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04.30.13 Patch Notes

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Posted by: MentalPause.9183

MentalPause.9183

The old heal turret water field animation has been re-purposed to show the regen range of the turret, and cleansing burst now drops a “normal looking” water field. Regenerating mist still has the old water field animation.

New heal turret, I wuv u.

Yeah I just realized this, oh silly me. Imagine a never ending water field heal station? Could be fun. Either way still a positive for the healing turret.

Fort Aspenwood WvW’er
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04.30.13 Patch Notes

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Posted by: MentalPause.9183

MentalPause.9183

ahhhhh.. waterfield only last 3 seconds, can anyone confirm this ?

It seems to be only 3 seconds.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

04.30.13 Patch Notes

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

So I just tested the healing turret. Drop healing turret seems to pulse every second, which means the overcharge should happen 1 second after deploy. Also because the pulse is every second you seem to almost always have the water field up. maybe a very short time without it. Seems very good overall from that alone.

Fort Aspenwood WvW’er
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04.30.13 Patch Notes

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

@Grackleflint.4956

It doesn’t have to actually, provided they fixed the overcharge responsiveness, the water field created AND the explosion will trigger the heal.

All we have to do is hope and try the overcharge’s responsiveness

Yeah I’m really curious about the interaction here.

Fort Aspenwood WvW’er
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04.30.13 Patch Notes

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Do Elixir S, Elixir U, and the stealth trait benefit from Boon Duration? Or are they special cases since they don’t have the normal style boon icons?

They aren’t effected by boon duration. The elixirs, however, are effected by potent elixirs trait.

Fort Aspenwood WvW’er
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04.30.13 Patch Notes

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Updated confusion and retaliation effects to do the same damage as they do in sPvP.

:<

Yeah, I see my typical HGH p/p toolkit build taking a damage hit from this. A tone of my damage came from Retaliation. I’m thinking a ~15% overall loss in damage.

I really do think, at first glance that the new healing turret could open up new build possibilities. I spent a lot of time mulling over new builds only to scrap them due to lack of condition removal.

I like the changes to Elixir “Kitten” U, I’d feel more confident at least trying it out in a rifle build or something similar now.

The cloaking device change almost seems better that it was. I think it lasted 3 seconds before and I was often able to stealth away sneakily. Now at 5 seconds it seems like a lot of time to reposition.

Elixir S changes are going to hurt a lot more than I originally thought. I’m very used to popping S, healing, crating, kit-ing and so on. Having endurance to dodge once it wears off will be even more important now.

A nice little gem regarding Kit Refinement, it now displays an icon! So now when we use it we know when its up or down. Could help out with some of the multi-kit builds that still want to use KR, if there are any.

Overall I like the changes to the class specifically. The overall changes, namely confusion/ret, is a bit disappointing. Not game breaking, just disappointing.

EDIT:

Cloaking device was ONLY one viable adept trait in that line. Healing turret. They said “heal slightly reduced”.. 50% is kittening slightly? Healing turret is now even more useless than before.

It’s not a 50% nerf if you simply double-tap the button. The Overcharge gives you the other half of the heal. AND drops a water field. AND removes conditions. AND can be fired again every 15 seconds. AND gives 50% more regen, AND gives it to a much wider area. AND more than doubled the recharge speed on the already-nice toolbelt skill. Now if we could just get them to “nerf” the rest of our powers the same way!

Just saw this and… lol. If only.

Fort Aspenwood WvW’er
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(edited by MentalPause.9183)

HGH-R Build

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Switching out some Soldier is always an option -currently every slot has P/V/T which could be overboard. In a zerg just stand back and auto fire and pull then start your burst chain!

The other thing to keep in mind: A lot of times if you get focused your going down, no matter how much vitality/toughness you have, so in zerg fights mobility is more important. I’d recommend taking a more balanced approach on stats. It shouldn’t be too hard to get about 50% crit damage and about 30% crit chance (50% with fury) after a bit of mix and match on gear. Weave in and out for the close range and long range options. The other thing is that builds like this are very good at picking someone out of the crowd.

On runes: thing with an hgh build is that might is THE most important thing to have, even in a power based build like this. With proper runes you’ll be able to keep around 20 stacks of might up easily. Without the other might duration runes you may find it a bit lacking overall. I’d recommend either trying the other 2 might stacking runes (for a total 60% might duration + 30% from traits) or going boon duration with runes of monk and water (Or 4x altruism 2x water if you like that route).

Sigil: There’s some decent options here as well other than force. Number one is Sigil of battle for more might stacking which may not have as much of an immediate effect but long term is much better. It empowers this build to stay close to 25 stacks of might at all times. Other options I like here is Leeching, a very underestimated rune that works as essentially a 1800 swing in your favor. (900 health gained, they loose 900 health)

Food: if you find yourself balancing your stats a bit more I’d try Bowl of Curry Butternut Squash soup for the extra crit damage.

Some other things to consider: Namely traits, As an engineer using toolkit and rifle you’ll find yourself up close and personal very often, however you have a ton of control options. With that in mind I think you could at the very least drop rifled barrels and take go for the eyes instead, or hit up the explosives line for Incendiary powder. Also I dropped Cloaking device a while back with my builds and haven’t turned back, its good but it almost seems like a crutch to me. My personal preference here would be drop rifled barrels and cloaking device and put 20 points in tools for speedy kits and power wrench. this gives you a 20% reduced cooldown on toolbelt skills, 20% reduced cooldown on tool kit skills (Gear shield 20% more often? Yes please) and unlimited swiftness.

Hope that helps, just remember this build has tons of CC which can make 1v1’s a nightmare for other players.

EDIT: regarding PvE, which I forgot mention, this build should have a solid effect in PvE as well. Toolkit allows for some nifty kitting.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

(edited by MentalPause.9183)

Drakeco's Videos -New Roaming Video up!

