I find that FT doesn’t chuck enough conditions to worry about condition damage. If you drop that in favor of more precision and power, you should see an overall increase.
^^^This
Try Berserker gear if you’re going for DPS. Power > Precision=Crit Dmg
Only an Engineer could fire a Flame Blast that’s obstructed by a mere blade of grass.
I haven’t come across any goggles, but there are a few monocles.
How can thiefs, warriors and rangers use signets they aren’t considered as magical professions?
Why not?
If you want to play an Engineer, just play one. The only thing to unanimously be advised against (for the most part) are Turrets.
Also, to make a signet for the engineer there would have to be a passive effect, an active effect, and a toolbelt skill. Possibly the devs didn’t want engineers to be able to stack a bunch of passive effects on top of each other and still have all those utility skills to use.
This.
Signets don’t have to be magical per se. Gadgets could have easily been constructed in a way that they gave a passive. The choice of Gadgets presents a bit of a problem since I can’t really come up with any passives that PRB or Throw Mine could grant without getting magicky. The other 3 would be pretty easy to insert a passive that also worked with the general concept of the Gadget:
Rocket Boots: Faster Endurance Regeneration
Slick Shoes: Speed Boost similar to Signet of Shadows (Rogue)
Utility Goggles: Increase Precision
The toolbelt throws a big monkey wrench in it though. Using the main skill disables the passive(for normal signets), but what happens when you use the toolbelt? Does the passive stay, and if not which cooldown does it abide by. Does it use the main ability or the toolbelt cooldown? If the passive did stay when the toolbelt was used there’d be no end to the crying from every other class.
So rather than meet a challenge (Engineers being the only prof without signets) it’s just easier to leave it alone.
See my response to same post @ GW2Guru:
Swap Backpack Regen for HGH (or 409 if you need condition removal). Backpack Regen isn’t gonna do all that much, and I’d rather have a few extra Might stacks or Cond removal than a measly regen. Alternatively if you don’t like the downsides and unpredictability of Elixir U trade it for C/R.
I’m running something very similar, but I use P/S. Would it be better to use Sigil of Fire/Blood instead since you’re not stacking any Condition Damage gear?
Concerning the build/video you just posted I’d say prioritizing cond dmg (and using Incendiary Powder) would be most viable in PvP>WvW>PvE. For PvP you want to keep the dmg rolling if you have a runner, or are messing with LoS. If you’re leaning more towards the WvW/PvE end of things I’d move away from cond dmg and towards pwr/prec. I may be completely wrong here, but that’s just how I see it. Concerning Incendiary Powder most people would agree Kit Refinement would be a better place to put those 10 points in many cases. This goes double if you’re leaning towards support.
Well… I haven’t really delved into too many sigils on my Engineer, but on just comparing Fire vs Earth it seems to be pretty obvious where each would be used. Fire is an AE DD hit vs Earth a single target condition. I wouldn’t use Earth anywhere but a condition heavy (P/P) build, and as for Fire I’m currently using it in my FT build that I use mainly for Orr DEs. Both have their place I would think.
I only started using Sigil of Fire last night, but don’t remember anything about Burning.
http://www.guildhead.com/item/24548/superior-sigil-of-fire
It should follow a Direct Damage calculation.