group.
I do really like the build tho, and am probly going to switch to it. Dire gear just seems so OP atm. Like Rozbuska said I’ve just got the stigma of keeping 10 in tools for speedy kits. Also gonna have a hard time giving up rocket boots.
The options your trait choices open up are appealing, switching out to explosive decent at the right time will be fun.
Although the build does have a distinct lack of crit, especially the 5 trait from firearms, I guess I’m too used to running rabid gear.
What would you think of dropping nades for e-gun and going 20/10/10/30/0?
Nice guides/vids, but bro no E-gun?
I too am slowly working on a Celestial Set, should be finished in a week or so, but what to slot it with? Sooo many good options. I’ll most likely wait for the balance patch next week.
Hopefully we can move away from this condition meta and I can go back to my beloved rifle. crosses fingers
I rolled Iron legion Char at the beginning of the game, and while it does fit really well, and I am attached to my Char. I am absolutely sick of the armor skins, there’s litteraly like 2-3 medium armor choices that actually fit my Char without clipping or floating off my body.
I too regret not choosing Asura as my engi, I’ve thought of rerolling, but its hard to give up a character I’ve spent over a year building.
sig of battle was suppose to be in there, i have it on my shield at the moment though.
I ran with em on that armor and was able to consistenly keep 15-18 stacks of might up in battle. And with full stacks of corruption was pretty beast. 2k condi dmg, and 3k + attack is nice. But I think Dire might work better to tank as conditions eat away at them.
Soo I just completed enough tokens to get a full set of these, but can’t decide on what armor to put em on.
This is my usual condition build, I stack might with med kit swaps:
http://gw2skills.net/editor/?fcAQJAqal0pqdH5STF1LJyoCdGoC5lIF5nl95Bb9gQIA-jkCBYhIINBkWAkqAIFiIjNHCqKsIasqbYKYJVHTQWKAYmGB-w
I’m thinking of getting a set of Dire to put it on, but I’m not sure. Any suggestions?
Ok so i have a lot of questions now. When using rifle mods, does that affect only the 1-5 skills on the rifle, or would it also affect the SD as long as rifle is equipped?
What are your thoughts on utility goggles? Bomb kit? Is go for the eyes that bad? My thinking with acidic coating and GftE was 2 attacks every 10sec will completely miss.
Im also wondering this. I run full zerk on my LB/GS ranger and never die. The auto on LB will go for 3k. But on my Engi in this build the auto on rifle only goes for ~1.5k? And people always rip on me for running zerk on ranger is bad, the power scaling is bad. If thats true why does the Engi have weaker numbers? Maybe im missing something?
The weak auto-attack is across all weapons/kits for engi, with the exception of bomb kit.
But to better explain why rifle auto has lower damage, it pierces so can hit multiple targets and can ‘technically’ get better dps, also I believe it has a faster moving projectile.
I haven’t done any testing yet but I think static discharge shows up as this in the combat log … an ele skill, so lord know what kinds of modifiers to this skill cross’s over to Engis as. Perhaps that is why the weird numbers show up for different kits.
As for the blinds added to the build its the RNG factor that screw it up. IMO your way better off going invigorating speed instead of acidic coating for 100% endurance regen (instead of the measly 50% from the GRANDMASTER trait).
And taking power wrench for the added cripple and recharge on toolkit instead of adrenal implant.
I’ve tried GftE before and found it rather lackluster, I’ve been theory crafting SD for a while now and am liking modified ammo. Which would make all your Discharges hit for that much more, and its fairly easy to keep 3-4 conditions up on a single target.
The only problem with goggles is the cooldowns, their a bit rough, but still workable. I do like the idea of slotting bomb kit, but without the added range of forceful explosives, its kinda useless. Perhaps the Oct. 15th patch will fix this
Edit: Personal Battering Ram can work well too, as it sets the target up perfectly for a massive burst
(edited by Linc.6834)
Here is an exagerated example of why I dislike the Hip Shot animation.
Why does my duster go flowing up like Marilyn Monroe’s dress every time I take a shot?
This is more a problem with armor on Char I think, which I have begrudgingly put up with for over a year because I love my Engi so much.
Great Ill look into that Kasama, I definitely missed that.
The Speedy kits trait has a 5 sec CD so Im assuming you are
using ways to buff the 5 sec of swiftness? Either way seems kind
of laborious spamming the key every 5 seconds to keep buff up.
This made me LOL so hard, not trying to be condecending or anything, but if that seems laborious Engi really isn’t for you. Don’t even touch grenade kit.
On a more constructive note I’ll add that the real strength of this trait is it’s synergy with the 10 pt Alchemy trait Invigorating Speed
This gives perma swiftness and vigor, and because it also gives 10% boon duration (from alchemy) there is a half second of overlap between cooldowns, this overlap grows with more boon duration and Alchemy is arguably our best trait line.
Thanks for this, just confirmed what I was feeling last night while doing CM in my condition gear. I would like to see how the chart looks all the way out to 3k condition damage, with additional lines for bleed stacks for comparison.
This makes me want to make a PvP build around bleed stacking with E-gun auto and Elixir U
The alternate way works if you just want to collect all the baubles, but it seems since you don’t actually enter the room through the bombable secret entrance it doesn’t count for the Master of Secrets achievement.