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I dig it. Solid build, but one thing I was wondering when watching have you tried the rifle in a build like this? I ran something very similar before and I loved the control the rifle offers; net shot, overcharged, combined with bombs. Those abilities seem to do what you often want to do with your utilities anyway, like boots and net turret. Condition duration/damage still benefits rifle nicely with its bleeding/vuln/immobilize. Plus you still have the plethora of conditions applied via the bomb kit and consistent burning via the trait. You’d probably have to tweak your stats a bit to include more power which is kind of unfortunate considering hybrid directly benefits from HGH build and getting those types of stats would be difficult without it. Just a thought.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Your thoughts on an all Engineer Guild name!!

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Posted by: MentalPause.9183

MentalPause.9183

@ Wuffles: Jim Dandy Wagon is from a Willie Coyote and Road Runner episode, its just one of the Acme boxes you see. I’m not really sure why I like it but I do. “Don’t Try This at Home” is a good one too.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Mask's 10th wvw vid

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Posted by: MentalPause.9183

MentalPause.9183

I just love watching these. Makes me want to move off my tier 3 server so that I can solo. Here the smallest group size is about 10.

I’m in tier 2 and you can get these fights often there as well (Maybe not often). Like Mask said it’s all about picking your fights. Also in higher tiers you can get some really great fights defending camps early NA times, lots of fun. Its also about understanding that you will win some and lose some.

@ Mask: I noticed you have a different set up for underwater, namely EG. Have you tried swapping out Elixir H for Med Kit for the extra heal from the toolbelt? It can make a big difference in those types of fights. Also, I was originally using geomancy, and have since switched to Strength as well (Last I checked you were using earth), surprising difference overall.

Also lately I noticed I’ve been having some issues with Necro’s in small fights. They are kinda hard to burn down and tend to saturate me with conditions while the others supplement. Any advice on taking them out in groups? Lately I’ve been creating space (They are kinda slow) and picking off the others while the struggle to keep up.

Love your videos btw. I just upgraded my computer so I’m hoping to be able to post some roaming videos once I get everything figured out.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Post a pic of your character only if your armor is mix-n-match

in Guild Wars 2 Discussion

Posted by: MentalPause.9183

MentalPause.9183

Head: CoF
Shoulders: Random Leather
Coat: Random Leather
Gloves: Karma Temple
Boots: Karma Temple
Legs: Karma temple
Gun: Pirate Boomstick (Jumping Puzzle)

Attachments:

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Your thoughts on an all Engineer Guild name!!

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

[ACME] is a good guild tag, I like it. Was wondering: Are you trying to use the letters to make a name? Like what Zenguy posted? I’m a fan of guild tags that represent what the name is. i.e. I have a guild called Rock Em Sock Em, and the guild tag is [ROBO]. I would maybe look into that.

I also thought about maybe using one of the Iconic Box titles from the cartoon series itself. Could be fun.

Some Suggestions:

  • Do It Yourself [ACME]
  • Do It Yourself Tornado Kit [ACME]
  • Quality is our #1 Dream [ACME] (Not sure if you can use the “#” tag)
  • Jim Dandy Wagon [ACME] (I really like this one for some reason)
  • Handle With Care [ACME]
  • Ultimatum Dispatcher [ACME]
  • Genius [ACME]
  • Rocket Powered Unicycle [ACME]

Also:

  • ACME [CORP] (For Acme corporation, just a thought)
Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Your thoughts on an all Engineer Guild name!!

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

We drop crates on peoples heads… thats kinda like an anvil.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

Elixir H, HGH, & Enhance performance

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Posted by: MentalPause.9183

MentalPause.9183

Yeah and further more if you have 2x runes of altruism you will get even more stacks of might. 2 from HGH + 3 from Enhanced performance +3 from altruism… makes for some nice might stacks on heal use. Also good for stacking before hand a bit since its on a relatively low cooldown.

Fort Aspenwood WvW’er
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Best Solo Roaming Class/Build?

in WvW

Posted by: MentalPause.9183

MentalPause.9183

Engi by far, they are the best class because they are prepared for every situation, and is one of the strongest in 1 v1.

Do they have the needed mobility?

Yes, but not as much as an ele or thief. They have a way about them that can get them out of any situation. Engineer, however, has mobility and can kite large groups of players when necessay, but lacks raw getaway prowess.

If you do choose the Engineer i’d recomend looking into the various p/p elixir builds.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

WvW Static Discharge - Survival Hybrid (WiP)

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I like the thought of this and may try something similar. It’s close to my bunker bomb build with the protection/regen aspect (learned the power of prot/regen on my Guardian).

Yeah you won’t get the kinda regeneration like you would with Guardian, however duoing with a Guardian would be fantastic. I’m glad you like the idea, if you try it ( or something similar) out let me know how you fair.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

WvW Static Discharge - Survival Hybrid (WiP)

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Posted by: MentalPause.9183

MentalPause.9183

FIRST an introduction: I haven’t tried this build yet, however Static Discharge builds have been something I’ve wanted to play around with in WvW for a while now. I understand that typically the idea with SD is to burst your target down relatively quickly, however I’ve found that I like to float around somewhere in between burst and survival, a hybrid of sorts. I also like control, and engineer has a plethora of control abilities and this build intends to use some them to their fullest. From net shot, to net turret to magnet pull, I want to try and keep the flow of battle where I want it, which works well with my typical up close playstyle.

