Showing Posts For StevoSupremo.4037:
I posted a build here (second message) that uses the tool belt with PBR and Elixir S for sPvP. Been working quite well over the past few days. Discussion is throughout the thread. One additional thing I noticed (which is probably a glitch) is that you can throw the toolkit on after using Elixir S and whack on people a bit while you are invulnerable. Little trick that turns the tide in a really close fight (i.e. burst fights with thieves). It’s been alot of fun, so I hope it helps you out.
It’s a bug fix. Obviously. Can everyone chill on the patch? Overall, it is a nice patch for us. Elixir U is fixed up, auto attacks work on everything how they should (grenades should not be an auto attack- get better at using them if you are complaining about that still). Elixir X should only grant stability when you are transformed because that’s when you would be stable, as per the animation and common sense, and was otherwise buffed. Mortar was sorta kinda buffed, but still needs some work.
Like I said, overall I am pleased and I say keep ’em coming. No more crying over things that are rather clearly not intended anyway when they are fixed.
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Posted by: StevoSupremo.4037
I find swiftness to be incredibly useful in sPvP- getting to a buff steal, getting to help allies at a point, and just being more mobile about the map really makes this build shine to me. Also, I almost always start with net before the toolbelt unloading, so both parts of the wrench generally hit, especially with PBR cripple. Toolkit is strictly for utility- I am only blocking when I am running away from something (after a buff steal or something) so yes it’s kinda weak, but it adds a lot of interesting little tricks that can make a big difference imo. I definitely do find the turret worth it though in some regards. I literally started running this build last night, so I still haven’t optimized it yet by any means and have a bit more experimenting to do. So far I am enjoying what the toolkit adds and find it give a bit more defense that can come in handy, but we’ll see. I used the vigor trait before and didn’t find it to help much, but maybe I was just sucking at remembering to trigger it haha.
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Posted by: StevoSupremo.4037
Yeah the reason I don’t use that alchemy trait is that I don’t want it to trigger inopportunely. It can take you out of an offensive moment by making you unable to attack and allow what you are fighting to recover. Not a huge deal, but it happened to me a few times so I switched it. As far as the toolkit, the wrench throw is too good to pass up due to the fact that it hits twice (coming and going- which might double trigger discharge? haven’t noticed) AND you get some utility out of it with the block and magnet pull, plus it helps with swift kits or whatever it’s called. The swinging moves are simply too underpowered to use ever (which saddens me because I’d love to get some melee stuff on the engineer) so you are right there- not worth using, although the 3 does do decent damage. If anything, I would probably sub rifle turret in for PBR, which I believe is the standard for this build (and it generally uses utility goggles instead of elixir S, which also adds a toolbelt skill that increases burst, but elixir S is simply better in sPvP for stomps/rezzing and such).
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Posted by: StevoSupremo.4037
@Lyuben- Agreed, especially sense you can just rock healing turret and clear conditions by overcharging it, and it gives the double healing burst if you detonate of the water field from it’s toolbelt skill.
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Posted by: StevoSupremo.4037
I used the turret before in a crappier version that I initially tried, probably the same-ish build as the one you were watching in that vid. It is solid, but I wanted to try running PBR for the double knock back. There have been times when I have solo’d guardians before they can even really respond because they are just on their kitten the whole time. Also makes soloing Svan/Chief a breeze. I think the best engi build out there is just the bomb/flamethrower/pistol/shield point defense build (and this build was losing to that last night), but I like the rifle alot and am gonna stick to experimenting with ways to provide decent support with it’s CCing and such. It’s a good feeling when someone goes to stomp your buddy and you blast the back with PBR/overcharged shot and pick them up =)
In terms of other options, I have tried switching in Elixir R in place of Elixir S, as its solid for support and such, and can be used for self rez, but I am more used to elixir S and find it covers a similar range of support (i.e. you can use it to rez allies just as easy as tossing elixir R on them).
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Posted by: StevoSupremo.4037
I actually am currently running a build in PvP using battering ram and tool kit (below). Using the discharge trait in Tools, if you net shot and follow up with the gadgets for PBR and Tool Kit, it does a solid amount of burst on a pretty low timer. Rifle turret is also good in this (instant damage tool belt skill and lower cooldown) but I opted for Elixir S for the escaping/stomping. I have been using it alot in sPvP because it is pretty solid for a buff steal, then escaping with tool kit (swiftness from trait) to block/whatever the move that throws nails up and cripples. Takes a reasonable amount of skill to run it and I haven’t really mastered it yet, but its damage output is pretty sick and I’ve found it to be pretty fun so far. Tool kit adds some interesting utility with the magnet pull move (5) that it has. I have pulled people off a point, then overcharged shot them away/off a cliff or something like that. Having a double knockdown is pretty sick too because no one sees that coming from an engineer. If you get stability off an elixir S toss, you can overcharged shot/PBR them without stopping all the other burst (blunderbuss, jump shot, gadgets, etc).
Would like to add that I really wish they would make elixir S toss (and most of the elixir moves) not random because it sucks having to hope for one in a given situation and getting the opposite. Also, PBR could use a tad more range- 180 is pretty low, and I have missed with it a decent amount (still getting used to using it). Lastly, I don’t know if anyone agrees or if this would be too much, but I kinda think jump shot needs a larger radius on the landing, or at least needs to not have the pause before hand. I seem to miss a solid amount with that from people simply strafing out of its radius if immobilize wears off or whatever. Anyway, that’s my “rant” segment.
Fair enough. I was considering incorporating more knockdowns (battering ram and such) for that very purpose, so I’ll have to look into that more. Thanks so much for the perspectives guys. If anyone else has any other builds and the like to suggest, keep ’em coming! =P
Lick- yeah we ran exploreable mode the other day and it was awful. I feel your pain man.
lorazcyk- I know that GW2 claims to have eliminated the trinity, and I do believe they succeeded in eliminating the need for healers (which is amazing in and of itself) but from reading what most people say and from my own experiences, I definitely think that a tanky class is still needed in dungeons to soak up damage. There are alot of mobs that can’t be CC’d all that easily so someone needs to be able to take hits. I’m just trying to get some suggestions to make the engineer fill that role as best it can.
I’ll have to check that out. Is there anything build scheme before level 60 that works at all for an engi to tank that you are aware of Lick My Rainbow (lol sweet name)?
Yeah I still need to look into the elixir gun more, haven’t used it much at all yet. I know it has great utility, but I wasn’t sure on how well it helps one soak up damage- I will have to check it out tonight. Thanks heatzz!
I am loving all of the possibilities with the Engineer class so far, and looking forward to further bug fixes!
Currently, the group of friends I play with doesn’t really have any warriors/guardians, so we generally struggle in dungeons without a tanky class. I know there are “tank” builds for engineers in PvP, but I wasn’t sure how well those would hold up in a dungeon.
My group is around level 45 right now, so I would obviously have to be rocking a pistol/shield build and was thinking a turret based build might work decently well with thumper turret knocking things back and absorbing some of the damage. I also was wondering if, once I hit 60 (and can access the firearms trait), I should be looking at the flamethrower instead of/ in supplement to the pistol/shield, as I didn’t know how much it’s tankiness was affected from losing stability.
If anyone can provide a little guidance, it would be greatly appreciated!