Still looking for some kind of way to get up to the other side of the bombable wall or to bomb it from down below and somehow jump close enough to it for it to count or something like that…
And here I thought things would be easy for once.Well, I can’t actually get in game currently to verify but I thought you could still get over to that bomb spot from where I said to drop in. If this is not resolved by the time I get home from work I will check on it and let you know.
I’ve gotten to this area where the yellow bauble is and it appears there is no way to get up to where the hole in the wall should be, I’ve been jumping around there almost an hour with no success. I seems to me that Dulfy went the wrong way through the door in the video and maybe the devs thought the same thing, which is why it was changed.
I attached a pic of where i think the bombable door is, if I’m wrong someone please tell me. Also note at the bottom of this chasm is a yellow bauble, a banana, and a portal to the next checkpoint
Edit: Forums not letting me upload pic here is link:http://img51.imageshack.us/img51/5703/xlpb.jpg
(edited by Linc.6834)
here is a build I run for PvE, http://gw2skills.net/editor/?fcAQFAUlIqiY3zy3F1LJyoCdGoCAmIF5nl95hc1WQIA-jgyAYLAqAQyrIasthioxqYw0nJV/CphhVxAeDlVpAiYYE-e
It’s not full zerker, which allows me to slip up once or twice, but can still dish out a ton of DPS. I sometimes swap out rocket boots for E-gun, but managing 3 kits gets cumbersome and rocket boots are just a ton of fun.
I was against having bombs and grenades on the same bar for a long time, until I tried it out. It gives you nice long range DPS and vulnerability stacking, and also the ability to stack with the ‘melee train’ and spam bombs.
As well as the fact that PuG’s will love you for blasting a water field 3 or 4 times.
wow… I’m speachless, on a Charr even. I love my Charr but I gave up the SAB with him
I tried to get the best view of this as I could, doing completion of the zone now and saw this. Any way to get to it? And does it count for achievement?
Yes. The honeycomb in zone 3 is now possible.
The wooden panel is now solid, instead of you falling through it.
After getting about halfway through the maze on these there is one that looks exactly the same that you can still fall through, and I don’t see anyway around it =(
I haven’t checked if the cannon is unblocked or not though
Just found this and having the same troubles, i was wondering if you guys have gone back to this cloud after completing the good cloud checkpoint, as that seems to sometimes make the blocking clouds go away. Meh I think ill try it now
So yea I painfully salvaged all the greens from ~700 exotic champ chests, and ~100 scarlet loot boxes. All salvaging done with mystic salvage kits, and I toileted all the runes/sigils I got, roughly 1000 (I have the node so I could sit next to the bank and do it)
I wish I would’ve kept the numbers, but the rate at which I was getting rare upgrades was somewhere between 1 out of 15-20. I was also throwing the rares in there as well, and after that ~1000 green sigils/runes I wound up with 4 exotics
I would like to point out (for the millionth time) that a ranger 5 point trait is equal to an engineer grandmaster trait.
But aside from that, the idea has been tried Seras. Using sigil of energy and adventurer runes, returns 100% energy from a medkit swap. This used with a static discharge build can be decent, as http://wiki.guildwars2.com/wiki/Adrenaline_Pump returns endurance everytime you unleash your burst. (I believe its bugged to not work with suprise shot from rifle turret though)
In the end though it ends up basically being a high skill troll build, as the damage isn’t enough (the mine on dodge is laughably weak and tiny), but you can avoid all kinds of damage.
http://gw2skills.net/editor/?fcAQFAUl0picnpy4F1LJxoHdm0iGki86XRFy/nCsF-jkxAYLA6DQyrIasl2ioxqrxUuER1yAUNGA-w
quick build idea, watch out though, no stun break
Ascended Weapons being released next week ? were did you hear this from ??
https://www.guildwars2.com/en/the-game/releases/september-03-2013/#new-features-12
I would really like a confirmation to this! But likely we won’t know anything until next week.
Are there any Engi’s around with legendary weapons that can test this out for us? Instead of grinding out another 100 crafting levels, most likely spending a fortune in the proceses, and finding my bomb kit hits for the same.
To continue the speculation train, they could just leave ascended weapons with the same base damage as exotics, just with a stat increase. I mean trinkets don’t have any ‘base’ stats
(edited by Linc.6834)
It really depends on what content you wan to do, here is what I came up with:
http://gw2skills.net/editor/?fcAQJAqelIqicnqSZF17IxoHde0iOkC7nYRKyv+B-j0xAYsASDAJQAZvioxWGLiGruGT7SEVLDAzYA-w -WvW
http://gw2skills.net/editor/?fcAQJAqelIqicnqSZF17IxoHde0iOkC7nYRKyv+B-ToAA0CvIMSZkzIjRSjsGNAZOA
The idea behind it is to keep opponent perma crippled and in range of turrets, with magnet pull and shield pushback, remember you can cleave heal turrets too. If you get low on HP you can spike heal by blasting the heal turret water field, but then you should back off if you can’t finish the opponent because you’ll have a long cooldown on the turrets.
I really only see this being viable in PvP as a point holder, maybe WvW if your defending a camp.

