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[Looking For Build] WvW Scrapper Hybrid

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basz.6129

Mix rabid armor and trinkets with mara/rampager’s rings amulet. I also like to run runes of undead with this “hybrid”

Can either p/p rabid/rabid or rabid/rampager. With this you take firearms 3, 3, 1, alchemy 2, 2, 3, scrapper 1, 3, 3. Malice and/bursting + energy or torment. EG, FT, elixir b or s. Run sneak gyro.

Can also take hammer, wanderer’s is decent, rabid or rampager’s also acceptable. The build can get glassier against dd, so I like wanderer’s. Take firearms 1, 3, 1(or2), alchemy 2, 2, 3, scrapper 2, 1, 1. Can substitute firearms for inventions 2, 1, 2, but you give up a pretty decent condi dmg boost. I like torment and geomancy, or torment/energy. EG, rocket boots, elixir b or s. Can do mortar if you are familiar with hammer or in a zerg, roam with sneak gyro.

Hammer set probably more what you are looking for in a ‘hybrid’.

New to engineer

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basz.6129

Mara hammer 4 lyfe

Marauder Hammer or Cele Hammer Scrapper?

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basz.6129

Mara hammer. Gives you more flexibility to adjust to a tankier build or more dps. Cele is good in full premades, as utility bunker or mid support. If you soloQ, can’t go wrong with some flavor of marauder scrap.

LF P/P sPvP build.

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basz.6129

http://gw2skills.net/editor/?vdAQJAqancTBtbhdeBWXBEqiF2iiO4H+kH8DLxAQsjminA

I used this pre HoT all the time, inventons instead of scrapper, and rabid instead kf wanderer’s, with pretty good success. With expansion, I replaced with scapper and wanderer’s. It’s even better. Played it through emerald, 90% soloQ, no problems. Still bust it out in ruby with buddies.

Can swap rocket boots for slick shoes for a burstier set up. Burn application on toolbelt is comparable to flamethrower in damage, for half the cooldown. Good for escapes, and additional finisher.

I left sigils blank because it is such a matter of preference. I used torment and geomancy. Pick what suits your play style.

Its official

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basz.6129

Going necro main to engi main? I can almost guarantee you will be back on necro the first time you get DP’d on mid by two decent reapers.

Sigil of Blood vs Fire

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basz.6129

Superior sigil of force

I need help on meta scrapper (pvp)

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basz.6129

From a spvp standpoint, try firearms 2, 3, 3, instead of inventions. When your 54% crit procs, often, you auto jump to 74%. This is when you combine hammer 5 and 3. My personal favorite dirty little trick is to immediately switch eg and drop 5, 4, cancel, hammer 2. EG 5 is a light field with regen instant proc. Means you are going to buff retaliation to yourself and any teammates in vicinty, and you toss vuln. Yea whirl finishers are meh, no doubt. But it is another boon for you, and whomever gets lucky. Keep EG 5, 4 in mind. It’s an incredibly effective weapon combo. Also 4 stacks of might. Heal, escape(or don’t, you have a choice), retaliation, short cooldown. Hammer 2 is also a projectile reflect.

I would say that at least 30-35% of my activated-passive defense/dps is sourced straight from hammer 2, light aura reflection, and retaliation.

Use sneak gyro alot. Drops you as a target, if you destruct immediately you get a couple untrackable seconds + dmg + daze, aoe stealth. Will help keep your slightly Glasser build alive longer.

Sigil of sir + sigil of force = 7-9k crits, conservatively, for hammer 2, 3, 5. Also gives EG 1 a kick, especially if you keep some might up.

Remember to circle target with slick shoes if possible to ensure at least double stunlock. Toolbelt is a stun break and a heal. 1400 health, in stealth, with swiftness = chipped glass instead of shattered.

Sigil of impact vs. Force for stronghold. Npc’s often get smacked by cc, and 10% dmg to stunned or knocked down is a big burst. Superior sigil of speed is also kind of a baby streamlined kits. Can be used as another source of regeneration, with swiftness, also the quickness can be used for stomps.

Hammer 4 keeps your face pretty. Use it. That is all.

If enemy team has DH stacked, engage with caution. Their trap chains will bend you over.

Keep at it. Hammer felt super clunky when I started, especially compared to fluid play of p/p, but now it’s actually fun to see what kind of crazy stuns, saves, escapes you can pull off with the lightning field and sneak gyro.