The Build:
http://gw2buildcraft.com/calculator/engineer/?2.0|4.1n.h1m|0.0.0.0.0.0|1c.7o.1c.7o.1c.7o.1c.7o.1n.7r.1c.7r|4v.0.1n.64.1n.64.1i.67.1i.67.1g.67|0.k26.a1.k69.k28|y.1|2d.2x.2r.2i.0|e

Some Notes:

  • Outside of being a solid trait I took Sitting Duck to help minimize the power loss by not running HGH. I know it can’t replace consistently having ~12 stacks of might, but It can potentially stack significant Vulnerability, which not only helps me but my friends as well.
  • Speaking of Immobilizes, we have a few. Net Turret (stun with overcharge), Net Shot, and Net Attack. Three Immobilizes combined with Magnet Pull and cripples from Box of Nails and Throw Wrench seems really powerful at first glance. Then we add in Overcharged Shot…
  • Protection is an unbelievably strong boon, and in the spirit of “Keeping ourselves alive with boons” I decided to try and maximize its potential. 3 ways to proc it: when controlled (3 seconds, 5 second cooldown) via a trait, when crit (3 seconds, 20 second cooldown) via a trait and when hit (4 seconds, 30 second cooldown) via runes. In theory it should be up at all times when I need it most.
  • No Elixir Gun. Not that I didn’t think about it, because I really wanted to stack its potential for regeneration, condition removal and so on, but I decided to go for more control. Survival, in theory, should be good enough without it. Also its tool belt skill doesn’t sync well with SD.
  • On Runes: I like runes that do stuff. Proccing protection is good, more protection to help me keep it going is always nice. Why - condition duration? I don’t have a lot of ways to remove conditions, so I took the next best thing without sacrificing the utilities I want for it.
  • On gear: This is my power gear, and what I typically use when using a rifle. I could see dropping some of the more defensive stats, however I’d like to try it this way for now.
  • Backpack Regenerator is better than you think (In theory). I’m still not sold on this one, but I feel like its worth testing out how well it interacts with protection and relatively high toughness. Also the potential of this with regeneration, protection, and high toughness is ridiculous.
  • Static Discharge: It’s a really good ability and works well with both Throw Wrench and Net Attack. I really like the idea behind firing off two lightning bolts while simultaneously stunning, immobilizing, crippling and vulnerabiliti…izing my target.

The Ugly (primary cons)

  • Seems weak to conditions, hence why I have -30% condition duration and Elixir R. If I find that conditions don;t have as much an impact as what I originally thought then I’d drop R for S in heart beat. The rez is really nice though…
  • Not enough damage? Will I be able to kill someone via attrition? The build seems like it relies on pressure to get its target(s) down, and against hard targets, say D/D elementalist, it may be pretty hard to keep them off their heals.
  • There are other cons, but these two stick out the most to me.

Conclusion

I’m just wondering what you folks thought, if you’ve run something like this, etc. I’ve seen a few builds like this mentioned on the forums: i.e. the big game hunter thread, but nothing quite like this.

Fort Aspenwood WvW’er
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(edited by MentalPause.9183)

Let's build Theory craft in the new patch!

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Problem with Elixir U to me is Quickness doesn’t feel that great without decent no-cooldown abilities. I could be every much wrong here though.

WvW perspective: Agreed, which is why I use wouldn’t bother using it with anything other than rifle, the auto attack can hit for a decent amount with the right stats. I like it to help keep pressure on my target. It works well with bomb kit too though, placing bombs on enemy siege, speed dropping bombs in the middle of a larger group, stuff like that.

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Let's build Theory craft in the new patch!

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Posted by: MentalPause.9183

MentalPause.9183

Turrets do seem like there is more potential for them, not sure if i’ll be convinced to use them however. I do agree running without a stun break does seem to be more doable now, but I’d still rather have one at my disposal anyway.

Looking at some of the new effects and how they work together I was thinking of dusting off my power gear and give something a try. EDIT: For WvW.

http://gw2buildcraft.com/calculator/engineer/?2.0|4.1n.h1b|0.0.0.0.0.0|1c.71i.1c.71i.1c.71i.1c.71i.1n.7d.1c.7d|4v.0.1n.64.1n.64.1i.67.1i.67.1g.67|k3a.a6.0.u4a2.a4|39.1|2b.2k.2e.2n.0|e

I always wanted to try something like this out, but was never sure if I could. I like the control it potentially has. Slick Shoes knockdown, new magnetic bomb pull, new stun break and instant cast elixir U, BoB knockback, net shot, lots of good stuff. I also really love the idea of getting my condi removal passively through 409, and still having Elixir H w/toss as well. 409 also turns Elixir U into instant stun break/ condi removal and haste.

Looks to be lacking survival overall though, which is why I went for Self regulating Defenses. No speed boosts, (outside of Super Speed) which is ok for me since I tend to run in a group that gives me swiftness all the time, also I could just swap to speedy kits. Lack of boons overall as well, which is unfortunate.

I don’t I’ll give it a try, tweak it and see what happens. Mostly I just want to try out the new bomb kit refinement and elixir U in a power build.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

(edited by MentalPause.9183)

[FIST] Armored Fist - Looking for 5 more.

in Guilds

Posted by: MentalPause.9183

MentalPause.9183

I’ve been in this guild for a while now and have really enjoyed my experience thus far. They helped me go from a complete WvW newbie to an educated WvW Bad kitten lol. Good group of guys, worth checking out.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

stats?

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Yeah it depends on your build, for reference this is the build/stat combination I use:

http://gw2buildcraft.com/calculator/engineer/?2.1|4.1n.h1b|0.0.0.0.0.0|1c.71i.1c.71i.1c.71i.1c.71i.1n.71h.1c.71h|4v.0.1n.64.1n.64.1i.67.1i.67.1g.67|0.k68.0.u2ab.k68|39.1|2b.0.0.0.0|e

The runes could be replaced with whatever you want, but since I’m using an Elixir version I wanted the boon duration. I like the stats, seems like a balanced approach.

