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New engineer dungeon builds post patch

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Can’t agree enough. I despise the grenade playstyle and am pretty bummed that it is pretty much universally regarded as the best choice for an engineer.

30/30/0/10/0 Bomb Kit Engi.

Try it.

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December 10th Balance update

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Posted by: Phineas Poe.3018

Phineas Poe.3018

I’ve always regarded it as one of the defining characteristics of the Engie, given the traits that synergize with endurance, and one of the few clearly intended synergies in an otherwise bafflingly structured trait layout.

Well if it’s a “defining trait”, then it’s odd that it’s also a common feature on some other classes (Mesmer would be the one I can easily judge, I got perma-vigor on her, too ).

Guardians have perma vigor also. Plus, in the same trait line they also heal when ever they dodge in combat.

Guardians do not have perma vigor, especially in WvW when they’re running Soldier/Sentinel gear and don’t crit for kitten.

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post-nerf replacement build for bomb/nade

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Posted by: Phineas Poe.3018

Phineas Poe.3018

I might run this, too:

http://gw2skills.net/editor/?fcAQJAqalIqiYnvSyF1LJyoCdGoC5lIF6nl95xbxWQIA-ToAAzCuI+S9l7LzXyvsfN+YuA

Leaving Vigor alltogether, getting Protection Injection & Backpack Regenerator in Alchemy. Take Energy Sigil to compensate!

I’ve actually been running Protection Injection over Invigorating Speed for the longest time. Overall very similar to yours, but I only take 5 points in Firearms for Sharpshooter and run 15 points in Inventions for AMR.

It’s viable. I’m a little more #YOLO though, and run Rampager with Carrion. Maybe I’m just a scrub that goes against the grain, but I don’t think toughness is all that useful with all the conditions flying around these days.

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(edited by Phineas Poe.3018)

New engineer dungeon builds post patch

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Posted by: Phineas Poe.3018

Phineas Poe.3018

I would personally take Steel Packed Powder and Target The Maimed over Enduring Damage if running the Bomb Kit, but I still think 30/30/0/10/0 will be the way to go after today’s patch.

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post-nerf replacement build for bomb/nade

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Posted by: Phineas Poe.3018

Phineas Poe.3018

I would probably frame its greatest value in WvW. Although I admit, I am always very unclear why so many of you with little to no WvW experience, speak so much of zerging.

I think he’s right, though. I don’t PvP as much as some other Engineers in this thread—primarily because I think Conquest gets dull after a while and the rewards are meh—but I do play it enough to know that how you construct builds in WvW is completely different from what you need in PvP.

If I could explain why 30 Inventions is not so good in PvP compared to WvW, a lot of it has to do with “pressure.” A lot of it also has to do with the limitations of trinket choices, and the statistical importance of them. Elixir-Infused Bombs scales so poorly with healing power that you need a lot of it for it to be effective. This is possible in PvE/WvW, but the Cleric trinket in PvP is nothing to write home about. Today’s patch might change some of this, depending on whether the healing coefficient goes to 15% versus 60% (depending on your interpretation of the +50% scaling comment in the notes, up from 10%) … but generally speaking Forest is absolutely on-point establishing that no tourney Engi is going to regularly run with it. At least not December 9 and previously.

I mentioned pressure, and that’s largely because the contributions of individual members in a 5v5 situation is incredibly important. You have to ultimately kill the players you fight against. 30 Inventions means you’re centered around the Bomb Kit. Big Ol’ Bomb is probably the most telegraphed knockback in the game, so you’re not ousting anyone with that who actually can play. So you can’t kill people nor can you knock them off the point. Engineers have no stability outside of Toss Elixir B, so you’re going to find yourself in a situation where—if you choose to bunker defend—you’re going to slowly be pulled off and on the point as the opposing player makes paper cuts into their de-cap progression. And you have neither the pressure nor the CC to stop them.

You mention a lot about roaming. I like roaming. I find it preferable to zerging. But zerging is where the PPT is. Capping camps does not contribute a lot to the world score, and is more importantly used as a supply chain to upgrade towers. But what if the towers are already upgraded? Or conversely, what if you don’t have a tower? Capping (and holding) a camp results in a waste of time, compiling supply for little else than to take back towers and letting them flip again. Camps are simply a means to an end, rather than something you should define your build around.

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(edited by Phineas Poe.3018)

Ascended Armor

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Hm Celestial grants you how much condition damage in a tradeoff of precision and power?

Celestial armor gives 140 to each and every stat along with 16% critical damage.

Three-attribute armor like Berserker give 329 of the major stat and 235 of the minor stats.

In other words, wearing Celestial is a loss of 189 power and 95 precision (4.5%). They have equal amounts of critical damage.

I can’t talk for PvP or WvW, but PvE I see no reason to go celestial at the moment. Sure you can make use of condition damage too, but … Why should I waste much power, a bit precision for … well … condition damage?