Any soloQ-ranked stronghold-pls read

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Because it needs to be seen again

Gearing for PVE as a condition engineer

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basz.6129

Superior rune of undead compliments rabid gear really well. Additionally, if you feel like popping into wvw, you literally might move your rings around, and that’s it. The rune can turn a tanky condi build into a condi burst meat shield. Stack with hgh, if you are solo I would even switch to elixir h for the additional stacks. Go p/p with FT, rocket boots, and bombs for the deeps, maybe elixir gun if you need some support.

Spec 3, 3, 1 in scrapper, substitute elixir b for bombs. Yoit condi burst grows as you fight, and it comes with dd and condi mitigation.

Condi engi synergizes with toughness exceptionally well with the rune, and it makes you really nasty in a fight. Throw sigil of torment and geomancy in, use toxic focusing crystal, and sharpening stones. The power is just icing on the condi cake and really you can substitute utility consumable for w/e suits play style.

Best class 1v1

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A reaper with a full life force bar would be the best for dueling imho.

…but reapers begin the match with 0% life force.

Pulsing stability and lots of CC, chill, stun, cripple, boonstrip, condi removal, life steal, unblockable attacks, etc.

The trick is to get your enemy to about 50% hp then stunlock them with shroud 3 and 5, and warhorn 4… or drop your wells on an immobilized or deep-frozen target.

At the start of the match u really don’t have anything to worry about from an enemy reaper… but if he got some life force from somewhere…. watch the kitten out.

This. Once a reaper gets into rotation, I do not see any class, other than anothe reaper, that can handle the burst for long. Scapper is pretty powerful 1v1, in the right hands. DH also obviously very strong, with an experienced player, they can be kittening tough. Druids can be nasty, but with targeting upkeep, and careful watch on their skill animations, I feel like you can walk around most of their damaging skills. I feel like druid excels at taking out other druids/bunker ele/bunker mes. Their sustain is really the only power they have. I find the dps high, but easily avoided and mitigated.

There are of course exceptions to everything, and player skill caps have alot to do with 1v1 outcomes.

[Cake] Eriol - Meet the Gyroscrapper

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basz.6129

All of the combat looks totally staged, noone is fighting back. If you are using terrain mechanics to the fullest extent, gyro’s literally cannot keep up. Believe me, I want the gyro’s to be a thing too. They just aren’t viable.

Condi/juggernaut build

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basz.6129

Combine rabid with rune of the undead. End up with 1750 toughness and a percentage of that is also converted to condition damage. The loss of power is almost a non issue running p/s, rabid has the 900 precision, which you want for your condi procs. Flamethrower is really not a great burn applicator in pvp, aside from toolbelt. Toolbelt has a 40s CD. Rocket boots toolbelt offers almost identical application with toolbelt, plus a damaging ‘oh kitten’ button. Honestly running your weapon choice, without pistol 4, I would take flamethrower over slick shoes. Doesn’t have a stun break, but it does have a blind field if you get hard cc. The only response to condi gyro I personally have, is get hgh, and run an elixir. Just do yourself that favor if you don’t take any of my other advice lol.

Adaptive Armor vs. Final Salvo (pvp)

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basz.6129

Gyro engi in pvp is just not reliable enough. If you can’t rely on the gyro mechanics themselves, why would you ever want to rely on a secondary proc? If one could legitimately place every gyro, whilst convincing enemy players to also work with you on gyro combo set ups, knock yourself out. AA is passive condi negation, and dd defense. Final Salvo is work to set up, and you cannot ever be sure your gyro’s are going to do what you expect, especially if you are properly utilizing mechanics and terrain.

If you have stacked reaper front line, with bunk/heal ele, offering your engi the opportunity to stand back and set up gyro combos over time, it might be viable for bigger team fights. The problem is that pvp gets very fast paced, and if you come flying into a node battle ready to dish damage and support lightning fields……… but the AI is stuck on that last blade of grass back there so they have to traverse the entire map to reach you. I would keep all gyro, excluding sneak, in pve/wvw situations, and use the weapons we know work in spvp.

To disclaim, I am no hater of dead builds. I play a static discharge build for pve, and often will pop into wvw to roam with it too. I wouldn’t bring that build anywhere near pvp anymore.

Condi/juggernaut build

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basz.6129

This looks fun. A variant in pve or wvw might yield better results. If you are going to focus condi, specifically burn, offhand pistol skill 4 with IA or rocket boot toolbelt would serve for faster and much more effective application. Might also check out rabid, or wanderer’s if you feel like springing for it. Your build seems glassy, especially if you plan to get up close and personal with second firearms trait choice. Check out rune of undead, or berserker’s rune if you like rampager’s amulet.