Hope that helps.

Fort Aspenwood WvW’er
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best build for roaming engi/guard combo

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Yeah P/P seems to mesh well with a tanky Guardian. However if you were to take a look at an alternative to HGH P/P I’d take a look at this build (Amadeus runs the same exact thing so you can check out his thread for a more in-depth explanation https://forum-en.gw2archive.eu/forum/professions/engineer/Drakeco-s-Videos-Traits-Com-Video-up/first):

http://www.gw2db.com/skills/calc/engineer#0|0|0|0|0|0|0|20|1795|1422|0|20|1433|1866|0|0|0|0|0|10|1015|0|0|20|1446|2270|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0

Similar concept, with a lot of extra confusion, in AoE as well, strong survival and control potential.

Hope that helps.

Fort Aspenwood WvW’er
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Uncontested Temple of Dwayna

in Dynamic Events

Posted by: MentalPause.9183

MentalPause.9183

I was wondering the same thing, if anyone would be so kind as to post a server that has this open I’d much appreciate it. Need me my Rabid stuffs…

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Mask's new WvW build preview

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

So there’s a really good reddit thread on the trade-off between vitality and toughness. To a first approximation you want an armor to hp ratio of 1:10 because adding 1 point of toughness is equivalent to adding 1 point of vitality. To a second approximation you have to know how much incoming heal you’ll get over a fight and how much of the incoming damage is a result of conditions.

For most people I would suggest the 1:10 ratio and then worry about more important things. I’ll use Masakaganda’s numbers here. He’s suggesting swapping 100 vitality for 100 toughness. He is currently 21632 hp. He’ll lose 1000 hp in that deal and pick up (100/24 ) 4 mitigation. 4% of the new 20632 hp will be 825 hp.

The reddit author doesn’t take weapon coefficient into account but now we can. If Maskaganda is attacked by a coef of less than 0.825 he’ll come out ahead on direct damage but will lose EVERY time on condition damage which bypasses the tradeoff to toughness.

Tl;dr – build preferences allowing go with an armor to hp ratio of 1:10 and move on.

[Doing the coefficient math off the top of my head and have a nagging suspicion I might have it backwards. I welcome corrections if I got the numbers or logic wrong.]

Yeah I read that article, I’m assuming its the same one, and its partially why I suggested going with a bit more toughness. My reasoning is that with his boon uptime, specifically regen and protection, he has access to a higher effective health pool already.Taking more toughness, despite losing out on his overall effective health pool point by point, he gains a larger effective health pool based on its interaction with healing: i.e. negating incoming damage. At least this is how I understand it.

Regarding Condition Damage: He does lose out in that battle and here’s where build preference comes in. With 409 you have 6 condition removal options, creating significant condition removal. It seems to me he would have more wiggle room to negate incoming direct damage based on his ability to remove conditions. I guess if he feels like he loses to conditions more than direct damage, more vitality would be the way to go.

I hope this made sense, and I wasn’t too far off with my assumptions, considering I didn’t work out the math, just used approximations in my head.

Link to article: http://www.reddit.com/r/Guildwars2/comments/161m2d/vitality_toughness_and_you/

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Mask's new WvW build preview

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

If your interested I planned on going with this set up, has the stats and what not:

http://gw2buildcraft.com/calculator/engineer/?2|a.1b.h16.a.1b.h5|0.0.0.0.0.0|1o.71i.1c.71i.1b.71i.1b.71i.1b.71h.1c.71h|1c.62.1n.64.1n.64.1b.62.1b.62.1b.62|0.u64c.a6.u2ab.0|2i.d|e

It needs a little tweaking but I like where its at, stat wise, for now.

Edit: I fiddled with you gear combination for a few minutes and I came up with this http://gw2buildcraft.com/calculator/engineer/?2|a.1h.h5.a.1h.h16|0.0.0.0.0.0|1h.b1h.1h.b1h.1b.71h.1h.71h.1o.71g.1n.71g|2w.0.2u.d13.2w.d14.1n.64.1n.64.2w.d12|0.u64c.a6.u28b.0|2i.7|e see if that is to your liking.

Fort Aspenwood WvW’er
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(edited by MentalPause.9183)

Mask's new WvW build preview

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Looks good. Confusion everywhere. Really dig the control by conditions aspect of the build.

I’ve been trying out tool kit with HGH for a while now (In a rifle/elixirs build) and have been loving it so far. The build your using is almost the exact same as what I want to use once I get my gear. (stacking more toughness and slightly less power) I really think an HGH/Tool kit build would benefit much more from P/P, and can’t wait to try it out.

I had a question though: Have you thought about dropping some vitality for extra toughness? I’m a huge fan of toughness and I think if you balanced the two stats out a little more you’ll see your survivability go up, especially considering the sheer amount of boons you have rolling at any given time. Protection, Regen, Vigor, pretty much everything has me thinking that you shouldn’t need over 20k hp with this build.

Thanks again for the preview.

Fort Aspenwood WvW’er
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Drakeco's Videos -New Roaming Video up!

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Yeah, I have been doing the same trick with Grenade kit instead of the Toolkit, and you can be quite tanky and yet dash out quite the damage! So I’m sure it’s a quite decent WvW setup, and I might toy around with that in a future video when I got the gear for it if you don’t mind!