It’s not just about the condition damage, though it certainly helps. It’s also about the extra healing power, toughness, and vitality. Most world events have little to do with individual DPS contributions, and are everything about keeping allies and NPCs alive (i.e., Megadestroyer, Temple of Balthazar, Temple of Grenth).

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(edited by Phineas Poe.3018)

AED Gadget and Elixir U (Frenzy)

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Posted by: Phineas Poe.3018

Phineas Poe.3018

#YOLO SD Engi making a comeback tomorrow.

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AED Gadget and Elixir U (Frenzy)

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Does anyone else feel like the Frenzy side-effect of Elixir U (taking 25% extra damage) can now perhaps be used as an advantage in making sure AED procs? I think this opens up a lot of ways to play more glass cannon builds in PvP, adding to your DPS through Quickness while also making certain AED procs within the time frame.

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Ascended Armor

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Posted by: Phineas Poe.3018

Phineas Poe.3018

I run Celestial + Traveler when WvW roaming and completing open world PvE. Perfectly suitable. And with Giver’s weapons, Koi Cake, and 30 Explosives, you can still reach 100% Condition Duration for WvW.

I would run Berserker in dungeons, though.

Thank you. For trinkets do you use full berserker or celestial, too?

I have a full ascended Celestial set, but I wasn’t a big fan of the results. I run with Rabid trinkets in WvW. In PvE, always Berserker.

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Ascended Armor

in Engineer

Posted by: Phineas Poe.3018

Phineas Poe.3018

I run Celestial + Traveler when WvW roaming and completing open world PvE. Perfectly suitable. And with Giver’s weapons, Koi Cake, and 30 Explosives, you can still reach 100% Condition Duration for WvW.

I would run Berserker in dungeons, though.

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Suggestions for A.E.D, transmute and so on.

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Given after the nerf Perplexity is still one of our best runes for WvW, I don’t see anything wrong with getting another stun into our builds.

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Buff condition removal outside of elixirs

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Projectiles work as you indicated. Like you said, it’s a really tiny AoE, though. I wouldn’t recommend building around it. I only really use it PvP situations where I have Throw Wrench in my build and am already nearby my target for Pry Bar.

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Posted by: Phineas Poe.3018

Phineas Poe.3018

“Power Shoes. Will now function outside of combat.”

Sauce: https://forum-en.gw2archive.eu/forum/game/gw2/Dec-10th-Balance-Preview-Updated-Nov-6th/first

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Buff condition removal outside of elixirs

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Do whirl finishers even work for yourself? I thought they only removed conditions off allies.

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Elixir H suggestions

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Replace Swiftness with Aegis and I’m happy.

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New to Fractals Build [Advice]

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Posted by: Phineas Poe.3018

Phineas Poe.3018

You don’t have to use grenades. The Bomb Kit is safe to use in every fractal. FT/EG is fine.

I generally run with Elixir U as my third utility if there is only one Guard in the group. If there is two or there is a Mesmer specced for walls, take something else. The only skill that never leaves my bar is the Elixir Gun.

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Posted by: Phineas Poe.3018

Phineas Poe.3018

My gear is Zerker with 60% Might duration on runes. I run this to stack 12-15 Might and ~18 Vulnerability. I’ve been running some speed runs while being the main Might n Vulnerability stacker, pugs have actually thanked me on a couple occasions…

How did you feel the damage was compared to Scholar? I was thinking about posting it as an alternate, but with so many LH Eles out there, I want to make sure that players are getting the most bang for their buck (and not getting stacks overwritten).

Hoelbrak/Fire/Strength is a significantly cheaper alternative, too.

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Air Blast no longer burns?

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Why was this necessary? As it stands now a pistol in the offhand now produces more burn time than the flamethrower can.

Oddly enough, the Bomb Kit actually provides the best burning upkeep. With Short Fuse and Koi Cake, and with 30 points in Explosives, Fire Bomb perma burns targets.

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Coming back to spvp, any engi builds

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Our bunker is about to be improved a lot. The new healing skill will synergize well with our 25% immunity skills. And 10/0/30/30/0 especially is going to be getting a massive buff this upcoming patch. Power Shoes will now work everywhere both inside and outside of combat, and Elixir-Infused Bombs will be having its healing coefficient improved. It’s a little tougher to run with these days with all the condition spam, but it’s viable.

30/10/0/20/10 will still likely be the best roaming build, though I think 30/0/20/20/0 will be what I try out on Tuesday (Power Shoes instead of Speedy Kits).

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Power or conditions for bomb healer

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Run condi, and pair it with Tool Kit.

Pry Bar + Concussion Bomb is a fairly good amount of condi burst through confusion, and you also have Fire Bomb for burning damage. You won’t apply as much condi pressure as the Grenade Kit will with bleeds, but you’re much more survivable.

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Kit damage affected by weapon damage?

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Shield of Wrath doesn’t give aegis.

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Kit damage affected by weapon damage?