Any soloQ-ranked stronghold-pls read

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basz.6129

It works great with 5 warriors if the players stick to the strategy and pay attention.

Any soloQ-ranked stronghold-pls read

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basz.6129

This game mode is a race, not a brawl.

Any team trying to win strongold, whether pug or premade, should follow these simple guidelines.

1 player designated defense. They go straight to treb, and begin going for first breaker wave. If/when enemy players come up after defense player, they have a perfect route with which to kite people up and down the stairs, all while continuing to cleave enemy breakers.

1 player designated supply runner/floater. Lyfe goal is to flood the npc route with breaker duos. As fast as possible with as few interruptions as possible. No archers. Breakers only until both doors are down, then join push on lord. Not your job to escort breakers, do not. This is the ONLY other player that rotates to defense, if needed. Peel when needed to help mop breakers, break a push. Return to supply asap.

Three players designated offense. One or two sprint ahead to clear first gate guards. If two went, one peel back to help escort breakers, the other take out enemy treb. After treb is down, all 3 offense players should be actively healing and buffing their breakers, and fighting off enemy defenders. Just like in conquest, do not chase for kills. Stick with your breakers and keep them alive. They are the only efficient way to take doors down. Players cannot damage gates. If the breakers die, ideally there should be a fairly steady stream of replacement duos incoming. Fall back to the next duo and push again.

Be sure to quickly dispatch all 4 interior npc guards, as quickly as possible after the first gate goes down. It doesn’t require all 3 offensive players to kill each duo of guards. Split to ensure they go down fast. Keep in mind, stronghold is a race, not a brawl. It is acceptable to sacrifice a duo of breakers in order to get the defensive npc’s cleared.

Supply runner should be keeping the stream of breakers coming until both doors are down. In the event runner/floater must rotate to defense, briefly, one offensive player should fill supply running position for the interim. If offensive push breaks, and they are required to regroup, start new breakers, escort again, every time; precious minutes are wasted. This is the closest to an offensive player rotating to defense a team should ever be.

If you have followed these steps, more than likely, the enemy team is starting to crumple into 3 man+ defense. As soon as the second door goes down, supply runner can dump remaining into archers if they choose, and should immediately join the push on enemy lord.

Defense player should remain on defense until the end. I have seen thieves and mesmers camp out on the treb, kiting enemy players to the moon, and dipping in long enough to throw one or two treb shots at breakers.

4 man push on lord. My personal suggestion is to go counter clock wise around the lord-room npc’s. Archer/soldier, then mage/cleric. If you go straight for lord, you get aggro from all 4, and will get burned fast. They go down fast under focus, and lord ends up getting cleaved anyways. Lord also will change aggro often at this point which is good, as he can dish some dps.

Support npc’s down, hit lord as hard as you can. Ignore enemy players if possible to focus lord. Kill them, they respawn, and time spent not damaging the game mode objective is wasted.

This is a fool proof strategy that has worked like clockwork since the beta weekend inteoducton. The games can be won in 3 minutes if done properly, again and again.

I would like to disclaim that yes, running supply and playing pure defense can win the game by points. With the current bunker heavy trend, you are looking at ridiculously long drawn out brawls (20 mins+ sometimes) that can so easily go wrong if they get even a small window with breakers at the gate. If enemy gets past the first gate, this defensive strategy is almost guaranteed to fail.

You cannot win a race, from behind the start line.

If this does not appeal to you, or you disagree, please do pvp community a favor and either uncheck SH, or do not queue for ranked.

Reaper - good testimony to a bad decision.

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basz.6129

Must just be imagining reapers standing on node whirling around cleaving kitten for 9k x3

Reaper - good testimony to a bad decision.

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basz.6129

2 interchangeable hp bars, biggest personal dps buff contained in an elite requiring one simply to flop hands on keyboard, combined with powerful condi and direct damage options that cover entire nodes. Necro has a hang nail, buff plox.

The real sad truth is that reaper necro is about the only class with dps high enough to contest and take a node without investing 5 mins+ in a 1v1. The animation sequences and skill proc effects are about the only limitation the class has. Being slow and ‘unable’ to chase, while raining down so many types of damage, sounds like a blessing. Shouldn’t be chasing off the node anyways.

Top3 Changes for the Next PvP Season

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basz.6129

1. Let us play hotjoin and pve again while waiting for a queue pop.
2. Let us play hotjoin and pve again while waiting for a queue pop.
3. Soloqueue

+1 give pvp queue map SOMETHING to do other than troll one another endlessly. Dueling, sold. Pve while we wait, sold. Try to friggn tempt me with micro transactions, sold. Just so sick of the bull kitten in hotm.