By all means try it out, I’d love to see someone other than me play this build. I put my build into Build Craft so I’ll link it here so you can get an idea of the gear/food and what not. My stats were a bit off, (I need more precision and a little toughness, forgot without food its only at 31%, and toughness was only 1.74k) but generally the same. It is strange that the build editor puts me at 19.8k health, but in WvW I sit around 21k, other than that everything is accurate.

http://gw2buildcraft.com/calculator/engineer/?2|4.1n.h1b|0.0.0.0.0.0|1c.71i.1c.71i.1c.71i.1c.71i.1n.71h.1c.71h|4v.0.1n.64.1n.64.1i.67.1i.67.1g.67|0.k68.0.u2ab.k68|39.1|e

But yeah, I think a P/P build is better for it, mostly cause what you say, but also because Might benift them better, they get more out of the power and the condition! So all in all, this might be the birth of a new sort of frontliner Engineer, with Elixirs and Toolkit hehe

Yeah i forgot to mention the might stacking and how well it synergizes with condition damage and hybrid builds. That’s a very important point. I would like to think that the hybrid version could drop Crit Damage for condition damage.

Would you think, regarding P/P, that it would be ok to go with a relatively low Condition Damage since the up-time on might would be so high? Most stat combos I try end up needing to drop condition damage in favor of other stats. I was trying to figure out the stats and what armor I would use, but I always feel like I’m lacking something really important, namely toughness. It seems like a tough stat cookie to crack. Insight on this would be awesome.

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(edited by MentalPause.9183)

Drakeco's Videos -New Roaming Video up!

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Posted by: MentalPause.9183

MentalPause.9183

@MentalPulse That looks really intrestring aswell, should be able to dish out some really brutal burst! how does it work in the WvW area?

This is my WvW build and I feel it does fairly well. I’m kinda incompetent, and do well enough for what I expect myself to do. lol. The thing that I really like about this build is that everything has a reduced cooldown by 20% (except Supply Crate), which really helps with slightly longer fights. The reduced cooldowns = more overall condition removal, might stacking, burst combo, etc. Its really nice.

I tried to balance the stats well between toughness/power/crit/crit damage and vitality to facilitate my brute force, up-close style. Currently hovering around 21khp, 1800 toughness, 40% crit chance, 50% crit damage and 1800 power. I could see it being a bit more focused on power/crit/crit damage and doing very well overall. Stats wise I would like to drop to 20k hp and add a bit more power or crit chance, but I haven’t found a way to get that without dropping something else.

Still as I said I think a P/P version would do very very well with this set-up, and would most likely be superior overall. The extra confusion from static shot would be awesome, I love AoE immobilizes and more conditions makes it harder to remove the important ones (Confusion comes to mind).

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Request help refining this build

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Posted by: MentalPause.9183

MentalPause.9183

Power Shoes could be replaced with either Elite Supplies (More Med Packs, YAY!) or Protective Shield (Its never bad to have more protection). Also I would recommend checking how much power Energized Armor gives you.

  • 5% of you toughness often isn’t worth it in the long run: Lets say you have 2000 toughness, that’s 100 power. If that seems like enough to you then go for it, otherwise It may be easier to try and stack a little more power from equipment to help balance that stat out. If you were to replace it I would try out Cloaking Device.

On Dropping Infused Bombs: If you were to try this out I would recommend doing what Kardiamond said and give Elixir Gun a try. It’s a Heal/Pulse Heal, removes conditions, plus it’s Kit Refinement is pretty boss. You could take 10 points out of inventions and put it into Tools to get Kit refinement. It seems like you may spend a lot of your time in the Grenade Kit so the change to how the cooldown works shouldn’t be too hard to manage overall.

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Engineers now have initiative

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Posted by: MentalPause.9183

MentalPause.9183

Jump Shot. Do the Mario!

I’d watch that video.

Also overcharged shot: talk about a fast getaway.

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Posted by: MentalPause.9183

MentalPause.9183

As usual nice video. It is really nice seeing some Engineer action, especially from you two.

after watching that prybar in action I decided to use it too, still testing it but Im probably gonna keep it. it’s just too good to pass right now for those using a condition damage spec.

It’s funny that you mention that, because your Pistol and Pots build/videos inspired me to try out a rifle variation which includes Tool Kit. I like the burst Rifle can bring to the table if set up right. I think overall a P/P hybrid stat variation of my build would be better. I’m currently working on the gear so I can try it out.

Your constant uptime of Boons have gotten me thinking that Toolkit works indeed quite well in your build, cause you can be up Melee with all that protection and regen, when you need to deliver those fast Prybar blows!

The boons make a huge difference, not to mention the %damage bonus from Energy Conversion Matrix. With boon duration you can easily stack long protection and/or regeneration which as you noted is pretty boss.

For reference here’s my build (Rifle and Pots): http://www.gw2db.com/skills/calc/engineer#14|0|2729|2454|4052|4603|4065|0|0|0|0|20|1866|1429|0|0|0|0|0|30|1470|1033|1785|20|1446|2270|0|0|0|1|28034|0|0|0|0|0|0|0|0|0|0|0|0|

As a side note: this build also transitions well for group play by swapping out Tool Kit for Elixir Gun and running Kit Refinement instead of Power Wrench. Elixir Gun on its own in the slot isn’t that bad either. Nothing wrong with stacking more retaliation right?

Thanks again guys, that was a great vid.

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Engineers now have initiative

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Posted by: MentalPause.9183

MentalPause.9183

I wonder if ppl know that initiative doenst effect utilties. Only your 2-5 abilities.

Well Penguin did specifically say weapons and kits, which is what most people are talking about.

@op: air blast would be fun, prybar would be the best though.

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Engineer Gadgets: Chime in!

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Posted by: MentalPause.9183

MentalPause.9183

Hell, even the shield trait gives more than a cooldown reduction, and that’s just for 2 skills on a offhand weapon, let alone an entire class of utilities.

It works on Gear Shield from tool kit as well, one of the best blocks in the game. Just saying.

