(edited by Maiden England.3491)
Heres a more hybrid build that you can try out.
http://gw2skills.net/editor/?fUAQJARSlUgqC33RLEf4ESmiVCBxUgRZ01jEiiYIA-ToAg0CtIySllLLTWyssZNEZ9B
I dont think its possible to make a hybrid build with meditations. its mostly fit for tanky or dps.
Thats a straight up full on support build, and not a very good one at that. Shouts are some of the most supportive skills in the game since almost all of them give the same exact benefits to your allies as well.
Heres a standard guardian bunker/support build used in pvp/wvw.
http://gw2skills.net/editor/?fUAQJAWSlUgqC33RLEfIFRuAbBYPwYG741jESRGC-ToAA1CtIySllLLTWyssZN+YJC
This build is meant for pure bunker and support. You will not be able to 1v1 anything, but it will sure as hell take them a really long time to kill you if you use this correctly. Removes 2 conditions per shout, AH also provides very solid sustain. You can switch the weapons around a bit if you want, but hammer/staff is probably the most common combination used. Hammer is very nice for its hybrid CC/damage uses. Staff is mostly a supportive weapon and isnt to be used for dps.
If you want to use a more “selfish” build then you should try meditations. although i really dont recommend them to new guardians since they have a much higher skill cap, and are preferably a later game use for guardians. also i should mention that meditations are generally used for bursty builds.
Heres my pvp build for the triple meditation build
http://gw2skills.net/editor/?fUAQRAsf5dlYgiDnGyNEf4Eh1DAeQ/VVIeXPgYEbIA-TwAA2CnIqRVjrGTNyas1MIY9xGjZBA
You can switch the weapons out to your own preference, and you can try out the new healing skill if you are up for it. KEEP IN MIND that you are not a bunker, nor are you supportive with this build. this build is solely meant for DPS.
Remember that no matter what build you use, the better you know your skills, the longer you will survive, and the more damage you will do. It mostly comes down to how familiar you are with the skills.
Guard’s crit damage boosts are in the toughness tree, not ideal either. I’d love to have crit dmg in Firearms but its workable without IMHO. Had some great runs with 10/30/0/0/30 Rifle/SD burst but I don’t run much PvP lately. I actually like it this way, promotes build diversity.
Blood~
yes it is actually very ideal for the most standard guardian burst build — guardian meditation builds. even if its not a burst build, almost every guardian build goes 30 into valor for either AH or MF. guardian is a prime example of crit damage being in the ideal tree.
i wouldnt use bomb kit/flamethrower instead of grenade kit since they both only have 1 skill that actually hit reasonably (BK Autoattack & FT #2). With grenades i can hit for 1k per grenade with auto attack. #2 + #4 hit even harder as well as apply conditions.
well there are plenty of not “gimmicky” burst builds for guardian and ele as well. plus im primarily a WvW player, so i didnt put too much thought into pvp when i made this thread
Ok hear me out bros and girls.
When an engineer wants to use a bursty build, we generally choose 30/30 in the first 2 traitlines. for grenadier and modified ammunition.
That being said, the Critical damage line is all the way down in tools.
So an engineer has to either give up grenade kit (Best kit that scales with power) or give up modified ammunition just to be able to get more crit damage out of the tools tree.I honestly wouldnt be complaining about this if it were the same for other classes, but its not. Guardian, Warrior, Thief, and Elementalist (the only classes I play other then engi) all have crit damage in the same traitlines used to make bursty builds. Seriously, I’ve yet to see a serious build that goes 30 into tools. Im not sure if this has been mentioned before, but it is a serious drawback to engineers using any kind of bursty power builds.
Mod Ammo would actually be pretty bad for burst builds, as it takes some time to ramp up as you stack conditions. It’s a sustained damage trait.
And the bomb kit and flamethrower both scale with power a lot better than the grenade kit does.
ive actually experienced an overall decrease in damage without modified ammunition, not only from the lesser precision, but just raw damage. if you ever use grenade kit in the fight, modified ammunition is automatically worth it.
yups, its a permanent 25% speed buff even when out of combat. similar to a speed signet.
edit: oh rocket boots as in the skill doesnt boost speed. i mean the trait “Power Shoes” in the Inventions line
(edited by Maiden England.3491)
Ok hear me out bros and girls.
When an engineer wants to use a bursty build, we generally choose 30/30 in the first 2 traitlines. for grenadier and modified ammunition.
That being said, the Critical damage line is all the way down in tools.
So an engineer has to either give up grenade kit (Best kit that scales with power) or give up modified ammunition just to be able to get more crit damage out of the tools tree.