And put another tier in, nix losing pips. Seperate ppl who put in time and those who are more casual, with additional tiers to work through. Make me get 100 pips, just don’t make me lose 3 when someone quits/dc/is lost

The rocket-science-level that is stronghold

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Dude, counters are based on conquest. What happens when you can’t streak through an enemy as treb? Drop from cliff and start cit cling behind. Call the target and support runner can come help if they are better than you. Treb from distance and aim for the bottle neck. Your second shot in off by the time the knockdown ends. If they get to you and chase, drop off cliff and condi breakers. Focus breakers to finish your job then kite them to team door for stacked kill. Keep them off the door and their own breakes.. every class has some level of stim break and stability now, if supp runner gets ganked, they should run….

The rocket-science-level that is stronghold

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basz.6129

Spoiler, it’s not kittening rocket science. One person goes to treb, and lays waste to first push of breakers. 98% of people you are firing at will not understand what is happening and attempt to heal through it. Treb is generally going to be capable of putting down most teams first push, and for a smart bunkery player, running all over the treb and stairs makes kiting the rare player that comes up after you a breeze. It also leaves the other 4 players to handle pushing though the gate and npc’s. This ends how to play defense in stronghold. If you are doing something else i.e. more than one person defending off the bat, fighting them in the streets, ANYTHING THAT INVOLVES MORE THAN ONE PERSON; you are doing it wrong. This leaves the other 4 to push npc’s and gates to win in less than 5 minutes. Composition makes almost no difference in stronghold, if you are playing it correctly.

One person runs supply. Exclusively breakers until the gates are down. The other three defend the breakers and buff them to get gates down fast. Hgh scrapper is awesome for bringing gates down in less than 30s. Once the gates are down, supply runner switches to archers, and defender pushes lord with the other 3. If done half awake, the other team is still fighting the second gate at best.

Go counter clockwise with the support npc’s then full burn on lord. Spam the finisher, game over. It is so easy I have thought many times that Anet would drop the male and game mode altogether. They haven’t, simply because so many players are obsessed with chasing the enemy team, and diluted to thinking that spending the match fighting the enemy as they work their way into the keep makes more sense than beating them to the Lord with fast effective offense. They counted on the sheeple, and unfortunately for those in solo q with them, the gamble paid off.

A RIFLE ENGI BUILD THAT IS DECENT FOR PVP!

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basz.6129

Maybe, MAYBE, a very specific support focus rifle build would be viable in full man premade. Provided said premade had perfect composition. I feel like 2 bunk mes/ele and 2 revs would be enough heals and deeps to carry a glassy rifle support set up. If you are solo queue with rifle, and no scrapper tanking utility, please please please stay out of ranked.

What qualifies as a 3 pip win?

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basz.6129

I think the ‘magic equation’ for the third pip comes from all of the above mentioned contingencies being met, on top of your “weaker” team managing to come back from a detriment. I was hating life in the second-to-last tier with 2 pips to go on a 1:3 WL rollercoaster back closer to 50% again, in yet another match where the balance was just epic and we were getting rolled. Got frustrated at like 70-120, and just started hammering the far node. The enemy team kept stacking their bunker ele and a ranger (not druid) on me, allowing my team to gain 4v3 advantage. I stuck it out on far, ended up with a score of only like 90 and with a couple deaths, we won and viola, got 3 pips. We did not gain the lead until after both teams had broken 300, so I can only assume that the third pip came from being the weaker team coming back to win from behind.

The truth about divisons

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There seems to be an ongoing misconception that when playing PvP ranked you are entitled to move up to a new League division just by playing more often. Can’t count the number of post that say “lost a pip, gained a pip, lost three pips, gained two pips” or" won 10 in a row then lost 10 in a row", etc…

This isn’t suppose to be a PvE-like XP grind

In a system with good balance and working MMR, regardless of how many games you played, you would reach a point where you capped at your level of skill. At this threshold your wins/losses would balance out to about 50/50 and it would become very, very hard to progress. That’s horrible design I can hear some of your screaming. But really, it isn’t. In real world sports, not everyone who plays high school football makes it to a college team. Not everyone who players at college level gets drafted into the NFL. The league divisions separate skill level. There comes to a point where you cap out and improving becomes very slow. Then eventually you will arrive at your threshold of skill and progression stops altogether. Congratulate yourself, you made it as far as you could. This system is working now, it’s just got some major problems which have largely invalided it to the point that it can’t be taken seriously. GW2 MMR system is polluted by the followng

