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Why the new "High Caliber" is a bad idea

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Posted by: Twigifire.8379

Twigifire.8379

This trait benefits rifles the most. I don’t know why people are complaining about it…10% extra crit on my jump shot + blunderbuss is great in my opinion And every kit benefits from this trait pretty much because engi is a hybrid of ranged and melee with all our hard hitting stuff being short range.

Doubting Celestial for Engineer

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Posted by: Twigifire.8379

Twigifire.8379

http://intothemists.com/calc/?build=-Z70;2cPVg0f63U-x0;9;4ijm;0037248237;4hk0;3oHAhoHAha0Z

I’ve been running this with Cele Engi to quite some success.

Bug Report: Engineer Grenade Barrage

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Posted by: Twigifire.8379

Twigifire.8379

Just put this on engi forums also :S

Grenades are Broken

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Posted by: Twigifire.8379

Twigifire.8379

So..

Grenade barrage is bugged. It throws 12 grenades instead of six/seven. Enjoy the 100 nades revival while it lasts guys! Also, they are still 1500 range.

And also, grenades pierce. So you can throw them at the back of a zerg and the grenade will go through someone, do damage, and then explode at the target destination..

Again, Enjoy it while it lasts! Doing 20K dmg in a single barrage is pretty epic though ahah!

(edited by Twigifire.8379)

Anyone found their build yet?

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Posted by: Twigifire.8379

Twigifire.8379

I just found mine

Healing Turret + GK + Elixir S + TK + Mortar Kit

With
Explosives (1 + 1 + 1) [With 1 being the top, 3 being bottom]
Firearms (3 + 2 + 2)
Tools (3 + 1 + 2)

And with berserker amulet/gear, sigil of fire + air and rune of the pack

Supply Crate Toolbelt + Kinetic Charge = ??

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Posted by: Twigifire.8379

Twigifire.8379

From how I interpreted the skill, it was reseting the cooldown when you use the skill after dodging.. but I may be wrong. So it’d be 2x 8148 healing every 60 seconds. But that was my interpretation it may be wrong..

Potential Engineer Nuke Build?

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Posted by: Twigifire.8379

Twigifire.8379

Hey guys, looking at the new traits it seems like engis could completely obliterate groups of people (depending on damage of certain skills of course)!
[I know traits may also still change slightly before release also]

Let me know what you think of this:

Gear would have to be full Zerk with sigil of air + fire with runes of the pack:

Med Kit, Grenade Kit, Elixir S, Tool Kit, Mortar Kit

Traits:
Explosives- Grenadier + Aim-Assisted Rockets (as 5% for vuln doesn’t seem like it’d be enough to match the rocket DPS but depends on rockets damage) + Siege Rounds

Firearms- High Calibre + Skilled Marksman (No Scope may also be great!) + Modified Ammunition

Tools- Power Wrench + Takedown Round (Depends on its Damage) + Kinetic Charge.

Swiftness would come from pack runes + Med Kit because I can’t live without some sort of extra speed. Vigor would come from the minor trait in Tools.

Basically, couldn’t you dodge an attack (so they’ll have to see you) then pull then, grenade barrage, grenade barrage again, immob with rifle then call in orbital strike? Also could go for 10 second stealth or double heal with the last trait if you needed to survive..

But eh… dependent on how much damage a lot of the skills do anyway from mortar kit + traits.. Just a fun little idea which might work decently to nuke people other than static discharge. Let me know what you think though!


> If you haven’t yet seen theorized trait changes:
http://dulfy.net/2015/06/15/gw2-ready-up-skill-and-balance-changes-livestream-notes/

Nerf Runes/Sigils! Say NO to RNG !!!

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Posted by: Twigifire.8379

Twigifire.8379

Why not just keep fire+ air runes and have them appear like the leeching effect when ready, but make all of those sigils be used if it is evaded/blocks? Therefore, those running burst builds who need the extra burst DPS of fire and air (me) or leeching, doom, etc, have to first use soft or hard CC to land the extra DPS? (although this might not work since sigils would be procced on use of the CC skill) However, I still think burst builds are the least of pvps worries with the current cele meta. I’d much rather have that fixed first then nerf the bursty high-risk high-reward builds.

