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Any decent build is viable. I run Static Discharge engineer with my own set of stats and have run pretty much every other engineer build but keep coming back to this one, because it’s fun and works. Saying “everyone needs to run this build in tpvp to be viable” yeah.. great.. so what if I run something different not many people are expecting? These threads about people being No.1 engi EU NA Oceanic, Brazilian, really I think people need to stop caring about how good they are, not taking a stab at you guys, pointing out your expertise is good, but there are more viable builds than just YOUR builds.
There are plenty of options to run, engineer is by far one of the most versatile classes there is and as soon as classes get funnelled into “if you ain’t running meta you ain’t good” it ruins the whole point of making your own build. Some players find other builds suit their playstyle better, and have a lot more fun if you have your own build. There are guidelines, sure, however, almost every thought-out build with a bit of practice can be greatly effective and up to the supposed “tpvp standard.”
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I’ve actually seen your twitch videos Burr, and I am quite jealous of the insta-gibbing capability, however, I run a slightly different Engineer build orientated a bit more for 1v1 fights.
Basically, I don’t trait as heavily into using just mines. I don’t find the 10% extra damage from the explosives trait line to be as helpful either compared to other possible traits such as armour mods and go for the eyes as they add a lot of defensive pressure combined without needing to ease off on the DPS during a fight, and can seriously mess with people’s combos.
However, I don’t run a stun breaker, which I replace with rocket boots as it is great for kiting, getting distance from an enemy, and is a great escape tool for getting out of immob or chill. Healing turret for the water fields as both mine and boots are blast finishers and can heal from the blasts + healing turret for a massive amount without any healing power (at least 8-10K healing in total). With healing turret, overcharged shot, rocket boots, almost can never be immobed or chilled which is amazing. I grabbed knights armour, weapon and cav amulet to have a bit more survivability in a fight, with the rest zerker amulets for the damage. I find this combination of stats works best with this build since it can save you as you have no stun break and don’t evade the attack, as well as can get close to ranged opponents for massive burst damage (from the rifle + mines)
Basically I find my build to have great damage, balanced with enough survivability to make it extremely dangerous.
I don’t believe traiting completely for mines to be worth it. Sure the 10% dmg is nice and mines all over the place, but mines you cannot control their explosion are too easy to avoid by the enemy, and I already explained my reasoning on the 10% extra explosives dmg, as well as only having 2 skills (throw mine + toolbelt) which can take advantage from it.
http://gw2skills.net/editor/?fdAQFAUlUUpvrdZxkLseNichM6yVfC6HZu8pAA-TFCFABls/Qb6AA4CAclSQkU65kyAHeAAJq+DA-w
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Give it a test run if you’ve got the gear. I’d say it’s pretty solid, but there are probably areas it can improve in. Take it into pvp and see how well it works with knights armour. If you find the result unsatisfactory, try focusing a bit more defensively or bursty. You could always go for HGH elixir build with rifle which would definitely worth a try.
Eh, I find I’m not using it enough to really get the aegis up enough. And also using it every 14 1/2 seconds with 1/2 second throw still is still the same as armor mods. I believe that armour mods still works better simply because you don’t have to worry about it and you can save your rocket boots + throw mine for times you need it most for the knockback. But great idea nonetheless! You’re more like 10/1 in my books
900 comments, almost 7000 views. XD Maybe Anet will do it as a congrats at the 1000 posts or 10000 views mark?
Yeah listen to Vee Wee, he seems eccentric at times but knows his stuff.
But don’t underestimate that shrapnel. 3 grenades means 3 chances to crit. Check out the guys build in the youtubes, he’s got a good setup
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I love how EVERY engineer has complained here and yet nothing has been done…
Actually a pretty very neat idea with the perma vigor again
I’m just wondering if you had perma-vigor, would armour mods be better replaced with adrenaline implant? Since it’s not a boon but a buff, it means endurance regen with vigor will be even faster.