  • Solo and premade queue mixed. Yes it is a problem. No it’s not as big of a problem as some people make you think it is.
  • The tier lock-in for Amber-Ruby divisions giving players who reach a new tier incentive to loose on purpose to manipulate MMR
  • A very unbalanced meta that is giving huge advantage in a random way to teams not running full premades. (e.g. oh look match making gave the opposing team two condi mallyx Herald’s and we got a Warrior and a burn Gurdian)

Which leads to the next point

Unfortunately they kind of made ranked PvP like a PvE XP grind
The tier lock-in system enables players who would have otherwise reached their cap in league divisions to progress further. Once a tier is locked-in then a player needs five more wins to secure the next. Given the always present luck-factor and also the three bullet points above factor in random chance of leverage, a player who should be locked in a lower division could climb all the way to Ruby though luck and game unbalance giving them wins they don’t deserve.

Once you get to Ruby and can no longer lock in tiers then the real challenge begins. Luck isn’t really going to lean heavy one way or the other, it comes down to skill.

The reality of League divisions

  • Diamond and Legendary – for the best premades who take it seriously
  • Ruby – last stop for good teams that just aren’t good enough for Diamond
  • Amber-Sapphire – Exist to give the players who need to improve a lot (or play a lot more) a feeling of progression,.

Most of us just want to know where we stand. The current system makes that impossible until you reach Ruby. Then there is nothing between Ruby and Diamond.

Lots of sweeping statements in here. Generalization often begets inexperience. The divisions should replace the algorithm that attempts to force people to 50% wlr. Instead we have two systems trying to ‘work together’, but lacking entirely an objective point of view in which to make a call based on how fair it would be stacking; 3 engi,1 guard, 1 theif vs 3 mesmer, 1 rev, 1 warr.

Also alot of careful formatting and idea grouping for so little spell check. Overall seems to be 94% opinion, 4% inferred hot air, 1% QQ, and .9% fact.

league position going to reset every season?

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basz.6129

Anet designated a clear season end date. Considering it’s only like a month and a half away, I am thinking there will probably be 6 rolling seasons throughout the year. Including resets of league tiers, and legendary leader boards. Just my guess, but it could work. Take the focus off rank somewhat.

Tangent bump to so many other threads. Another pro-longer-queues player if it means more even match making. Currently I do win more than lose, but regardless of outcome, the score always looks like 500-200. Not fair or very fun to win or lose that way.

Meta-tweak

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basz.6129

Elixir gun retaliation too. You can have 20s of every 32s retaliation up, and that’s if you are lazy about it. It is such a powerful utility that I almost always plan my moves around node, around it. Plus all the other benefits listed above. EG is lyfe in pvp

Engie help. Celestial?

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basz.6129

You might be able to create some kind of hybrid deal for wvw. Base it on the cele hammer meta, tweak hammer and trinket stats as desired. As long as you’re running hgh, and aren’t all about the ‘optimal’, I don’t see a do-or-die reason to buy or force grind insignias to switch the stats.

On that note, you can just switch ascended armor/weapon stats in mystic forge. So if you decide you don’t like it, wiki the recipe and you can have new ascended armor for like as little as 18g if you are patient, and don’t want to make any of it.

[PvP]What stopped FT/MM/Jugg from being meta?

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basz.6129

I hear you. I used to run a set up with eg/ft. The trade off is a stunbreak with a decent last ditch heal, for a few might stacks and stomp support as you mentioned. Unless you run something like a p/p condi scrapper with hgh, the additional cc can disrupt an entire team fight in your favor, elixir b gives you swiftness, and throw gives you stab. The loss of approx 350 consistent power/condi dmg doesn’t seem to make all that much difference when you are looking at combined 40% condition resistance. I have experimented with taking ft over eg, and it’s fun. But against a team with any synergy, the additional stunbreak/heal with cleanse/might/retaliation 5, 4 combo is invaluable. Throw in the heal damper with eg 3 vs. the brief knockdown on ft, the additonal dps offered by burn is not as viable with a hammer scrapper. I am speaking from an spvp point of view, as I run an SD mortar build in wvw that can be glassy, but hits like a truck. 5-7 close range insta casts, all critting 4-6k, will burst down alot of ppl 1v1.

A RIFLE ENGI BUILD THAT IS DECENT FOR PVP!

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basz.6129

1v1 me bruh, lol. Sure if I run into you bud. Lol

A RIFLE ENGI BUILD THAT IS DECENT FOR PVP!