I use gadgets from time to time, and they work in certain situations: i.e. I use slick shoes when running into a zerg in WvW, Rocket Boots has a nice blast finisher attached to it, but I do agree some changes would be nice. Slightly reduced cooldowns and more trait options that effect Gadgets would be nice. Heck I’d even drop the cooldowns argument if we had some sort of signet effect or an interesting trait effect to go with them, like Kit Refinement for Kits.

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Theory Crafting: P/P AoE conditions for WvW

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Posted by: MentalPause.9183

MentalPause.9183

http://gw2buildcraft.com/calculator/

Try using this calculator.

That’s pretty sweet, haven’t seen that one before. Appreciate the link.

So yeah the new patch put a damper in my idea: 10 second global cooldown for Kit refinement. =(

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Theory Crafting: P/P AoE conditions for WvW

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Posted by: MentalPause.9183

MentalPause.9183

@Oakwind: Its fine, unfortunately I didn’t get the link up for you earlier, but its in the OP now.

Thanks for the reply Amadeus, a few notes:

I have tested the AoE Condition damage area myself, with some what the same gear setup, but not the same trait build! I think you are right with the 30 in explosive and grenade kit, it’s some nasty long amount of bleeding we can stack with it! But if you run with a group, and that is the utility you use, I wouldn’t take Kit Rifenment, both of them force you into melee in a build that ain’t made for that!

I figured 30 in explosives was a must in order to directly effect sustain and for feeding that initial burst: more grenades! I’m fine with getting in close then dropping back to use grenades and Pistols for the sustain. I consistently view the engineer as THE weaving profession: at all times you should be moving into and out of melee range. For me that’s the best way to help utilize all their skills. If you remove Kit Refinement you lose out on a lot of the potential this type of build can produce.

i.e: My group comes across a larger group at a camp. We use mass invis and all at once run in using our AoE and what not. If I didn’t use Kit Refinement that inital burst is far less effective on my end. I would stack less bleeds, invulnerability, and deal overall less damage. If You manage to use Kit Refinement properly in many situations it could easily lead to huge bursts of damage (Look at 100nades).

Another thing you could do would make a 30/10/0/30/0 Grenade kit/Elixir B/Elixir R or S and go HGH might stacking (which works really well with grenade kit since it benift both from the power and condition damage). This could also with the cleansing formular also fix the condition problem! Ofc, you couldn’t run healing turrent!

I ran a grenade/elixir/rifle/hgh build and it was quite good. I feel like that build has a good mix for sustain, but what I really wanted to try and focus on was the burst potential from traits and kits.

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Theory Crafting: P/P AoE conditions for WvW

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Posted by: MentalPause.9183

MentalPause.9183

I run with a small group, typically 8 – 10, and was thinking about how some of our abilities interact with sigils and traits and thought it may be solid to run a AoE condition build. It seems like a mostly un-explored side of the engineer, and I wanted to pick your brains a bit about possible builds.

This is my first draft of a build:
http://www.guildhead.com/skill-calc#mzMzz9Mz0oTCaMoGCaMxaf0fMRqcom08khd7kiO

(GW2 Skills Editor: http://gw2skills.net/editor/?fcAQJAqalIq6dHxSyF1LJy4DfW4D4HoC13nHvVaBhA)

It’s designed to work in conjunction with Sigil of Geomancy, shrapnel, and other effects to very quickly stack ~ 8 – 12 stacks of bleed, ~10 stacks of Vulnerability, and other conditions nearly instantly in an AoE. A typical rotation would be something like Glue Shot + Static Shot + Tool Kit (Kit Refinement trigger) + Box of Nails + Grenade Kit (Kit Refinement Trigger) + Grenade Barrage.

Some Notes:

  • This is a hybrid build, it benefits from both Power and Condition Damage, as such my general idea for gear selection represents this.
  • Weapons: I was thinking one Tough/Precision/Condition and one Power/Condition/Vitality.
  • Sigils: Sigil of Geomancy and Sigil of Corruption.
  • Runes: I was thinking something along the lines of 4x Rune of the Mad King 2x Rune of Lyssa. Getting us to the 50% duration mark.
  • Gear: A mix of Tough/Precision/Condition and Power/Precision/Condition armor, and Power/Condition/Vitality jewelry and upgrades.
  • Why Rocket Boots? 1. Stun breaker attached to a movement impairing cleanse 2. I wanted a disengage for the opener 3. I needed a blast finisher.
  • My group wants me to run Healing Turret. Which I have no problems with, we are all about the damage mitigation via AoE heals/regen and what not.
  • I have no idea what to do about condition removal.

Let me know what you think and if you have any suggestions.

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(edited by MentalPause.9183)

Why do ppl hate the Engineer?!

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Posted by: MentalPause.9183

MentalPause.9183

Most players have no idea what an engineer is doing while they are doing it, never mind preconceived notions that have been blown out of proportion.

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Your 3 favourite traits?

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Posted by: MentalPause.9183

MentalPause.9183

Mostly from a WvW perspective:

Accelerant-Packed Turrets – Boom! Good, balanced, ability. Seriously this trait is awesome, and could be so much better if only turrets were a little more playable.

Sitting Duck – Its not overpowered, however its just a really well designed skill. I wish we had more skills like this that fit into a lot of different builds.

Cleaning Formula 409 – Consistent condition removal on yourself and other players. Balanced well around needing elixirs to make it effective. We need more abilities in the the middle tier like this that are worth getting for a lot of builds. (Also Enhanced Performance falls into this category as well, kinda a fourth addition just because it deserves to be mentioned)

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Sniper kit! For the love of heaven, please!

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Posted by: MentalPause.9183

MentalPause.9183

No problem, no harm done.

@topic
Sniper Kit could be at 1,300 or 1,400 base range(1,400 or 1,500 when traited) if they ever create one. But to make up for the ridiculous range, they should probably give it high cooldown for its skills. High damage, high cooldown skills to be exact since we already have grenades for kiting/spamming at 1,500 range.