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Posted by: Phineas Poe.3018

Phineas Poe.3018

10/30/0/25/5 is supposedly the max DPS build for Sword Guardians, but if you’re the only Guardian in the group I don’t see how you can run without Master of Consecrations, especially in FOTM.

Most just run 0/30/0/30/10.

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[PvE] Dungeon Speedrun Zerk Build

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Posted by: Phineas Poe.3018

Phineas Poe.3018

I wield the Bomb Kit in FOTM 20+ just fine.

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Kit damage affected by weapon damage?

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Considering the #2 skill deals little damage, but teleports and blinds, and the #3 blocks hits (albeit dealing a good amount of damage around you), i wouldn’t exactly talk about it as an offensive weapon. And the focus is even more defensive.

OK. I see that you don’t play a Berserker Guardian. You should have said that from the very beginning. So let me explain.

The blinds are not for defense. Blinds are absolutely useless against bosses with Unshakable. Flashing Blade and Ray of Judgment are used to proc Blind Exposure. You use those skills to stack Vulnerability. Shield of Wrath is not used for defense, though the blocks do help if you’re fighting something like Slave Driver with multi-hit attacks. You primarily use it as a blast finisher for stacking Might.

You should never use Zealot’s Defense. Ever. Unless you feel like looking cool. Maximizing Guardian DPS is entirely about getting Sword Wave off as much as possible, as I indicated in the previous post. Sword of Wrath and Sword Arc are mediocre damage dealers, but Sword Wave is pretty incredible. Just like how the new Warrior axe is about getting that final hit of Triple Chop off for maximum DPS, Sword Wave has always been the cream of the sword’s DPS crop.

Zealot’s Defense is a channeled attack with a 2.5 Power coefficient, but it has a 3 second duration. For the same reason Flame Jet sucks on Engineer, Zealot’s Defense operates by the same logic. It’s really best used in situations like the Harpy Fractal when you have Wall of Reflection or Shield of the Avenger down, for reflecting projectiles.

You argue that the focus is a defensive weapon, but it offers Vulnerability and a blast finisher (for Might). Compared to what the torch and shield offer, it’s actually the most offensive off-hand weapon Guardian has.

In the end, the matter is that we have good damage in the autoattacks just because it is the only way they could distribute said damage in our weapons.

The Bomb Kit’s damage is distributed a lot further than that. It’d be nice if Fire Bomb was more like Lava Font, but remember that pulsing AoE bombs like Glue Bomb and Fire Bomb tick Vulnerability stacks. You should be regularly using #2 and #5 as they are available (especially Glue Bomb for Sitting Duck), and not just spamming the auto-attack.

But I don’t see it a problem that the Bomb Kit is a sustained DPS build since burst damage is useless in PvE. If you really want burst damage that badly, go with Static Discharge.

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Kit damage affected by weapon damage?

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Posted by: Phineas Poe.3018

Phineas Poe.3018

So you’re basically making a comparison using a defensive weapon set without trait points spent versus our most damaging kit with trait points spent (and not even all in the bomb traits). I can’t exactly think about it being a fair comparison.

The sword is not a defensive weapon. It’s the highest damage dealing weapon for Guardians.

Regarding my post above, the point is simple: unlike other real weapons, bomb and grenade skills #2…#5 just deal conditions (and not necessarily damaging ones) and a negligible amount of direct damage. Whereas other weapons can deal spikes of damage (compared to the autoattack) with those, or at least more than the normal autoattack.

Err … what? Shrapnel Grenade and Freeze Grenade do more direct damage than Grenade.

Whether or not the Bomb Kit deals direct damage with all of its skills or just one is really beside the point. The sword’s best attack is its auto-attack, the same as the axe. So comparing their auto-attacks to the Bomb Kit’s is more than appropriate.

I don’t know if you have any experience playing a Warrior, but maximizing the axe is literally spamming the auto-attack chain. Fit in a Cyclone Axe and Crushing Blow between chains when they’re available, but that’s purely for Vulnerability stacking. And against bosses with Defiant, I wouldn’t even bother. You shouldn’t ever use your Burst skill either, unless you need the Endurance return to dodge something.

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(edited by Phineas Poe.3018)

Kit damage affected by weapon damage?

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Posted by: Phineas Poe.3018

Phineas Poe.3018

You might see bigger hits per single bomb, but overall, Guard sword and Warr axe will outdamage bomb kit throughout their respective attack chains overall, with Guard sword roughly equal to Warr axe. This is all assuming you’re speeced into full dps with all three classes in zerker gear.

I don’t see how that can possibly be the case.

Sword of Wrath and Sword Arc only scale by 80% of your Power. For the sake of simplicity, let’s say you have 1 Power. Let’s also say you’re attacking a mob with 1 Armor (to avoid division). Ascended Sword has 1050 weapon strength. Bomb Kit has 969.