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basz.6129

Titan, here’s the build, similar to meta setup but has some traits swapped around for what serves the build better. Also made to have rifle swappable with hammer depending on your matchup, just gotta know which wep is better for which scenario. http://gw2skills.net/editor/?vdAQFAUlUUh2tYJXw6KQ7FLTGF9cn37d42lMhl4zcABAA-TJBHwAAuAAGeAAl2fAZZAA
And ignore the narrow minded meta followers who say hammer is the only viable thing, they are wrong and their narrow mindedness will screw them over eventually. If you’d like me to explain choices let me know and I’ll give you a full run down.

Basz, I’d like to see your silly meta hammer take me down. Never lost to a hammer engi while playing my build, in fact I love fighting hammer engis because they think the same way as you and then they get destroyed and wonder why they didn’t win only to realize that hammer is NOT the only viable pvp weapon for engineer.

I never once mentioned anything about “the meta”. And the scenario with you destroying me or any engi, using hammer, that plays alot of pvp, with rifle engi; is hilarious. The hammer offers cc, shield, reflection, passive and active support, short cooldowns, and so many might stacks, I could throw you a few since you are obviously in need. Oh and it hits like a truck and synergizes with super glass dd builds, condi kit set ups, and node bunkers. It gives us versatility with a real melee option, along with our already-powerful kits. Rifle does…. same old meh cc, same dmg, doesnt have traits in multiple skill lines that work well for different play styles. Rifle just doesn’t do it anymore, barely in napkin math world, and not in execution.

Friend, I use my rifle in pvx, and I enjoy it. I find my pvp build boring and time consuming when put into play with gear options, food, and npc’s. The fact remains hammer>rifle, for spvp. But by all means, plox tell me more about what you think you know about pvp rifle engi>hammer

A RIFLE ENGI BUILD THAT IS DECENT FOR PVP!

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basz.6129

Hammer vs rifle in usefulness depends on matchup. Vs rev and necro rifle is better without a doubt. Sometimes hammer is more helpful but it’s really not all it’s hyped up to be. Rifle builds can deal with hammer builds fairly easily as well in my experience. Rifle doesn’t need nades, egun and toolkit compliment it perfectly as it gains a ton of hard cc for decaps and damage combos (way more than hammer could give). Combined with mortar and your cleave is insane, I’d argue in most cases better than that of hammer. Cele rifle built right has insane damage, and better sustain than the meta hammer build plus in a point fight it will win every time provided the player knows how to combo and doesn’t waste skills.

Can I see your build? I would love to try something other than the meta Mara Hammer build. I fear its the only viable thing right now.

It is. I get excited when I see an engi with rifle, easy guaranteed kill.

A RIFLE ENGI BUILD THAT IS DECENT FOR PVP!

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basz.6129

hammer ist just better than rifle in spvp.
more dmg, more sustain, more viable.

Hammer requires Melee, Rifle doesn’t. So training down a running Revenant or a Mesmer trying to escape is a lot easier.

Your sustain may be good but your keep up game is pretty weak.

If you are chasing someone off of node(almost exclusively melee range) you are spvp’ing wrong. Hammer is far more powerful and way easier to manage multiple opponents. The keep-up game as you refer to, should be played on the score board, not chasing kills.

Condi Engi WvW? :<

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basz.6129

Dude, I said the same thing about scrapper and the hero points. Just go do it. You can’t help but pick up heroic notary coins or whatever they are called. 1=1 hero point, and they count towards map conpletion. Spending the coins gives you the needed points, and completes the hero challenges/power points in open world

Reaper takedown

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Posted by: basz.6129

basz.6129

Anyone found a consistent way to take down a decent reaper? I know every class does their thing well, and a well played anything can be op. However, I don’t think twice wading in on any class but a necro. It’s pvp, odds are they are reaper, if they aren’t a bot they are dangerous. I do alot of p/p condi scrapper, but have been playing around with cele/viper hammer, depending on compositions. Having a decent time with hammer, loving it’s versatility once you get accustomed. Still would rather 1v1 any other class. Anyone found a way?

Dishonored A JOKE ?

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Posted by: basz.6129

basz.6129

Perma ban everyone in this thread complaining about dishonor. These are the people that leave games at 120-75. Clearly.

we need a proper ranged kit.

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Posted by: basz.6129

basz.6129

Jump shot has invulnerable frames in the air.

It absolutely doesn’t have invulnerability.