The only reason that i think the range could be more is because of how grenades work. Its fair to say grenades could be the condition long range option and a sniper kit could be the direct damage option and less spammy. I agree 100% on the long cooldowns, it would be necessary.

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Sniper kit! For the love of heaven, please!

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Posted by: MentalPause.9183

MentalPause.9183

back on topic, If they ever created a sniper kit, it would definitely have to have a 1500 range or less or it would make mortars useless. (Not that they already are).
Could it be a sniper kit was never created in the first place because mortars were meant to do that long distance damage in the first place?

I doubt they didn’t create a Sniper Kit just because Mortar was already in the game. That would be silly, but you never know.

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Sniper kit! For the love of heaven, please!

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Posted by: MentalPause.9183

MentalPause.9183

I still don’t understand why you people are trying to make it as if I said that a Sniper Kit is impossible for us when I clearly did not say anything like that. I merely disagreed with Entropy about how he said we are currently clearly snipers with our rifle. All I did was state that we are no snipers in our current form followed by my points on why we are not. So please, don’t start putting versatility into discussion as I’m fully aware how versatile we are.

I didn’t say that you said that either, however It did come off as if that’s what you meant, intentional or not. Also clearly (hehe) Entropy was joking, funny how miss-interpreting is a lot like assuming. You know what happens when you assume? If not I think we just found out, all of us.

To be fair I didn’t notice your edit earlier (when replying to penguin), where you clarified that you weren’t saying that couldn’t use a sniper kit, just that we don’t have anything that is sniper-ish right now.

I apologize.

So back on topic…

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Sniper kit! For the love of heaven, please!

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Posted by: MentalPause.9183

MentalPause.9183

Tool Belt Skill:
Influx Retreat. Damage enemies and instantly teleport backwards.
Range: 600
Damage: 305
Combo Finisher: Leap
Recast: 45 seconds.

I really like this Tool belt ability. Other than that I see a lot of similarities between the other kits posted and this one. A shield effect, some vulnerability, a “charged” or aimed shot. Neat ideas.

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Sniper kit! For the love of heaven, please!

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Posted by: MentalPause.9183

MentalPause.9183

Fine, we will fire rabbits an other small animals with our 1 skill which, due to the weight I our ammo, would cause us to be more mid-long range, and just think of how awesome it’d be to fire a small, angry animal at your enemies from long range, and after the initial hit the small animal begins to attack them?

Our #3 skill could be called “Explosive” rounds, and the next 10 animals fired from our gun will be strapped with explosives an upon triggering the skill again they’d all blow up launching and inflicting vulnerability to everyone hit.

The #2 skill we’d fire a watermelon or “critter food” at the target causing all the fluffy animals we’ve fired from our gun to swarm onto that target wanting blood, and as such they’d cause bleeding on each of their attacks until the critter food wears off.

The #4 skill would be the gillie suit and the #5 would be the reflect.
EDIT: for obvious reasons all the animals fired have experimental rabies from animal testing and would randomly inflict chill, weakness, poison, and confusion, there’d be a max of 10 if them walking around and they’d die in 2 hits (ie each time they take damage it deals 50% of their health)

lol, who doesn’t want rabbits as ammo. I certainly do.

@ Kyon I understand that we are supposed to be a mid to close range class but it is fun to entertain the notion that we could flow between all ranges, which as Penguin pointed out could = versatility.

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Sniper kit! For the love of heaven, please!

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Posted by: MentalPause.9183

MentalPause.9183

Nah, flesh golem is a minion, minions and turrets and every other summon doesn’t go on CD until it die where it lasts a while, this is a kit so it should follow where other kits do, however I’d say maybe make the abilities themselves on the kit longer CD to compensate for this (IE our elite has “no CD” but due to the skills being stronger they have longer CDs)

Ah I see, fair enough.

I’ve said this many times in the past. Sniper Kit is not Engineer-y enough.

For god sakes, our HARPOON gun shoots TORPEDOES and MINES! Our Pistols shoot glue, and our Shields have electricity in them.

Yeah I get you there, which is why I tried to make my version more “Engineer-y”.

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Sniper kit! For the love of heaven, please!

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MentalPause.9183

@rest of people,
I really like the Deployable wall and the experimental shot idea that’d be fun! And I assumed it would be an elite kit too, so they’d certainly be stronger skills than usual, but not as strong as other elites (kinda like how flesh golem works).

I really liked the experimental shot ability as well, I wish there were more abilities like this in game.

Its funny that you mention the elite thing because the 3 ability could be adjusted to compensate for the fact that it was an elite. So if we go off what the necromancer flesh golem having a 60 second cooldown, it would be fair to put the kit at a 60 second cooldown when stowed? So just get change the 8 seconds to just being stowed.

@ Entropy: I was also thinking what should the tool belt skill be if it was just a utility slot? I was thinking a sighting turret that applies vulnerability to your target as long as they are within range, say 1 stack for 2 seconds every second you have them targeted. Something like that. that way you could stack passive vulnerability on them and it could change targets to apply it elsewhere.

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Sniper kit! For the love of heaven, please!

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Posted by: MentalPause.9183

MentalPause.9183

Wow! Amazing ideas Mental! Love em! "Snipe"’s concept of “the longer you hold the more damage it does” is fantastic. And Experimental Round could have some amazing applications. Would deploy’s shield move with you or would it be stationary?

Yeah snipe would cap out at a certain amount of time, so maybe 3 seconds or something like that. One of the reasons I made experimental shot a line is because line attacks are cool, and it seems to fit well, glad you like the idea. Well if we go by what Bromi said, which makes perfect sense, then I think It could be mobile, however I don’t think its necessary.