So say, 100% regern from vigor = 200% overall
Adrenaline Implant Increases by 50% of 200%, therefore 300% and a 200% overall increase to endurance regen?Does not work like that. Taken directly from the wiki:
“Endurance regenerates over time, at a base rate of 5% per second and a max rate of 10% per second – effects which grant additional endurance regeneration do not stack beyond double the normal rate – for instance, any additional endurance regeneration while under effects of boon vigor (which already grants maximum increase in regeneration rate) has no effect.”This is the reason you keep seeing everyone using perma vigor + aegis over 50% regen. The trait is too weak to justify the traits for it. Realistically, we only need 4 points for perma vigor in battle due to Infused Precision and Invigorating Speed; 6 points to gain 50% vs 2 traits with 5s cd is futile.
Ah ok, didn’t realise there was a roof on endurance regen
This is the type of discussion that I enjoy the most. A community of like minded individuals who are enjoying the opportunity to theory craft for no other reason than it is fun and entertaining to do so. However, despite my attempts to dismiss the effectiveness of this combination I have produced my own variant that I have found to be profoundly enticing and incredibly successful.
PVP Variant
http://gw2skills.net/editor/?fdAQFAUlUUpqq9ZxkLseRicBN6yclnAyDeBR9wPFAA-TJBBABA8AAyZ/hwLD03FAAAI have found that Static Discharge is a nice addition for more damage oriented play (obviously), but if you would like to be even more trollish you can sub SD for Speedy Kits and Power Wrench to apply perma cripple and guarantee your stealths. Some of you might be thinking why Flame Turret? In both PVP and WvW I have found the blind field to be exceptional in maintaining perma blind effects on my opponents, melee especially when used in conjunction with Bomb Kit. I don’t solely rely on my prey to stand in the fields, which is why i use Throw Wrench to guarantee application of blind from afar when Gofer is on CD. The same can be said for applying/maintaining burning, as you ckittene Throw Napalm to the same effect; even going as far as providing yourself with reliable fire shields using Jump Shot. Just thought I would throw in my two cents since everyone was having such a fun time discussing this.
Actually a pretty very neat idea with the perma vigor again I’m just wondering if you had perma-vigor, would armour mods be better replaced with adrenaline implant? Since it’s not a boon but a buff, it means endurance regen with vigor will be even faster.
So say, 100% regern from vigor = 200% overall
Adrenaline Implant Increases by 50% of 200%, therefore 300% and a 200% overall increase to endurance regen?
You’ve forgotten to do armour XD But yes you’re build is actually quite meta at the moment. You’ll want to go for a full rabid set of armour. Instead of forceful explosions or short fuse, swap one of them out for Shrapnel. I’d say drop the 2 points in alchemy as Deadly mixture won’t help in a condi build, put them into firearms and grab fireforged trigger. That’s about all I can critic
Here is a link to a youtube video of a guy using pretty much the same build:
https://www.youtube.com/watch?v=QQd53qlCvo8&list=UUspfGg3_fCOuVxIMvWWBEOw
and you can find a link to his build in the description
I’m 99% sure that it’s only rifle. Because kits, like grenades, have their own 10% damage buff.
Hey Zardul, I run a slight modification for my recent static discharge build
This combination works so well for me as well, I run slightly different traits and skills to you though. I use rocket boots, throw mine and toolkit. As throw mine provides great damage and a 14 second knockback, and rocketboots give you HEAPS of mobility which I find keep me alive very well. However, I didn’t trait into alchemy and instead went with increased mine explosion size, and didn’t grab speedy kits taking gadget cooldown instead
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I’ll tell you what I know from my experience.
With your berserker gear, you know of wolfineer obviously, start with his builds as they’re all good all round builds that are the meta engineer builds.
Try his recent static discharge one out build wise, and basically dodge anything that looks like they’re about to smack you in the face.. really hard.
For roaming in general, try to stick to camps and sentries, occasionally go and tag along with a group of guys you meet and grab a tower if you can, if not, stick to the camps. Just go from camp to camp and engage people who you think you could beat/ have a chance at beating.