I want to start this disclaimer by referencing my disclaim from above about, “in my experience”. I only engi, I usually pvp, but only been playing like a year. I haven’t seen someone snag me out of mid air, yet. I also haven’t rifled in pvp for a minute, so I’m sure it will happen, and it will probably kill me. If that’s all you thought was wrong-enough with what I wrote to comment, that’s straight.

we need a proper ranged kit.

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Posted by: basz.6129

basz.6129

Jump shot has invulnerable frames in the air. Never been cc’d half way through. Right before, all kittening day. Not mid jump though. Least not in my experience. Crippling condi applied before will kitten the jump, but again, I have never been chilled or crippled half way through. I suspect interrupts like overcharged could potentially do it though. Much like binding roots cc after elixir s proc.

Mortar kit is what you are describing – what a net will say.

While we are dreaming though, I want a pony, and a rail gun kit.

we need a proper ranged kit.

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Posted by: basz.6129

basz.6129

The ‘nail gun’ already exists. In fact, it even fires a net gun, a burst of ‘nails’, a cc shot, and one that does great damage on top of a movement burst with invulnerable frames. See: Rifle.

Any hammer scrapper build other than zerker

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Posted by: basz.6129

basz.6129

Kinda like retaliation spamming thieves in pvp

what

Elixir gun 5,4. Elixir b. 20 out of every 32s can have retaliation up, and that’s if you’re lazy with EG and timing. This with the toughness stacking, adaptive armor, alchemy/elixir cleanses, and hgh might, makes this build able to wade into nodes, dish condi to multiple targets, and get out the other side to turn and cover with secondaries. Your heals come from keeping elixir b on cd, drink/throw h, and both stun breaks regen. And again, if you stay on top of EG combo you get another regeneration and retaliation on top of dmg and an escape.

The way you worded that it sounded like you were comparing this build against thieves who spam retal, which is very strange because thieves have no access to retal.

Ahh, gotcha. My bad. Yea syntax and grammar go out the window for me sometimes. Squirming baby in one arm can result in some hard-to-understand posts on my phone, in the othere hand. Engi can use available retaliation application to great effect against thieves in particular.

Any hammer scrapper build other than zerker

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Posted by: basz.6129

basz.6129

Kinda like retaliation spamming thieves in pvp

what

Elixir gun 5,4. Elixir b. 20 out of every 32s can have retaliation up, and that’s if you’re lazy with EG and timing. This with the toughness stacking, adaptive armor, alchemy/elixir cleanses, and hgh might, makes this build able to wade into nodes, dish condi to multiple targets, and get out the other side to turn and cover with secondaries. Your heals come from keeping elixir b on cd, drink/throw h, and both stun breaks regen. And again, if you stay on top of EG combo you get another regeneration and retaliation on top of dmg and an escape.

Any hammer scrapper build other than zerker

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Posted by: basz.6129

basz.6129

Personally, I am going condi with P/P all day. Have 2 armor pieces to ascended to go, then switching everything to sinister. Yes, even the odd time I will run with hammer, or I can keep some exotic pieces I tool around with trying to find a ‘tank’ build. I spvp alot, use a specific condi set up, have tried pseudo versions in pve and it’s extremely effective. Albeit there is a certain ‘cheese’ factor in dropping condi everywhere as you run by and kiting elite and veteran mobs to death. Kinda like retaliation spamming thieves in pvp

However, knights armor with zerk trinkets seems to hold up in pve content. It will serve in wvw as well if you play enough engi to get comfortable with static discharge/mortar build. Key, imho, is to negate DD as much as possible and burst condi classes down before they melt you. Otherwise condi hgh with food is king in wvw right now, at least for engi.

This is an SD build I used to run around with in pvp during early rank games. It’s fun and effective. Can substitute utility goggles as needed. http://intothemists.com/guides/6273-static_dismay_v2

It’s a little dated, can potentially switch firearms out for scrapper and get a slightly tanker build, but crit potential drops. Trade offs and all that jibber jabber.

*SD build is also viable in all pve, but as I said, I see condi as superior and while I currently run a variation of the above build, it is temporary

(edited by basz.6129)

PvP builds

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Posted by: basz.6129

basz.6129

Give this a try: http://gw2skills.net/editor/?vdAQJAqancTBtbhdeBWXBEqiF2iiO4H+kH8DLxAQsjminA

Nice condi build that doesn’t quit. Only thing lacking is perma swiftness, and you have it up 70% of the time just spamming elixirs. Dd is a non issue. This works well with rabid too, but I can no longer count the times that duration has been a gimme in team fights/won me downed spam 1 wars.