I honestly wouldnt be complaining about this if it were the same for other classes, but its not. Guardian, Warrior, Thief, and Elementalist (the only classes I play other then engi) all have crit damage in the same traitlines used to make bursty builds. Seriously, I’ve yet to see a serious build that goes 30 into tools. Im not sure if this has been mentioned before, but it is a serious drawback to engineers using any kind of bursty power builds.
is there dire ascended? if so that
man toad
keystroke
the whole 2k-6k damage per skill thing is assuming they have zero condition clear which is extremely unlikely.
i really dislike grenades in a 1v1. you have to trait so deep into it, and its not even a reliable kit because of ground targeting/rng spread. elixir gun provides a solid heal and very nice bleed stacks on auto attack. + toolbelt is a stunbreaker. all this compared to nades is a no brainer in my eyes
well most d/d eles are running diamond skin now which is a pain for all condition classes to fight against. i am seeing an influx of engineers switching to bursty rifle/nade builds, as well as a higher amount of necros running bursty minion mancer builds
Nothing too different here. I use this build for 1v1s in obsidian santum or windmill in wvw. Perplexity isnt a necessity, its more like i already had it and engineer doesnt have any asset runes. its also very nice burst against brainless thieves that just spam 1. a few of the traits are interchangeable but i set it mostly how i prefer. you can switch elixir H for AED if you are fighting a bursty warrior or something. so far its been working more than fine for me, but is there something im missing or any advice anyone got for this build?
i think torch #5 needs some rework, otherwise torch is pretty good. i think weapons like longbow/warhorn are better matches for guardian over axe anyways…. especially longbow, since guardian is short of a decent ranged dps weapon. for those scepter fanboys…. yes scepter is usable but its only used because there is no other ranged option. its actually pretty bad outside PvE.
im not entirely sure what you are trying to say here
im fine that mortar roots you if they gave it higher range/more damage. whats the point of being rooted if a warrior can snipe you at the same range your mortar can fire?
Fire and water fields are not the only useful fields. This is a dumb mindset, espsecially in WvW, where ethereal fields are king due to how effective Confusion is. Have you ever seen how fast a group of players drops when they not only have 20+ stacks of Confusion on them, but are surrounded by Chaos Armor warriors?
This kind of thinking that people are always trying to “troll” when they are just using their normal skills and trying to aid the group is wrong. Its symbolic of the kind of gameplay that people suffer in PvE with zerkerism.
The only issue here is that only one field combos, not all of them, and that is most likely due to server limitations just like conditions and everything else…
i get what you mean, but the most complaints are probably coming from light fields, which simply give area retaliation, hardly better than area might or area heal.
why are so many people hostile? haha i know this build is quite standard, but ive never seen it ever posted on the forums. plus i have some variation with the weapon combinations and amulet choice
Has lots of dps, builds only getting buffed in the future according to the december 10 patch. you have very very nice survivability from the heal on meditation + high vitality. smite condition + sword #3 + torch #4 + mace #3 + focus #5 are all bursty skills that can instantly down many glassy peoples. also good for more experienced players that know the animations for bursts, right before they burst you can either block or blind them. make sure you have as much burning upkeep as you can for +10% damage boost and for burning of course.
http://gw2skills.net/editor/?fUAQRAsf5dlUgiDnGyNEf4Eh1DAeQ/VVIeXPgYEbIA-TwAA2CnIqRVjrGTNyas1MIY9xGjZBA
They haven’t and did not intend on changing the mechanics this patch. Sure range isn’t the problem with turrets, but they are just fixing the broken trait.
the CC engi provides is also outdone by other classes. the whole point why engi is more effective in small groups is because they are very versatile. decent burst, decent CC, decent condi damage, decent support, and so on and so on. whereas when you start to expand the group, you focus more on specific role professions, not versatility.
example of what necro wells do. I’ve yet to see an engineer achieving similar results using bomb kit…
you wont be dropping bombs constantly, you wont get the effects of all the bombs dropped, its not a reliable heal when you are fighting open field. its very nice for bunkering up an objective, but not in zergs.
If you run full clerics, which is a PAIN to get, your bombs will heal for around 315 or so. in a zerg that makes such a small difference, especially since you wont be constantly dropping the bombs, you’ll also be switching out to do other things. zerg sustainability either comes from individual players having tanky bu around 315 or so. in a zerg that makes such a small difference, especially since you wont be constantly dropping the bombs, you’ll also be switching out to do other things. zerg sustainability either comes from individual players having tanky builds, or from water fields. bomb heals is no replacement for those, and is outdone by ele waterfields. oh and bomb kit isnt as reliable as other aoes… compared to a necros wells or marks for example.ilds, or from water fields. bomb heals is no replacement for those, and is outdone by ele waterfields. oh and bomb kit isnt as reliable as other aoes in terms of damage… compared to a necros wells or marks for example.
wrong, wrong and wrong the only thing right is that EIB is not worth it. If you look at my bunker bomber you will see that it does allot of damage via burn pulses and confusion while stacking vuln. the fire bomb is the best burn applier in zerg v zerg because if they cleanse it the field just immediately applies another burn. once fully stacked the burn does 1k damage a second and is applied on pulse and this of course is only one facet of the bomb kits damage and control ability. You cant really compare the bomb kit to wells ether since wells are primarily power based and have long cool downs, the opposite of the bomb kit.
yes, but the burning is literally the only skill that pulses, doesnt last as long as wells, and has a much much smaller radius. plus wells can be put down from range, and are instant. in large scale zerg vs zerg fights wells are simply the better option. you may toy around and see some numbers when you use bomb kit in a zerg, but you still arent being as effective as a necro.