Weapon Strength x Power x Coefficient = Damage

969 × 1 × 1.25 = 1211.25

1050 × 1 × 0.80 = 840

Sword Wave is in fact the only skill of the chain that outdoes the Bomb Kit, doing:

1050 × 1 × 1.5 = 1575

But given the fact that the entire attack chain takes 2.5 seconds, the Bomb Kit still does more DPS. This is further compounded by the fact that Bomb Kit Engineers can take the full 30 points for 300 Power and the full 30 Tools for 30% Critical Damage. S/F Guardians don’t. In fact, they can’t.

Powerful Blades + Radiant Power help contribute, but Engineer has traits equal to these through Target The Maimed and Explosive Powder. The new Modified Ammo trait will also completely outperform Elusive Power, though I still don’t see how that makes up the difference already.

Edit: Just realized, actually, that my calculations were off. 1H weapon strength is averaged between the two weapons (Ascended Focus being 927), meaning S/F Guardians have 988 weapon damage, not 1050. I think you can imagine without my displaying the numbers what this means.

But increasing either from exotic to ascended will increase their respective damage output.

Certainly, but that wasn’t what your argument was nor was that the source of my dispute.

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(edited by Phineas Poe.3018)

Kit damage affected by weapon damage?

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Posted by: Phineas Poe.3018

Phineas Poe.3018

I wonder why you are conveniently forgetting that those other weapons you mention have also got damaging skills on their 2-5 slots, where we deal just conditions with those ones – the direct damage with #2 and #3 is negligible, #4 and #5 deal no direct damage at all.

Not sure what you mean by this.

Zealot’s Defense is worse DPS than the auto-attack. And Cyclone Axe is purely for stacking Vulnerability.

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Kit damage affected by weapon damage?

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Working as intended does not change the fact that we are comparatively weaker when using our kits than other classes due to this fact.

Really? My Bomb Kit has no issues outdamaging my Sword/Focus Guardian. In full ascended. And though I can’t say which is ultimately better, the Bomb Kit definitely does nearly identical damage to my Warrior’s axe (which is also ascended).

Power coefficients play a much larger role in overall DPS than weapon strength. This is why Elementalist conjured weapons, despite also having 969 weapon damage, are so incredible.

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(edited by Phineas Poe.3018)

[GUIDE] The Meta-rific Dungeoneer

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Phineas Poe.3018

I’ve been getting a lot of PMs/whispers related to dropping Speedy Kits, so I’m going to just copypasta here the reasoning behind this from a PM I had just typed up. Also a little stuff regarding combos, in case you need to understand that end more.

Hey there, thanks for messaging me.

Combo fields and finishers are pretty cool, and perhaps the one area where Engineer shines best. We do, after all, have the most combo fields of any class and the largest access to blast finishers.

Really, the only three fields you need to concern yourself with in PvE are Fire, Water, and Smoke. You get a fire field from Fire Bomb, a Water field from Healing Turret, and a Smoke field from Smoke Bomb. Each of these produce different effects depending on the finisher used.

There are some exclusions to the rule, but generally speaking, blast finishers are AoE buffs while Leap finishers are selfish buffs. Detonating a blast finisher in a Water field, for example, will heal everyone in the vicinity near me. A leap finisher, however, will only heal myself.

I suggest reading up on combos (http://wiki.guildwars2.com/wiki/Combo) on the Wiki for the overall list of how these things operate, but ideally you will be concerned with using blast finishers in fire fields when wielding the Bomb Kit.

RE: Speedy Kits, I will be removing it from my build because of the “nerf.” They’re elevating its duration to 10 seconds, but this also means it will have a 10 second internal cooldown. That means it won’t work well with Invigorating Speed anymore, which will only give 5 seconds of Vigor every 10 seconds with this change. Do not be dissuaded, however, as the change to Power Shoes in the Inventions tree changes this, giving us a 25% movement speed increase all the time. I believe 20 points in Inventions will be a major investment for PvP/WvW builds come December 10, especially with what all is being done with Elixir-Infused Bombs.

Hope this helps!

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Dungeons/fractals DPS build

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Posted by: Phineas Poe.3018

Phineas Poe.3018

30/5/0/10/25 is commonly ran if you’re looking to maximize your Grenade Kit damage output.

I wouldn’t use it in WvW, though.

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Just bumping this thread up. Really looking forward to Dec 10th

Me too, man. Been running with this trait distro for the past couple weeks.

I’m now OK without Speedy Kits.

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Even if bomb kit does more damage, but the fact that you are standing so close to the mobs means you need to have good armour and vitality.

I’ve always been a tried-and-true FT/EG guy, but since they buffed bombs to have 240 radius I’ve ran the kit in pretty much every dungeon and fractal. There is not one fight in this game I have to use the Grenade Kit. For the longest time everyone said that you had to for stuff during Grawl Shaman. People recommend using the Grenade Kit because three grenades are supposed to count for three hits to drop his shield.