You build is good but in my opinion if you trade slick shoes for elixir S and snake Giro for mortar it is better becouse you have also aoe which is really strong for engi , one more water field and 1 more blast . ( personal preference)

The sneak gyro does elixir s’ job. With a daze if you use it to escape. I do trade 6 potential stacks of might, a cleanse, and a water field as you mentioned, and fields. But, the sneak gyro does offer utility beyond my toon, i find the instant cast more reliable than throw elixir s, that cooldown tho. The cooldown alone sells it for me. It has won me countless team fights, and definitely has been make or break in dozens of 2v1. Ground targeting has also gotten funny recently, so again reliability of cast makes me choose it over mortar. The toolbelt skill, same cooldown, is also insanely useful against burty thieves and good mesmers. I wasn’t a fan of slick shoes until I used it a few games; stun break with haste+2350 heal+a stupidly effective cc. Only other cc in the build is glue shot which is meh.

I do, now and then depending on my team, switch undead for krait rune, and either elixir u or flamethrower for slick shoes. Krait + sneak gyro + wanderer’s = dirty. Might stack to 17, pop blowtorch, insta-cast invisibility(which applies 3 condi aoe), EG 3, 5, 4, 2 as well if not necro, pistol 2, 3, auto attack. Cc and stun break as needed, keep stacks high and cleanses going with elixirs, use sneak gyro to gain advantage or rotate or apply cover condi to burn or run away dazing your pursuer, rotate back to EG for poison, geomancy proc, might and retaliation (which can be kept up lazily 20s of every 32, higher if you time it with elixir b). You can deal an incredible amount of sustained dmg and have constant condi application. You do suffer a small amount of “burst” loss from synergy with undead, plus undead with adaptive armor makes direct damage negligible, so I generally stick with it. Undead for solo q, the other build is pretty soft if you don’t have support.

[PVP] scrapper insta-grab supplies...

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Posted by: basz.6129

basz.6129

Probably elixir u to proc quickness

PvP builds

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Posted by: basz.6129

basz.6129

Give this a try: http://gw2skills.net/editor/?vdAQJAqancTBtbhdeBWXBEqiF2iiO4H+kH8DLxAQsjminA

Nice condi build that doesn’t quit. Only thing lacking is perma swiftness, and you have it up 70% of the time just spamming elixirs. Dd is a non issue. This works well with rabid too, but I can no longer count the times that duration has been a gimme in team fights/won me downed spam 1 wars.

How am I supposed to level this up!?

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Posted by: basz.6129

basz.6129

Play pistol/pistol with elixir h, bombs, flame thrower, nades if and when you can. Engi has unique play styles unique to player. Load condition damage, vitality, power in that order as you pick up gear. Pve leveling is slow in the beginning, but worth it if you plan to take a crack at playing engi with any kind of success. Focus on map completions vs. xp grind, takes the edge off the tedium, and if you complete the free story that is like 20 free levels for almost no work. Just have to sit through dialogue now.

New dishonor stat = W/L stat reset, right?

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basz.6129

I say finally. They did this in NwO. Though ppl did glitch it for LB position, it did help spare new players getting totally mowed over, somewhat. The size of gw2 community gives dishonor an established populated system in which to, hopefully, weed out leechers and griefers.

With this in place, I would vote for W/L reset. Who knows what could have happened in games where anyone who puts forth even a modicum of effort, has suffered because that guy who drops group at 75-105. The game is effectively over. That guy(gal too per se, for the pc crowd) might not have even queued if this had already been in effect. Those who don’t drop and stay for the, usual, stomp now have another loss on MMR due to no fault of their own.

Reset that kitten for those of us not worthy to play in the pro league.

[PvP] Scrapper ultimate build

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Posted by: basz.6129

basz.6129

Considering both of these builds have hammer slotted, neither would be ultimate, or even particularly viable without perfect team composition.

Elite Spec Idea: Saboteur

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Posted by: basz.6129

basz.6129

*See Dragon Hunter

Function Gyro is like a splinter in my mind

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Posted by: basz.6129

basz.6129

*shakes head, and walks away

Kit swapping 24/7 as a hammer scrapper?

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Posted by: basz.6129

basz.6129

Static discharge. Melt through champs solo. Tk, rt, the ram thing, mortar for range. This build makes the frustration of tangled depths, so much fun to rampage on the pretty regular veteran/elite/champ mobs, especially after a particularly nasty fall from a rough climb, or a rough climb which takes you somehow past the boss fight.