If you run full clerics, which is a PAIN to get, your bombs will heal for around 315 or so. in a zerg that makes such a small difference, especially since you wont be constantly dropping the bombs, you’ll also be switching out to do other things. zerg sustainability either comes from individual players having tanky builds, or from water fields. bomb heals is no replacement for those, and is outdone by ele waterfields. oh and bomb kit isnt as reliable as other aoes… compared to a necros wells or marks for example.
(edited by Maiden England.3491)
Engineer is largely good for defending/attacking a tower(grenades). But yes, its been been known and simply acknowledged that all of engineers useful support skills are only good at small groups in wvw (5-15). yes, engineer has support skills, but once you are in a bigger, less organized group, engineers support skills are simply outdone by other classes. it may be fun to run engineer mortar in a zerg, it may be fun to toss grenades in a zerg, but other classes simply work better in a zerg.
I remember when this post was started 9 months ago. why are we still posting here?
Laptops are always more expensive than desktops since you must include build quality and portability. I recommend you increase your price range so you get a better, more reliable laptop.
has this problem been addressed elsewhere? its kinda bugging me
Game simply freezes up, says “Not Responding” in task manager. have to force end the task to close it down. dont think it matters but im using a 550ti + i5-3570k. sucks since i was commanding WvW and constantly DCed. never had this problem occur before.
for roaming/small group fights. perplexity is there to be used with the shield skill. lots of people give Elixir X a lot of hate, but it works wonders with perplexity. can get up to 15 stacks, even on a decent player. the builds main role though is to have a lot of self sustain and also lay a lot of conditions on the target players. check it out, leave critical feedback pls.
http://gw2skills.net/editor/?fcAQJAqelspSXHxynF87IRoH23wFW0D9T5J/pAbB-jkCB4iAoOgkAAUFgZSFRjtsuIas6GYKWDRVHD2jgIaVKgJlGB-w
what orr karma armor doesnt fit engi at all. its purely ranger style thing
not working for me either, would like to see it though
yeah this has been discussed and joked at since I can remember. higher range on the grenades doesnt really matter except in pve anyways.. travel time is so slow that your target is extremely likely to have moved by the time the grenades get there.
actually id prefer a mortar that has channeled attack rather than targeting. similar to the mortars/trebs/catas in wvw, along with increased range. this way it would be an extremely useful utility that can bombard a tower or outer keep. right now its pretty useless.
creative idea, but I’d still use supply drop.
lol I’ve used grenades a lot, it doesnt hurt my fingers, but since all of its skills use ground targeting, it requires much greater skill than any other weapon of any other class.
actually nade engineers do clear the underwater fractal the quickest. they have somewhat decent utilities as well as good dps. not as good as other classes, but still pretty good.
the ground targeting simply ruins them. try them out and you’ll see what i mean
Speaking of dead horses.
Please give us Chainsaw Kit or give us Greatsword
…..Please…
as people have said before… greatsword should have been a standard issue to all classes kind of weapon.
yeah just because it was hinted at in some article doesnt mean its set and stone. there are other things to look forward to ATM in terms of updates
to soak damage, definitely. to actually do damage, no, you will need a kit.
minefield interrupt says unblockable. Does it mean u can do that small knock even vs stability? And if it does why isnt this sticky in page 1.
unblockable meaning it cannot be blocked by warrior/engi shield skills or aegis.
and if you invest in the tools trait line the CD will be less as well, since it is a toolbelt skill
if mortar used power targeting instead of ground targeting, and had a little longer range, id be very content with it. yes, if we had a stun breaker that also provides stability, similar to guardians stand your ground shout, we would be SO much better off in any fight.
yes i realized this too, and if the target is running a certain direction, it launches them in a very odd angle. if i need reliable CC i dont go for PBR. overcharged shot is much better in terms of accuracy.
the way i see it, to be good in a zerg, you have to physically help the people around you, either by keeping them alive, giving them might, or what have you. the only exception to this is necros, their job is to apply conditions. engineer can apply conditions, but come on, not nearly as good as necros. all the small cool stuff engi can do is great for small encounters, but truly doesnt make a difference in a zerg, for its the larger picture that matters.
http://wiki.guildwars2.com/wiki/Gilded_coffer
On gw2 wiki it says they drop a weapon of masterwork rarity or above, but does this include precursors? — for those who dont know, this is dropped from legendary/champion NPCs