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Sniper kit! For the love of heaven, please!

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Posted by: MentalPause.9183

MentalPause.9183

How about fixing the current kits before going off to make more?

Its not that he thinks this is more important than fixing the other bugs and kits, however it is fun to think about what kits you could come up with and what not. Keeping in the spirit of the thread, I’d probably do something like this:

1. (Chain) Ready: Fires a shot at long range, medium damage, pierces targets. Aim: Fires a shot at long range, medium damage, cripples, single target. Fire: fires a shot at long range, deals extra damage to crippled enemies, pierces targets. (Very slow attack rate, probably similar to guardian Hammer. Each shot is a 20% projectile finisher.)

2. Snipe: A charged shot, the longer you hold it the more damage it does, Pierces targets and has a very long range. 10 second cooldown. 100% projectile finisher.

3. Relocate: you gain stealth and swiftness (4s) and automatically stow the sniper kit, the sniper kit gains an 8 second cooldown. Long cooldown, thinking 30 seconds.

4. Experimental Round: Fire a shot in a line, each target gains weakness (3s) and you teleport to the end of the line applying fear (1s) to nearby enemies. Long cooldown maybe 25 seconds, shorter range.

5. Deploy: You gain a shield in front of you that reflects projectiles and each projectile you reflect grants you protection (1s) and applies vulnerability(2s) to its controller. 20 second cooldown.

This is probably way overpowered but seems like it would be a ton of fun. I could see Juggernaut being applied to this as well, lol.

I like your ideas too, however I like a little more flashiness with my sniper kit.

EDIT: something for all sniper kit ideas, kit refinement should apply a 2 second stealth on a 60 second cooldown. Would be awesome.

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(edited by MentalPause.9183)

LF HGH Rifle

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Posted by: MentalPause.9183

MentalPause.9183

Its funny too, because that build actually ends up with more power than mine, however I get a lot more crit and crit damage. (I’m assuming)

My stats currently

  • Health 21,577
  • Toughness 1,560
  • Crit 37% (41% with food and 61% with fury)
  • Crit damage 40% (50% with food)
  • Power 1919 (2071 with food)

I was doing the math and found that If I went with the 5% power to toughness (also going for elite supplies) I would end up with 1971 power (With food). Its a 100 point drop with is mildly significant, however I get 200 extra toughness. Its all about finding that balance for my build and at times it seems pretty hard to make the stats what I want them to be.

Also, just in case your wondering I do tend to switch up whats in the Elixir U spot. Sometimes I run slick shoes (Surprisingly good for initiating on a Zerg), rocket boots, or even elixir R, depends on the situation. Speaking of rocket boots, it hits pretty hard in an AoE which is great for the rifle burst scenario: Net shot, hip shot, blunderbuss, jump shot, rocket boots = damage. That combo works well against groups too. Not to mention a solid damage ability that burns for a crap load on a 20 second cooldown isn’t anything to scoff at either.

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LF HGH Rifle

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Posted by: MentalPause.9183

MentalPause.9183

I made a link to the build you posted: http://www.guildhead.com/skill-calc#mzMM9VMoGgMMoGgM0axx0oVRsMRq8kin so people can look at it for reference.

I have not seen a video of this build, however I’ve been running a build sorta similar to this for about 2 weeks now. Mine is a bit more offensive I think.

My Build
http://www.guildhead.com/skill-calc#mzMM9VMoGRMMoGRMGG0x0maosMaq8kin

I like having 409 over Elixir C since I’m usually playing with a small group, plus I think elixir U works very well in conjunction with the rifle.

The idea seems similar:

  • Stack might and other boons, I usually have about 8 – 12 stacks of might and 4 other boons up at most times.
  • Use a combination of supply crate, jump shot, and blunderbuss for burst.
  • Sustained damage and a bit of control.
  • As I said mine is more offensive, the OP build seems more defensive. Either way I think it works.
  • Judging by the listed stats I’d say almost all power/tough/vit gear and probably around 10% crit and no crit damage. The 10% crit is assuming he has some Knight pieces in there.

Not sure if any of what I posted was what your looking for, more so just making some observations.

although I plan on taking Cloaking device to deal w/stuns and replacing S potion with U. Just kinda always been partial to the quickness and field generation with toss.

If your going for WvW I would very much suggest a stun breaker. Without Elixir S you are left without one in the current load-out. Dropping Elixir B would be a mistake. I personally don’t use Elixir duration, as Is the duration seems long enough, so if you want to use U I’d replace C with U and run 409 over Elixir Duration. Just my two-cents.

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(edited by MentalPause.9183)

The Engineer and its gameplay - Your Feedback

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Posted by: MentalPause.9183

MentalPause.9183

For example, I don’t think the Rifle really needs any conditions either. MH Pistol for condition damage and Rifle for direct damage is an extremely easy split to deal with when a profession only has two mainhand choices. What the Rifle needs, is the ability to use the weakened damage value of #3 at full Rifle range and the self-crowd control sections of #4 and #5 removed. If the Rifle were to pickup a condition damage focus, then the direct damage focus would have to dialed back. Direct damage builds need a weapon to fall back on.

I see it differently. Having only two main hand weapons, without the weapon swapping option, is even more the reason to have conditions on both weapons. Neither should be changed. These weapons need more balance than any other profession. As it stands the rifle is one of the most balanced weapon layouts in the game (my opinion lol). I run a direct damage rifle build, and find that the control aspects balance things nicely, and would be hard pressed to replace that with kits (Not to say that I couldn’t but one nice, neat package is ideal). The conditions (Vulnerability, Bleed and Immobilize) are minimal, but effective for what the rifle wants to do: control and apply damage. As I said before in my suggestions I think the auto attack needs a buff, other than that both weapons are fine.

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