Looking for Oceanic Guild/Server for WvW

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Posted by: Twigifire.8379

Twigifire.8379

Hey, I’m OCX as well and am on YB. T2 seems to be fine if you’re into the whole zerging thing, however, better off going to T1 for that. Yet, I am much more of a solo-roaming type but cannot find any decent fights in T2. Can anyone recommend a server to drop down to which isn’t dead nor 50 man blobs?

Upcoming Changes

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Posted by: Twigifire.8379

Twigifire.8379

There are other threads up about this, but I guess I’ll post here anyway:

For myself, I dislike the changes. I’ve always wanted there to be a solid power rifle engineer and static discharge has filled that role amazingly. However, after these changes, (if these are the final changes which I hope not) static discharge seems inadequate. They really need to have a power-focused grand master trait for the rifle besides modified ammunition as its use in pvp is negligible.

Changes to Static Discharge burst build D:

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Posted by: Twigifire.8379

Twigifire.8379

Best build I can think of for burst engineer (not static discharge) would be a 6/6/0/0/6 with GK, Elixir S, TK, using modified ammunition for GM trait in firearms..

Engineer Skills, Traits and Builds Discussion

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Posted by: Twigifire.8379

Twigifire.8379

I’m not happy about losing rifle mods.. that’s about my only issue because I can just run elixir rifle over static discharge with firearms + alchemy + tools (although explosives trait line still seems to be above average, and 10% more dmg on jumpshot is tempting)

Hobo Sacks: A Terrible Fashion Statement

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Posted by: Twigifire.8379

Twigifire.8379

We should make an anti-hobo sack post on every sub-forum… repeatably…

(edited by Twigifire.8379)

A.E.D. and Confusion

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Posted by: Twigifire.8379

Twigifire.8379

… good luck getting out of immobilise is all I have to say haha. Healing turret is better and will always be better if you verse players who know what they’re doing. Also don’t forget chill or cripple.. you can’t get away when you have to hobble :P Or, you’ll kill yourself with 5 stacks of confusion you can’t cleanse..

And the whole part about poison, 6.7K every 20 seconds in a fight, with a chance to remove the poison, equals 13.4K heal every 40 seconds, IF poison is applied both times for the entire heal, and isn’t removed by the condition cleanse, versus 12.3K every 40 seconds, or 32 seconds if traited, which cannot remove some of the biggest killer conditions in pvp: immobilise, chill and confusion. Lastly, A.E.D. basically means any health you have above 12.3K is useless. With healing turret, you can get your health a lot higher, if you manage to not take less damage over the period of time healing turret is on cooldown than the 6.7K, before you reuse it. Also, as already mentioned by others, healing turret can heal allies also. The situation given, is when A.E.D. is at it’s maximum potential, which is never the case, due to it being 10x easier to interrupt, versus healing turret, with poison on both times, which is quite unlikely.
However, the scenario is also the only given scenario, and unlikely scenario, where A.E.D. may be considered to be better than healing turret, but even then, I still disagree. Being able to cure immobilise is a must.
If we reverse the scenarios: 4.4K A.E.D. heal with no conditions cured on a 40/32 second cooldown versus 10K+ heal every 20/15 seconds, which is a much more likely scenario.

Also, those knockback arguments can EASILY be avoided. Simply evade after you place the healing turret :P.

Lastly, about that small heal being its redeeming feature: 4.4K whilst you have to wait another 32 seconds sitting at 5-12K HP with no heal or condition clear.

(edited by Twigifire.8379)

A.E.D. and Confusion

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Posted by: Twigifire.8379

Twigifire.8379

A.E.D. will always be terrible and practically unusable until they also remove the kitten little indicator it gives, pretty much saying “don’t kill me now, just wait 5 seconds.” This allows for HUGE counter play, where a thief, warrior, or mesmer, or whatever, will just ignore you, go invisible, stun you, kite for a bit, evade a litttle, and now, you only healed for 4-5K, and must wait another 40 seconds (32 at best) to just have the same thing happen. {Sorry this Paragraph was off-topic a little}

Healing turret also does more healing in total. Healing turret = 7K (at least) every 20 or 15 seconds. With some blasts in the toolbelt skill and turrets water fields, it reaches about 10K.