This actually isn’t the case. One grenade volley counts for one attack, and the attack time for grenades is slightly longer than bombs. So using bombs will knock him out of his shield faster, and Glue Bomb helps through Immobilize.

I’m still trying to find reasons why I need to use the Grenade Kit, but I generally only take it when Vulnerability stacking is a problem. Like Guardians shying away from AH/EM, I think Engineers need to stop using the Grenade Kit with 1500 range as a crutch and actually learn attack rotations of bosses.

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Posted by: Phineas Poe.3018

Phineas Poe.3018

Sorry to quote your response in two different posts but I also saw another thing you said that I want to respond to.

Also about sigils… Strenght or battle will increase both direct and condition damage, looks like a better option to me.

I’ve used Sigil of Strength in the past. It was great when Might stacking wasn’t so common. Hell, I still think it’s left there on my FT/EG build on ITM. But now that LH Elementalists are everywhere, and now that Guardians are using Purging Flames and Hallowed Ground all the time, Might is too easy to compile.

You’re better off focusing on +damage, as having Sigil of Night + 25 Might is better than 25 Might alone. I don’t want to get in a static vs. pug argument; I understand that not every group will have an Ele and Guardian built precisely for Might stacking. But ideally a build should be constructed and advertised to maximize the potential of the class for all group compositions. And I think running Night/Force is the ideal composition that doesn’t result in wasted Might stacks.

I collaborated some of my test with Bloodgruve, as well as GuanglaiKangyi and his damage spread sheets.

You don’t really need spreadsheets. Just look at the damage coefficients. Bomb scales by 125% of your Power. Grenade scales by 33% (x3 with Grenadier). Shrapnel Grenade and Freeze Grenade do significantly better damage, but it doesn’t average out to more direct damage than the Bomb Kit.

Now as for Bleeding…

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Posted by: Phineas Poe.3018

Phineas Poe.3018

And finally, I’m not convinced that bomb kit outdamges grenade kit.

In terms of direct damage, it absolutely does.

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Phineas Poe.3018

I believe it is generally accepted Assassins is a bad stat choice as Berserker is superior in any situation you want those 3 stats.

Some people prefer the Precision. I don’t think either is a bad option, but I personally run Berserker myself.

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Phineas Poe.3018

V: GAMEPLAY TIPS AND TRICKS

Stacking Stealth

One of the best aspects of playing the engineer is having access to a smoke field. We’re, in fact, the only class except for thieves that have a functioning smoke field that works outside of the water. Combined with our ability to slot so many blast finishers on our bar, that means we can self-stack 15 seconds of stealth for our group in areas like Dredge Fractal, Twilight Arbor, and Arah.

Doing this is a lot simpler than it sounds, and really is only dependent on a few utilities: the bomb kit, the thumper turret, and Elixir S. Take the bomb kit for the smoke field, and the thumper turret as it gives 3 blast finishers in a single slot. Toss Elixir S provides an additional 5 seconds of stealth, which is an added cushion if you’re a little slower when it comes to blasting your finishers. To get a better idea of how it works, here’s a rotation below:

1. Equip the bomb kit
2. Place Healing Turret and Thumper Turret
3. Activate Thump (overcharge)
4. Place Smoke Bomb and Big Ol’ Bomb
5. Detonate your turrets/mines
6. Use Rumble (tool belt)
7. Use Toss Elixir S

Note: Use Thump first to prime the turret. This will make it set off two blast finishers when you use it after Smoke Bomb.

This is not the only way to get 15 seconds of stealth as an engineer, but I think it’s the most efficient. It’s true the shield has its own blast finisher, but I prefer taking the rifle as I can use Jump Shot for added mobility.

This is also really great against Mai Trin in fractals. When stealthed during the bombardment phase, you will not be attacked. Thieves are much better at this than we are, but hey: we still contribute.

Stacking Might

To stack might we generally go in the same way as we would to stack stealth. Every blast finisher in a fire field results in 3 stacks of might that last 20 seconds. Fire Bomb has an 8 second cooldown with Short Fuse, so use this to your advantage. A sample rotation below is provided wielding a turret as your third utility with the bomb kit and elixir gun.

1. Place Rifle Turret & Healing Turret
2. Drop Big Ol’ Bomb and Fire Bomb
3. Detonate Rifle Turret & Healing Turret
4. Swap to Elixir Gun -> Acid Bomb

Note: Big Ol’ Bomb does knockback targets you might be stacked against a corner to kill. Proper placement is very important.

This rotation provides 12 stacks of might every 20 seconds. It is, similar to the stealth rotation, not the only way to achieve might stacking for your group, but I find it most effective. Thumper Turret is incredibly useful since it offers 3 blast finishers in one slot, but understand that it has a considerably long cooldown.

Though this rotation can be done with other rune sets, I highly recommend wearing Superior Runes of Strength. With this rune set, you can easily maintain these 12 stacks of might for your party, as each stack you apply lasts 28 seconds. This effectively turns Big Ol’ Bomb into a sustainable blast finisher. Without it, this rotation is much less effective.