You’ll find out probably at some point that conditions are incredibly strong. Pretty much all engineers lack good condition removal as it’s too much effort to trait for and swap utilities out. I’d say as a starting wvw engineer, conditions (dire+rabid) will be a lot easier for you to use with EG, BK, TK or BK, GK, EG as they offer a lot more survivability and still deal tonnes of damage. You’ll find the power builds a lot more bursty and a lot less survivally.
Both power and condition engineer builds are viable though, one of the great things about the class is the huge range of builds. Good luck roaming sorry if I didn’t answer everything!
I run a very similar build to Ovalk but with thumper turret and a few different traits. Thumper gives access to three blast finishers and a stun break
some good advice, also alot of people suggest pistol/shield, does it offer better dueling potential than p/p or do people just like the extra survival?
Yeah, basically^
These two skills simply offer much more than the two other pistols skills.
Imo just leave it as it is, stop touching it. Engies (well, more specifically me) need a reason to invest in hp stat.
^^^ This.
Some builds rely on this to make up for our terrible condition removal. Have a look at some other traits of other professions, which are A LOT stronger at doing what they do than automated response is.
Dunno about you but nades and BK scale a lot better with power, especially if it’s about the “bang for the buck”.
Going for condi builds drastically decreases your dps with any kit but allows for incredible survivability.
For pvp I’d go with a condi / celestial build for bunkering and decap, but stay with power for everything else, including all aspects of wvw.
Nades and BK do scale better with power, however, the thing with power builds to be effective they need three stats to do so. I’ve tried my best with power builds, but condition for small fights will always be best in my opinion. But yes, i was referring to mine from a roaming/dueling perspective. In big zerg fights, unless you’re trying to knock out guys at the tail, then power would easily be the best option. I was also taking into account survive ability of the kits.
I’ll give you my opinion on what kits belongs with what stats pvp/wvw wise in my opinion for maximum bang for your buck.
Grenade Kit: 1st Celestial, 2nd Condition
Bomb Kit: 1st Condition, 2nd Celestial
Flamethrower: Power
Tool Kit: N/A Utility Kit (Works with either)
Elixir Gun: 1st Condition, 2nd Support Kit (Can work with any for stunbreak + heal)
Walking turrets… If I wanted an AI to follow me around I would’ve gone a necro or ranger.
Turrets are good as they are, sure incredibly low maneuverability, but that’s the trade off for having extra DPS and support capabilities from one.
They’re best for bunkering down and hold the line, an that’s how they should stay imo. Simply because once turrets start moving, you’ve got 4 turrets that provide better support than pets. Including supply drop, 7.
Thanks anyway!
Hey, I’m an Australian player and really like to roam in wvw. I’m currently on NA HoD, and was wondering if it makes much difference (ping wise) between a NA and EU server, as I’d like to move to one with a bit larger population so I can still find people to fight. And also, any recommendations for a good server for me to join?
Thanks.
Generally, condi duration at around 60 to 90% is good enough. Anything higher than that it’ll be cured too quickly to take full effect. Basically, once you get 90%, focus on condition damage, as it is more powerful in pvp/wvw than duration.
Because if they were it would be extremely Overpowered. The elixir gun is already one of our best kits. HGH would be renewed as a massive meta, and extremely powerful at killing everyone, as elixir gun offers already massive support. Reducing the skills recharge by up to 40%, increasing the regen duration would be very helpful, and the HGH means nades + elixir gun + elixir s/b would be unstoppable.
Three kit build, either with Nade EG Bombs or EG toolkit bombs. Although these builds can become quite hard to master.
It looks like the symbol on the bomb kit as well ^^
Replace Zerker with Rabid gear.
And I’m sorry but I run three kits and honestly, I’d rather have them than get to swap weapon. So many skills can be spammed in such short time!
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So I’ve always been wondering if it’s an elixir or a bomb? I think it’s a bomb, but what sort of a bomb has a cork in it!?!?!?
Could I please get an invite?
You could join me with [Epic]. basically a PvE guild, guild events every week, but only 1 night of wvw however I do it heaps anyway. You could join if you like!