10K every 20 seconds, also removing 2 condis, whenever I want, versus a 14K heal, every 40 seconds (at best) and can only use it when about to die? And won’t even remove confusion (as OP stated) or immobilise? Healing turret wins in EVERY situation from what I can gather.
If they allow AED to remove confusion, and immobilise, also make it an instant-cast stun break, and remove the little indicator, I believe it will be seen a lot more.

Do Turrets Need A Re-skin?

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Posted by: Twigifire.8379

Twigifire.8379

No. We need to make turrets even uglier to cull the turret engineer plague. It is the only cure…

How did beta attendees get chosen?

in Guild Wars 2: Heart of Thorns

Posted by: Twigifire.8379

Twigifire.8379

I’d give you mine if I could, because the times don’t suit me at all being in Australia I was so keen for it too!

need zerker build recommend

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Posted by: Twigifire.8379

Twigifire.8379

http://gw2skills.net/editor/?fdAQFAUlUUpmqtdxkLseRCdBN6p0lwAyFUBRtwPFAA-TJBFwACuAA12foaZAAPAAA

This is what I run for pvp. Classic Static Discharge setup pretty much. Burst comes from using your toolbelt skills (F2, F3, F4) in combination with hard hitting rifle skills (Jump Shot + Blunderbuss) and Prybar. Land them and your enemy will die.. don’t dodge the right attacks, land your OS + net shots, or stunbreak at the right time and you’ll be dead though!

I cant win a single 1v1, help

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Posted by: Twigifire.8379

Twigifire.8379

I’m an Aussie, and yes our internet is awful. I run Static Discharge and can win a good amount of fights against any class through CC and burst. Cele is more optimal though allowing for few weaknesses to cover whatever issues you have. If you’re using grenade kit, don’t use it unless they’re close, or unless you have them pinned in the one spot (Overcharge shot + Immobilise is great for this). This goes for pretty much every engineer build. Don’t use your burst unless you can almost guarantee it will hit.
Engineer requires a lot of skills to be used successively to maximise effectiveness. It also requires the correct rotations to maximise DPS and CC. Looking at Ostrich Eggs, Chaith, and at Backpack’s Celestial Engineer Guide, will be of great help to you as well

Best Race for Engineer Mostly PVP

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Posted by: Twigifire.8379

Twigifire.8379

Character race doesn’t matter at all really. All you get are some trashy skills people never run, and you can’t even run in pvp. I played a Charr engineer for 2K hours, fully everything as my only character I played, however, I changed to a human engineer randomly, moved my pred and what not over.. best change I made. I find the charr is just too big, whilst the human fits perfectly, and still looks just as kitten. (off topic) I’m not sure if it was just me, but on my charr engi I kept changing builds constantly looking for one I wanted to focus on but never could, but after I made my human character I’ve just run SD the whole time and have gotten heaps better with it, without even considering running a new spec.
My advice.. get your human to lvl 80, then, if you mostly pvp, use tomes to level a charr engineer and pick which one you like better afterwards (I did with reverse races). Really there is no ultimate engineer race, just the one you like best (sounds like humans at the moment) unless you’re into lore, of which I never cared about and you’d know more than me xD

(edited by Twigifire.8379)

Does our CC need to be nerfed?

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Posted by: Twigifire.8379

Twigifire.8379

…It doesn’t need a nerf simply because if the enemy is smart they will stunbreak immediately and CC us back whilst we’re vulnerable. E.g. Overcharge shot a warrior who stunbreaks straight away or has the balanced stance trait on first CC leading into a massive hammer wombo combo.
It’s like our conditions… we dish them out but can’t take it. Same goes for our CC with pretty much a maximum of only 1 stunbreak.

Hobo Sacks: A Terrible Fashion Statement

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Posted by: Twigifire.8379

Twigifire.8379

We need to start spamming GW2 twitch and youtube.

Knight's flamethrower build

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Posted by: Twigifire.8379

Twigifire.8379

If you’re taking it into the pvp scene and want to use flamethrower, I recommend looking at a decap build which still performs pretty awesome in 1v1 scenarios.
I run http://gw2skills.net/editor/?fdAQFAUlUUpWrVWxkLseNShxMyY2JkBMuoXfk0B-TJBHwAf2fAwDAwZZgEXAAA when I go decap engineer. If you work your blast finisher well you can get a decent amount of might also.

Celestial Exotic worth it?