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(edited by Phineas Poe.3018)

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Posted by: Phineas Poe.3018

Phineas Poe.3018

IV: EQUIPMENT

Your weapons, trinkets, and armor should all be ascended Berserker gear. This is the maximum DPS possible for dungeons and fractals, and engineers have enough tools up their sleeve to survive efficiently with it. Take Superior Runes of Strength given the engineer’s ability to swim in might with the bomb kit.

Note: Celestial ascended armor is viable but not ideal. Expect about a 20% DPS loss wearing Celestial armor over Berserker armor. Do not ever wear Celestial weapons or trinkets.

For weapons I suggest:

  • Rifle with Sigil of Force and Night
  • Rifle with Sigil of Force and Energy
  • Pistol with sigil of choice
  • Shield with sigil of choice

When it comes to food, condition duration is best. I know that sounds weird because this is a power-centric build, but bosses in Guild Wars 2 have a buff called Defiant. Defiant halves the duration of your vulnerability stacks, so you must compensate accordingly by stacking some amount of condition duration. Koi Cake is probably the most reasonable in cost. If you can afford it, I suggest pairing your food with Toxic consumables for their additional 10% condition duration. Either the Oil or Sharpening Stone is fine.

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III: SKILLS

Though I’ve provided suggested utilities for each of the builds listed above, I did want to at least go over the extent of the different utility skills worth using as an engineer. There are some kits like the flamethrower that are situationally useful, as well as some elixirs and gadgets too.

Kits

Bomb Kit: Your “melee” DPS kit. Has the most powerful auto-attack, making it a better choice than any to spam when your more damaging skills are on cooldown. Especially useful given that it also provides a smoke field for skipping content and a fire field for stacking might. Make certain to use Fire Bomb every time it’s up, and use Glue Bomb for Sitting Duck.

Grenade Kit: Your “ranged” DPS kit. Best used for stacking vulnerability on targets, but is also a better choice during the few token fights in this game that you are forced to fight at ranged. Very useful in Harpy Fractal, as well. Shrapnel Grenade and Freeze Grenade will be the majority of your DPS. The #1 skill is not much to write home about except for its 3 vulnerability per volley.

Flamethrower: Best used with Juggernaut for when you’re forced to face-tank content like standing on a button in dredge fractal. Also very useful when doing Arah path 1. FT is perhaps the best weapon choice in the game across all classes for tanking Shoggroth given its burning application and natural tankiness.

Elixir Gun: Your main support kit. Provides a stunbreaker. Cleanses 1 condition and provides small healing through super elixir. Fumigate cleanses 5 conditions on allies every 12 seconds. Make a point to use acid bomb often, as it is a blast finisher and does a significant amount of damage. Swapping to your elixir gun and firing it off contributes to more DPS than just sitting in your bomb kit or grenade kit.

Tool Kit: Used quite frequently in dredge fractal for the 1200 range pull in the button room. Gear shield is also the bee’s knees.

Healing Skills

Healing Turret: Good group heal. Good condition removal. Useful for stacking might before battle with its blast finisher.

Med Kit: Superior self-heal. Decent condition removal. Drop stimulant grants good duration swiftness and fury.

A.E.D.: Useful for spike healing when you know you’re going to take inevitable damage. Especially useful in fights like Lupi and Mai Trin. Be mindful for the lack of condition removal, though.

Elixir H: Don’t take this.

Elixirs

Elixir S: Use for targeted area stealth through Toss Elixir S, which stacks independently of blast finisher stealth (meaning you can go over the 15-second cap with this). Also acts as a stunbreaker with 3-second invulnerability when consumed. It’s really good for Harpy/Dredge/Arah stealth runs.

Elixir C: Use for additional condition removal/conversion as needed. Especially useful for dungeons/fractals that have a lot of necromancer wells. Toss Elixir C grants additional condition conversion for yourself and allies you hit within its radius.

Elixir R: Use for targeted area revive through tossed Elixir R. Consuming Elixir R also grants an endurance refill. Not used much by me these days, but still routinely helpful.

Elixir U: Toss Elixir U offers a projectile wall. Elixir U grants quickness when consumed, though at a cost of either reduced armor or reduced Endurance regeneration. Also acts as a stunbreaker. Very useful for burst damage (i.e., gate controller in CoF p1).

Elixir B: Use for targeted area stability through tossed Elixir B. The boons when consumed are interesting but uneventful.

Gadgets & Turrets

Rifle Turret: My go-to blast finisher skill with the bomb kit. Its toolbelt, surprise shot, also offers a reasonable addition in DPS and operates as a projectile finisher. One of our best toolbelt skills to use with static discharge.

Thumper Turret: Offers 3 blast finishers in one slot, making it an ideal choice for stealth stacking with smoke bomb. Because of the long cooldown, it is inefficient for might stacking. Remember to “charge” the turret before detonating to get both blast finishers.