Hello Vacant, the guild I’m currently in for mostly pve/dungeons would like to have you. We’re [Epic] and you can message me when I’m on so I can get you an invite! I’ve also just started a wvw guild but it’s only JUST started so like, 5 people in it.
I’ve been brainstorming a build which may potentially work great for wvw using the flamethrower and rifle using the gear I have.
I’ve come up with this —-—>http://gw2skills.net/editor/?fcIQFAUlspSXn1SgF17IxIFfuzgUU37K6xjb8kB-jUyAYfASEQOvIasVuoV6CbFMI6aMVJRUt3gIqWKATUGB-w
Easily capable of 25 stacks of might basically always (31 seconds of might from Juggernaut is amazing) 4000 Attack + 1000 CD and 2200 Armor + 21K Health seems to work well?
Swapping between Rifle for CC, skill damage + range and FT for good close-range damage, constant might, bit of CC, Fire Field etc.
I have a full set of exotic Berserker armor + Trinkets as well as a full set of Sentinel Armor + Trinkets. That’s why I’ve combined them.
Maybe full Knights would work better?
Isn’t it great that engineer is a class where you can have a serious discussion about what weapons and type of damage is best?
The reality is they both work very well with the class. All three weapon combinations work. Both types of damage work well.
I still prefer the conditions especially playing against multiple targets. 1 v 1 so much of it will depend on the other character’s build. Situation by situation I could argue one is better/worse. I do a LOT of swapping of weapons between rifle and pistol/shield or pistol/pistol. By baseline remains pistol/shield but a lot of fights while running in it is the thing I am swapping out.
I know it’s like this class is actually able to not just run the super popular builds!! Although I prefer my static discharge power build over conditions.. thus, my rifle is my favourite.
And I get to show off my jetpack in battle }:D
Not sure what you like to do (such as bunker, damage or a bit of both) BUT I’ll throw in my solo roaming wvw build.
So it’s a static discharge build which can insta-kill nublets and do well in 1v2 and 1v3 (you’ve got to get them by surprise though to burst down high DPS targets immediately), but if you decide to run this build you’ve got to make sure you burst at the right time. Make sure your opponent has got no blocks up or stability, then stun him, immobilize him and then wreck him with all your toolbelt + rifle skills, with a prybar to the face.
But you’ve got to make sure your burst hits. If it misses, try to survive until you can do it again XD
I’ve also got a bunker one but it’s not really viable for solo roaming as it has zero damage by can survive among 5 or so enemies easily.
Why are they not implementing this! I didn’t spend 450g on my backpack to never see it!!!!!
Title is misleading sorry ^^^ Put a question mark at the end.
So I know there’s quite a few posts out there already about this, however, none of them have really answered all my questions clearly enough for me.
I’ve played the game quite a bit but I still haven’t found the build that’s made me want to stick with it.
People keep saying, from what I’ve heard (and observed from personal playing) that condition damage seems to be the way to go for engineer roamers for 1vX situations, however, whenever I’ve tried running one (with pretty dodgy gear) it seems to do awfully. So, if it isn’t such a hassle, could you please firstly, tell me what’s generally better for roaming damage wise (power or condition) Secondly, give me a description of a good condition build or other roaming build that’s quite effective that I could use (HGH I dislike. Elixirs have too long a cooldown for me)
I’ve currently got a Zerker armor + trinket set as well as a Sentinel’s armor + trinket set, both obviously focus on power for damage (maybe a mix of them both?)
Thank you for your time }:D
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I prefer going super bunker PVT. With the right traits + skills you can be (debateably) the tankiest guy in the game..
I run a very heavy bunker engineer build where I have a good constant regen, evasion + block.
Basically, I’ve searched everywhere for an answer to this and basically the title:
Do Ascended armor peices get runes or only infusions?
And do only Ascended weapons get infusions or do they get sigils as well?
Sorry for putting this in here I didn’t where else to put it, thank you for your answer!