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Posted by: Twigifire.8379

Twigifire.8379

I’d imagine it’s because, all the combined celestial stats are much higher than the combined power/condition stats on armour sets. Hence, the celestial ascended gear much further increases this gap. Just my guess anyways.

Best burst build for Engi?

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Posted by: Twigifire.8379

Twigifire.8379

If you want more survival, I’d suggest running Throw Mine, Toolkit, Elixir S. Invisible pull into minefield detonation can easily 100-0 if you’re in berserker gear. I also find running a 4/2/0/2/6 a good setup, taking speedy kits, armour mods and power wrench in tools. This maximises crit damage, and with runes of the pack, the precision gain from investing into firearms is compensated for with the fury and +125 precision it grants.

Meta Engi Build?

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Posted by: Twigifire.8379

Twigifire.8379

Yet another, normal, decent question thread, derailed by an argument about Vee Wee.

As for the OP, meta at the moment form my experience in wvw now is:
Full Celestial
Dire/Rabid
(For power engineer, meta is classic static discharge setup)

Engineer Roaming, Celestial vs Zerk

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Posted by: Twigifire.8379

Twigifire.8379

I run zerk for wvw and pvp… but it works no where near as effective as celestial, however, you’ll either win or lose a lot faster.. which can be good and bad at times. I don’t run celestial as I like to 100 to 0 people very fast and burst engi can do this well (I run grenades w/static discharge, so not normal SD setup). I also find it funner to play Completely personal preference though. If your starting out, go with Celestial, probably the strongest engineer setup due to insane versatility, and maybe move to zerk if you want to see those big numbers Engineer is very versatile in playing burst, condition, hybrid. I’d advise going cele first, then giving the others a whirl, then pick which one you liked most, adjust and modify a build from there

whats really going on with static discharge?

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Posted by: Twigifire.8379

Twigifire.8379

I did a little bit more testing to compare results, and found things a bit different to yours. Rocket Boots toolbelt, for example, was in the lower branch for my test. Maybe it’s somewhat random? Am quite confused as to why the didn’t just make it a universal damage output for each SD shot.

whats really going on with static discharge?

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Posted by: Twigifire.8379

Twigifire.8379

I further tested this, but couldn’t be bothered to do a screenshot. I found that even with surprise shot, the static discharge shot did 1.2K dmg for me (we must be running a similar setup for the test), but then in an uncommon instance, it would sometimes only hit for 600-700 ish. So I think it’s just registering it as a crit in the log and in-game, but it provides non-crit damage (or something like that), and hence produces 600-700 dmg when I have 200% crit dmg.

Idea to balance Engineer(spvp thoughts)

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Posted by: Twigifire.8379

Twigifire.8379

I find it’s not the engineer itself, just that some builds are incredibly strong.
Celestial, in my opinion, would be the only build I might consider OP, because nades scale amazingly with both power and condition damage to be incredibly devastating, whilst engineers also make great use of healing power from backpack regen + healing turret in the cele build. BUT, like all engineer builds, it lacks condition removal, and the ability to break out of a CC chain (only having 1 stunbreaker). Turret engineers can be too easily dealt with by simply avoiding the point (4v5) and if there are two, then just keep home + zerg one of the turreteers.
And also, Team Abjured are new, but their players are most certainly not. Ostrich Eggs and Five Gauge are very good engineers, and know pvp very well.
That being said, healing turret is an incredibly strong heal, and I do believe this cooldown change would be reasonably fair given it also provides a water field.

New Engie PvP

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Posted by: Twigifire.8379

Twigifire.8379

*I was referring to the 3 sigils as being the best to utilise.. on an engi with kits, not that you could run 3 sigils XD
BUT ALL IN ALL I DUN GOOFED.

Run sigil of force and ice probably then?

I deeply apologise Creld and robertful, and anyone else. I did not think the sigil parts through very well at all. I was just going off the sigils I always run (as normally I have at least 1 kit).

New Engie PvP

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Posted by: Twigifire.8379

Twigifire.8379

Quick note on twig’s post: Sigil of Energy is nearly useless as you have no weapon swap (it will proc on elixir s). On hit or always on sigils would be a better choice.

Either you have never played an Engi, or you have not played nearly enough, because this is the first time I see someone saying Sigil of Energy is nearly useless.

On-swap sigils worked for our kits since ages ago, we are like the best class to utilize them.