Rocket Boots: Cures immobilized, crippled, and chilled on use. Also operates as a blast finisher. Useful at times for a stealth escape with smoke bomb, but not much else in PvE. A fun mobility option in open world.

Throw Mine: Also is a blast finisher, but more useful for its boon stripping and knockback ability. Its toolbelt skill can stack a decent amount of vulnerability if positioned in a bottleneck, but in open field has too large a spread to be used effectively. Best used in “stacking” dungeons like CM and CoE.

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II: TRAITS

I’ve today (5/19/14) gone back to the old trait format. Unfortunately due to character limits on posts I had to do this. Sorry for any confusion.

Full DPS Build (6/6/0/X/X)

Useful Skills:

  • Healing Turret (Heal)
  • Grenade Kit
  • Elixir Gun
  • Bomb Kit
  • Throw Mine
  • Rifle Turret
  • Supply Crate (Elite)

Summary: Best used for maxing out vulnerability stacks for your party with the Grenade Kit and integrating a few blast finishers and fire fields to contribute might stacking with the Bomb Kit. Use the Elixir Gun for its stunbreaker and additional DPS from Acid Bomb. Fumigate/Super Elixir for condi removal support. In a group where might stacking is covered, swap in Throw Mine for additional vulnerability stacking with its toolbelt or Rifle Turret for Static Discharge’s natural synergy with Surprise Shot.

Explosives: Take Forceful Explosives (III) to increase the radius of your bombs and mines. For Mine Field this is especially fruitful, as you will see a bigger damage return and better vulnerability stacking from it. This also expands the radius of your fire field in Fire Bomb, making this setup a little more friendly for any inaccurate blast finishers. Take Explosive Powder (VII) to buff the damage of your explosives another 10%. Take Grenadier (XI) as your GM trait, increasing the range of your volleys as well as adding a third grenade into the mix. With Steel-Packed Powder (GM Minor) you will be able to stack 3 vulnerability per volley with this trait.

Firearms: Precise Sights (V) is taken to help stack more vulnerability, especially through the Grenade Kit’s toolbelt skill: Grenade Barrage. Take Rifle Mod (IX) to heighten the damage output of Blunderbuss and Jump Shot. Modified Ammo (XI) is the GM trait here. Because of the number of conditions you’ll be putting out between your bombs and grenades, this will substantially increase your personal DPS.

The final two points can go into either Alchemy or Tools. Depending on content and group comp you are expected to regularly swap between these trait lines. Because trait respecs are 100% free, there’s no reason not to take advantage of this!

Alchemy: Invigorating Speed (I) is the trait to be taken here, providing you access to vigor on swiftness. To best proc this ability, I suggest swapping out a trait in Firearms to Infused Precision (III). Two points into Alchemy will also add more duration to your boons, which helps maintain might stacks for your party.

Tools: Static Discharge (II) or Speedy Gadgets (III) are the primary traits taken here, and are taken based of what skills you’re primarily wielding. If taking all three kits—the Bomb Kit, Grenade Kit, and Elixir Gun—run Static Discharge to eke a little extra damage out of your toolbelt activations. If running Throw Mine as a third utility, however, the reduced cooldown will provide you a 14.5 second blast finisher.

Fractal Reflect/Carry Build (6/2/6/0/0)

Summary: This build should be taken only if running with a group that is having a hard time in mid- to high-level FOTM and needs additional projectile blocks and support. Rotating between the Healing Turret, Rifle Turret, and Elixir U will stack, if done properly, around 28 seconds of reflect uptime.

Useful Skills:

  • Healing Turret (Heal)
  • Grenade Kit
  • Rifle Turret
  • Elixir Gun
  • Elixir U
  • Elixir R
  • Supply Crate (Elite)

Explosives: Take traits that will help maximize your contributions with the Grenade Kit: Shrapnel (II), Explosive Powder (VII), and Grenadier (XI).

Firearms: Run Precise Sights (V) to help maintain vulnerability stacks for your party. Swap this out for Fireforged Trigger (I) if fighting Mai Trin or other condition heavy bosses and you need the quicker cooldowns on Super Elixir and Fumigate. This is also extremely useful with Acid Bomb, turning it into a 12 second blast finisher if your group is poor at stacking might.

Inventions: Take Cloaking Device (VI) to help survive against Lava Elementals’ immobilization if you have a bad guardian in your group. Take Fortified Turrets (XIII) so that they help reflect projectiles. Your third trait is optional, but I like Reinforced Shield (VII) if taking that with me (which I will do if a group is doing THAT bad). You may also take Energized Armor (V) for the additional damage boost.

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Phineas Poe.3018

I: INTRODUCTION

Hello again! This is Phineas Poe from Sanctum of Rall’s Megaserver’s Ethereal Guardians [EG].

This guide has now been updated to the feature patch. You’ll see a few different changes below.