SUUUUUUUUUUUUUUUUPPPPPPPPPEEEEEEEERRRRRRR TTTTTTTTTAAAAANNNNNNKKKKKK
Well, pistols are actually more condition damage than direct damage as you will be using your kits most likely more than them. I’d suggest using a kit, popping out to fire off all of your pistol skills and then going back into nade/bomb kit.
Armor would have to have some sort of condition damage in their (either as minor or major) but the rest depends on if you want to build slightly tankier with a more healing or go for more overall damage.
I’ve made a tank engineer build (basically tankcat) with a minor tweak with replacing cleaning formula 409 for backpack regenerator. I’ve got sigil of energy as well with sentinel’s armor which gives me about 38 -30K health and 3100 armor. I need some advice on what elixir would be better, elixir C for condition removal or elixir B for retaliation?
In my honest opinion I found the toolkit to be a bit too “meh” to be worth a slot and prefer having the battering ram.
The toolbelt is almost as fast to recharge but also a huge amount of normal damage. It also gives an extra fast knockback.
Also, I found putting 10 poitns into explosives rather than inventions worked better for the burning for 4s trait and an extra 100 power.Full berserker gear with rubies complements this build greatly and enabling you to deal heaps more damage, and in wvw, can hit up to 4K dmg alone by just using the rams toolbelt skill.
I can assure you that the static discharge build with my traits and utilities+toolbelt skills will do MORE damage than a nade build.Actually, toolkit vastly outperforms battering ram in any possible way.
Ram does slightly higher damage but it only hits one target,
Throw wrench not only hits anything in its way, but it does it TWICE since it deals damage also in the returning phase, in addiction it has shorter recharge.
The kit itself also gives:
Pry bar, which has a very short cd, deals huge damage and also apply 5 confusion stacks.
Magnet pull, which is one of the best control skills ingame since it has a ridicolous range and can be combined with prybar+ blunderbluss for high burst, or overcharged shot for a control nightmare.
Gear shield, which is a 3 sec block on a 16 cd, lifesaver.
Box of nails, which even if it’s pretty tricky and not really that great, it will still cripple following enemies.
Smack, which is gold against reflect projectile enemies, allowing you to still do high damage on em, also hits very hard with mesmer’s time warp.I don’t see any possible scenario in which all this is outperformed by a 45 seconds melee range knockback.
You can however consider to use both in pve, and remove googles which, given its very long recharge, may not be the best option if you don’t plan to use the stunbreaker + analize for the burst combo (which is mostly for pvp).
Ah, I didnt know that the toolkit did damage on return also. So technically it does more damage anyway.
And for the speedy kits I use medkit. It is by far in my opinion the best medical slot item to use since you have the toolbelt heal for almost as much as Elixir H and also 3 bandages to help escape with
In my honest opinion I found the toolkit to be a bit too “meh” to be worth a slot and prefer having the battering ram.
The toolbelt is almost as fast to recharge but also a huge amount of normal damage. It also gives an extra fast knockback.
Also, I found putting 10 poitns into explosives rather than inventions worked better for the burning for 4s trait and an extra 100 power.
Full berserker gear with rubies complements this build greatly and enabling you to deal heaps more damage, and in wvw, can hit up to 4K dmg alone by just using the rams toolbelt skill.
I can assure you that the static discharge build with my traits and utilities+toolbelt skills will do MORE damage than a nade build.
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Thanks for your help guys, seems like power was the way to go. I don’t want to sacrifice too much toughness because I like being able to take hits from several opponents and survive.
Swapped to using the rifle which is working really well, using the flamethrower and then swapping to the rifle for net shot.
Using the sigil of strength for the extra might stacks which works well
Can’t really be bothered to get the money, to buy a new set of armor for different runes though.
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Yeah, Elixir X is mainly for when we’re losing so I decide to throw people around xD
I was mainly using Elixir U just to gain a few extra boons and will try swapping it for Elixir R.
Thanks for your feedback
I have been running this build for some time now and basically spend 99% of the time with the flamethrower out with it.
Is there any flaws with what I have? I like to get in the front lines of the fight and have mainly been battling whether to use condition damage or power (with toughness) for my armor stats.
Any way to fine tune what I currently have?