^^ They are by far best utlised by engi as Blitz said since we have pretty much zero cooldown on kits and are constantly swapping between then. This is why sigil of battle + sigil of energy + sigil of hydromacy is so good on engineer

New Engie PvP

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Posted by: Twigifire.8379

Twigifire.8379

So, it’s not too bad, but some of the basic things you put into a build are missing.
So when you make a build, think of this for engineer:

Is your main stat power, or condition damage?
If condition damage, run pistol + pistol, or pistol +shield.
If power, run rifle for more offensive and crowd control capability, or pistol + shield for defensive.

In your case with soldier amulet, I’d advise running rifle. You have less than 300 condi dmg which is bugger all.

Your skills are all solid, but I’d suggest running rifle over flame turrets, but this change is completely personal preference. Works well with either.

For runes, I’d seriously advise using melandru as it simply does way more to help survivability than Sanctuary runes. The stun duration + condi duration reduction is well and truly stronger than the retaliation and stability. (Assuming you want to be defensive with rune selection as you picked sanctuary runes to start with)

For sigil selection, I’d advise sigil of energy and sigil of hydromacy (as your build is bunk, you will want hydromacy to keep them chilled when on point, and within turret range)

Trait wise, fairly good, I’d suggest something slightly different, mainly slotting out the 2 points in firearms into explosives for the knockback on turret detonate.

Here’s what I’d advise: http://gw2skills.net/editor/?fdAQFAUlUUpmqVWx2KseNCdBF6VcwXI6GOkR/pAA-TJxHwABuAAn2fYZZAAPAAA

Hobo Sacks: A Terrible Fashion Statement

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Posted by: Twigifire.8379

Twigifire.8379

Is Gaile our saviour? Will this forum thread be archived in a bible dictating the valiant battle over looks and Hobo-sacks?

I sure hope so.

need help for zerker build

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Posted by: Twigifire.8379

Twigifire.8379

Ready up 23

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Posted by: Twigifire.8379

Twigifire.8379

I feel like the movement on #4 shield will be… honestly… incredibly strong. You can just run in for pvp, reflecting all projectiles, then knockback an entire point in pvp :P

MIGHTy fun build

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Posted by: Twigifire.8379

Twigifire.8379

Looks quite fun will have to try it out Might run bomb kit instead of grenades as the extra fire field with long duration, and blast, might be quite helpful.

Looking for WvW Build Advice

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Posted by: Twigifire.8379

Twigifire.8379

So this post will be fairy short compared to the others, but this is my guide to any good roaming build: (I actually run a throw mine build myself with tool kit and elixir s)
But you will need:

-Endurance regeneration bonus:
This will help greatly to sustain a fight and help to avoid more of the opponents big hits. This can be from just 50% endurance regeneration, or invigorating speed with speedy kits.

-Escape:
You need something to allow you to abort a fight and outrun/getaway if multiple enemies appear. This can be achieved through elixir s, rocket boots, elixir gun, slick shoes (although I don’t recommend slick shoes as it can easily be avoided, and will slow you down from combat)

-Movement Speed Bonus:
This is somewhat same with the escape, but also for hunting down people. This is best achieved through speedy kits, or rocket boots can be used as a substitute.

-Stun Break:
I like to think you need at least one in a 1vX fight at least since you simply don’t have enough dodges or blocks. The best of these are elixir s, elixir gun, utility goggles, potentially thumper turret.

-Survivability:
Just something to run cooldowns down to heal or get your burst back. Can easily be achieved through picking one of the Escape skills to get away for a bit, and also through toolkit, or using a shield. Armour Mods is another great one, and Go for the eyes trait can also add some good survivability.

-Damage:
You obviously NEED this for solo roaming if you want to ever achieve something. You need something that will hit hard, or apply a lot of condi dmg. Explosives are normally the best way to do this, or running rifle turret with static discharge. Bomb kit, Grenade Kit, or Mines are all great, Flamethrower also.

-Gear:
I find this as a personal preference, but either- celestial, zerk, knight/zerk mix, rabid, rabid/dire, rampager/celestial mix.

Traits are just work around to add decent bonuses to whatever you pick. Clearly you’ll want to grab the stun break which will work best with your build and has the most potential, same with escape, etc, etc.