Contents

Traits
Skills
Equipment
Gameplay tips and tricks

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Metro 2033/STALKER

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Here’s a screenshot of the look of one of my armor sets. Hope this is useful for you.

Gas Mask
Twisted Watchwork Shoulders
Aurora Coat (Karma Orr)
Magitech Armguards
Aetherblade Leggings
Shaman Greaves (CoF) — probably something better than this; just goes well with Predator’s footsteps effect.

Mixture of Illumination, Midnight Ice, and Abyss dyes.

Attachments:

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New Rune in Fractal Update

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You seem to be missing the point. Popularity is irrelevant to the issue at hand. Despite 6/6 Centuar not being popular or optimal a guardian has the option to use 6/6 on heal proc, all classes do. With swiftness on demand readily available, centaur is not an optimal option but it is an option. You continue bring up a % duration inc, when the issue at hand is a on demand proc. The only other proc on ability rune set that is exclusionary is Rune of Soldier, shout cleans condition. Given the fact that all professions have a few ways to cleanse themselves, its not that big of deal.

Actually, I do think popularity matters. Why argue a position that has no context within the meta? I’m not here to argue with spreadsheets.

And the frame of my input in this conversation is solely that Manuhell claimed that classes have never before been excluded from runes; Runes of the Soldier and condition duration runes certainly exclude if not at least place preference on some classes over others.

It is my personal belief that not every rune set in this game needs to be usable by all 8 classes, because my Guardian sure as hell makes zero use of Perplexity in WvW and I’m not upset by it.

Even if we got this rune set, I wouldn’t use it over Runes of the Forge or Runes of Perplexity. I don’t even plan on taking this rune set for my Guardian or my Warrior, solely because their signets are better used passively than actively.

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Engineers being buffed

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What does that mean “not work for it”?

Guardian, Mesmer, and Ranger don’t have to activate anything to get Vigor. They also only have to spend 5, 5, and 10 points respectively to gain the same amount of Vigor as the Engi who is spending 20 points, and soon to be 30 points for the same effect. And it will still require the player to actually activate half that Vigor by Kit Swapping, which can’t just be spammed while in combat without serious disregard to your own well being.

They actually have to be attacking something to get Vigor. With decent Critical Hit Chance.

A bunker Engineer with 4% Crit Hit Chance can get permanent Vigor just swapping between Bomb Kit and Tool Kit. Don’t act like we’ve had it hard.

I do, however, understand the sentiment that we spend 20 points to get what they get with 5. I think this is something that will soon be addressed, though.

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FlameThrower maximum damage output ?

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If you’re burning a slot for the Grenade Kit you’re giving up a lot else you could be running with. FT is a safe midrange option that still grants a fire field giving you room to choose whatever you want for other utilities.

Either you have to drop bombs, losing that fire field, or you gotta take grenades too which reduces versatility.

RE: Toughness aggro, I pull hate way more often on bombs due to damage than I do FT due to Toughness.

And I’m not talking about tagging. I’m talking you burn to death fighting FE.

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Engineers being buffed

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Why are some ppl so concerned about perma swiftness:-D

Because they want permanent Vigor without having to work for it.

Truth is, Infused Precision and Invigorating Speed is more than fine. People are just upset they can’t have 30 Explosives and 30 Tools for maximum DPS output and still get perma Vigor both inside and outside of combat.

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And Bombs have more utility

I think so too, but they’re very dangerous in a lot of situations. I definitely don’t think the Bomb Kit is an option for a lot of world events. I find it dangerous to use in a lot of fractals, too.

FT/EG is a lot safer with 200 Toughness and 425-600 range.

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FlameThrower maximum damage output ?

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I’m running 0/25/0/20/25 with my Flamethrower at the moment, but come December 10, with the change to Modified Ammo, I think 20/30/0/20/0 will be more powerful.

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What do you guys strive for at end game?

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I’m pretty happy having a legendary for my Engineer. I find myself constantly swapping the stats of my Predator. Being able to swap from Berserker to Sentinel and everything in between on command is pretty awesome. Very useful for WvW, and when I’m starting up world events by myself and need the extra survivability.

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What is Egineer's "Core Role" supposed to be?

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The Pistol/Shield vs. Rifle thing is debatable.

Jump Shot is incredible for zerging when you’ve bitten off more than you can chew. Leap finishers also create auras, which I think are really underrated in PvP.

I also think it’s just really useful as a bomber having an extra snare remover through Overcharged Shot. And as someone alluded to above, Net Shot is a great setup for Magnet.

I’d say that Pistol is better if you’re going full conditions, though.

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New Rune in Fractal Update

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3. A Guardian can benefit from Swiftness duration and on heal proc.

You’re right. What was I thinking? Of course 6/6 Rune of the Centaur is such a popular choice for Guardian builds. Almost as popular as 2/2/2 Hoelbrak/Fire/Strength is for +60% Might Duration on Necromancers.

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