Relevant to your throw mine build, I run my own one for roaming, with tool kit, elixir s, and throw mine. Works well for appearing, bursting, surviving, escaping, CC, etc. Problem is that elixir s has a long cooldown but the invisibility is great, especially with it being recharged at 25% health.

Feel free to ignore the above if you have beliefs otherwise. This is just my guide when I want to make a good solo roaming build.

P.S. I revoke my initial comment. This is quite a long post.

(edited by Twigifire.8379)

WvW Hybrid Build (Feedback)

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Posted by: Twigifire.8379

Twigifire.8379

Good build I went for hgh over 3 kit though. Taking elixir b, s and nade kit

I have rampager armour, and trinkets are a mix of zerker and rabid.

I can get 25 stacks in a fight, and have 3K power, 50% crit chance, 1.7K condi dmg

Condi removal :(

in Engineer

Posted by: Twigifire.8379

Twigifire.8379

I run a hgh build. Not really much problems with conditions since you can a good sustained condi clear with the formula 409 trait

Elixir X Tornado..?

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Posted by: Twigifire.8379

Twigifire.8379

It works by pulsing every 3 seconds (or something about that) which does an AOE launch to anything inside the tornado. It also shoot bolts of lightning out. The lightning bolts will pulse every second or so. Additional to this, you can select a specific effect of the tornado. Selecting the other two options will apply blind or (forgot the other option). The third, is the knockback debris. If you have this equipped, it pulses about every 3 seconds, and launches a big shiny thing out of the tornado at an enemy from ranged. If this hits, it will apply an additional knockback to the regular one.
I have found, that in every situation, I have preferred juggernaut as it is much mroe controllable, with access to devastating skills as well as having swiftness, which the tornado does not offer. In my opinion, this elixir will become very viable if the tornado is selectable for sitatuons where you need AOE knockback, or juggernaut from small brawls. Otherwise, 90% of the time I want juggernaut.

I agree, usually rampager is preferred, especially when I’m trying to stomp. Tornado is a godsend on skyhammer though.

So if I understand correct, the knockback only happens if they’re in the tornado but the skill 3 makes it ranged in addition?

Essentially. You should see a big rock thing covered in static get thrown out of the tornado at your opponent which will knockback/down target.

Elixir X Tornado..?

in Engineer

Posted by: Twigifire.8379

Twigifire.8379

It works by pulsing every 3 seconds (or something about that) which does an AOE launch to anything inside the tornado. It also shoot bolts of lightning out. The lightning bolts will pulse every second or so. Additional to this, you can select a specific effect of the tornado. Selecting the other two options will apply blind or (forgot the other option). The third, is the knockback debris. If you have this equipped, it pulses about every 3 seconds, and launches a big shiny thing out of the tornado at an enemy from ranged. If this hits, it will apply an additional knockback to the regular one.
I have found, that in every situation, I have preferred juggernaut as it is much mroe controllable, with access to devastating skills as well as having swiftness, which the tornado does not offer. In my opinion, this elixir will become very viable if the tornado is selectable for sitatuons where you need AOE knockback, or juggernaut from small brawls. Otherwise, 90% of the time I want juggernaut.

who is Vee Wee?

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Posted by: Twigifire.8379

Twigifire.8379

Just an engineer who is, as he says, ranked as the highest engineer on North American servers, or very well near the top, who posts all his stuff on the forums. Clearly he has attempted to make an identity for himself here by using constant terms. It happens in lots of games, maybe not so eccentric as Vee Wee, but they are still there.

LF p/sh build

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Posted by: Twigifire.8379

Twigifire.8379

Something similar to this would work: But DPS isn’t great, Condi damage through confusion is a larger amount of your damage. You can get up to 22 stacks with this build:
http://gw2skills.net/editor/?fdAQJAqelUUpdr9ZxkLseRCbBNqxAqJI6NWli8xGEAA-T1xYwAAU+9+BAgSPgR1fmv/w+TAwClgAA-w

Can swap perplex runes for runes of undead, or bomb kit for grenade kit, take 2 out of alchemy and put it into explosives for grenadier and shrapnel.

Protective Shield vs Stabilised Armour

in Engineer

Posted by: Twigifire.8379

Twigifire.8379

Hello frands! Vee Wee here, #1 Engi NA and world first rank 80!

My frand coglin! If you find me a successful condition build that goes deep into both Alchemy and Inventions, I’ll retract my statement! But let me save you the trouble and tell you that no such build exists! That’s a fact!

Wahoo! Bye frands!

Vee Wee is actually a very good engi and knows his stuff. But this just sounded like a challenge I couldn’t resist
http://gw2skills.net/editor/?fdAQJAqelUUpPr1XxdLseNiaBF6MuxAIyQ2kPGhCA-TJhIwALLDA4EAsa/hvPAAA
LA BUILD! (Tested it a bit, works pretty well, nothing too amazing.)

Ooooh challenge accepted ehhh gleeful hand rubbing. Love the spirit!

I didn’t quite agree with some of the traits/runes/amulet though so made some changes.

http://gw2skills.net/editor/?fdAQJAqelUUpPr1XxdLseNCbBFyZcRRfkq0xP2gAA-TJRHwAV2fIZZABnAAAPAAA

What do you think Twigifire? As Vee Wee and Chaith said, Alchemy is always better than Inventions and Elixir Infused bomb is generally not that great. I’ve also changed Stabilised Armour -> Protective Shield as per the post’s topic.

Yeah I was just making up for lack of stunbreak. My build was sort of thrown together quickly and I wanted to go heavy into inventions to see how it works (not great XD elixir infused bombs has always been pretty useless) Your build is much better XD

Protective Shield vs Stabilised Armour

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Posted by: Twigifire.8379

Twigifire.8379

Hello frands! Vee Wee here, #1 Engi NA and world first rank 80!

My frand coglin! If you find me a successful condition build that goes deep into both Alchemy and Inventions, I’ll retract my statement! But let me save you the trouble and tell you that no such build exists! That’s a fact!

Wahoo! Bye frands!

Vee Wee is actually a very good engi and knows his stuff. But this just sounded like a challenge I couldn’t resist
http://gw2skills.net/editor/?fdAQJAqelUUpPr1XxdLseNiaBF6MuxAIyQ2kPGhCA-TJhIwALLDA4EAsa/hvPAAA
LA BUILD! (Tested it a bit, works pretty well, nothing too amazing.)

(edited by Twigifire.8379)

wvw gear

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Posted by: Twigifire.8379

Twigifire.8379

Good builds I think you’d like condi based are:

Rabid armour + weapon, celestial trinkets OR Full rabid (both will work) Weapon I’d use would be p/s.

Nade Kit, Bomb Kit, Elixir Gun or Tool Kit

Run at least two of these kits, nades is most beneficial fro this setup:

I’d recommend Nade + Tool + Elixir (but that’s just me)

Go for a 6/2/0/4/2 setup.
Shrapnel, Grenadier, Incendiary Powder,
Fireforged Trigger,
Invigorating speed, backpack regenerator
Speedy Kits

WvW power roaming after patch

in Engineer

Posted by: Twigifire.8379

Twigifire.8379

I run a typical turret 2/0/6/6/0 setup with a few different traits in zerker/knights/cavalier mix with net turret, rifle turret and tool kit which works well Because their low 20 second and 30 second cooldown, it can easy be setup for roaming, and perma-fury makes up for my only 38% crit chance.

static discharge build with high ping

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Posted by: Twigifire.8379

Twigifire.8379

yes I am an aussie with bad internet and it works fine

[Work in Progress] Minegineer

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Posted by: Twigifire.8379

Twigifire.8379

Twigifire: Why not Gadgeteer on that build in place of Armor Mods?

Because Gadgeteer, although grants vigor, I wouldn’t be using the throw mine enough for the aegis proc. I find keeping the gadgets handy for when I need them works better than throwing them for boons, and Armor Mods give me the aegis every 15 seconds still which is what I need, I find saving the gadgets for blasts works better overall, and the armour mods applies it more constantly as well as less predictably, whilst throw mine is blatantly obvious when you throw it. But that’s just how I play and my opinion Armour mods still procs while stunned as well, since I run without a stun break it can be very helpful at times if I muck up the evade or interrupt.

Might just want to add for an extra reason, I mostly use throw mine for either more health off of a water field, or interrupting a skill. If I interrupt there skill, there is really no need for the aegis since they’ll most likely auto-attack me afterwards as their wombo combo is already stopped.

(edited by Twigifire.8379)