Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard
I’ve made quite a few changes for you to make it more of a full bunker build while trying to keep the essence of the build the same.
http://gw2skills.net/editor/?fdAQJAqelUUpPrlcxyKseNiahE6b5CI6rZT+pIA-TJxHwAOLDI4BAca/BAnAAA
My main criticism of your initial build is that it isn’t really full bunker but it isn’t damage. It was just a bit too all over the place without much purpose.
I also think Healing Turret is much better than A.E.D (even traited) and that it isn’t worth playing Bombs without Forceful Explosives.
Lastly, Automated Response + Runes of Melandru is (in my opinion) better than Leg Mods. Alternatively, you can run Protection Injection instead which is also very good.
Let me know what you think ^.^
Sorry, I’m assuming you’re talking about a PvP context (given that you talked about a Turret build in the OP). If so, then i stand by what I said (especially in a Bomb build).
Otherwise, sure 30/30 all the way for PvE but then why do you even care about Vigor?
Edit: The 20 points in Alchemy gives you Invigorating Speed/Protection Injection/Self Regulating Defenses and Backpack Regenerator in normal builds (or Fast Acting Elixirs & Cleansing Formula 409 in a HGH build). This doesn’t make it bunkery…just adds a chunk load of survivability.
(edited by chungiee.8764)
well i guess it depends i dont see many people who runs firearms willing to waste point in alchemy unless running FT in wich case yea you prety much good for perma vigor anyway
The alchemy line just serve so little purpose VS what firearm and explosive do if not tools. Unless you specificaly running the flamethrower its prety much a huge downgrade altrought when you look at the build from that point of view it totaly make senses
I think you’ve got it the wrong way around. If your Engineer build doesn’t have at least 20 points in Alchemy, it’s probably not worth running.
In any case, all you need is Infused Precision + Invigorating Speed and you’ve pretty much got perma Vigor.
I predict major upsets in Q1 with 3rd and 5th seeds progressing. (I should really get better odds!)
Can’t wait for Q3/4 where there seems to be more depth in teams.
Edit: 3rd place in Q1: Read it Backwards, Q2: High Impact
(edited by chungiee.8764)
As an Engineer, Entangle is pretty much a instant win button if it hits.
Hello frands! Vee Wee here, #1 Engi NA and world first rank 80!
One Grenade Barrage destroys the roots! Even on condi builds! Or use Overcharged Shot to remove it!
Wahoo! Bye frands!
Sure…just never use those skills for the off chance you get Entangled…
Even then, youve wasted your burst or cc.
Lastly given the aoe clutter… You wont always see that youre entangled. Chances are you get killed before you get out given how engies rely on kiting to live.
As an Engineer, Entangle is pretty much a instant win button if it hits.
It’s only my limited experience as I don’t run either often but I prefer the Smoke Bomb trait over Elixir Infused bombs.
With the smoke bomb, I get hit with the first hit or two but then I am protected long enough to blast into a Stealth.
The Elixir Infused bombs require you to constantly stay in bomb kit and drop bombs for minor healing when you’d be much better off kiting away and shooting your enemy. I have a hunch that the extra sustain you feel is largely because of the +300 Toughness and Healing Power rather than the trait.
Wouldn’t say no to swapping the Smoke Bomb trait around with the Elixir Infused Bombs though.
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.
Thanks for everyone’s input so far. The consensus seems to be that Stabilised Armour is best vs Warriors but Protective Shield is generally better.
I agree with Chaith in that the value of Inventions is a very interesting discussion.
As an aside, I think Inventions is very underrated. The extra sustain you get really helps (espcially with Bombs) as it lets you stay on point longer and land your hits. A standard 6,0,0,6,2 build forces you to stay on the edge of the point/fight and potentially reduces the damage you can deal as you constantly have to kite.
I fully expect 4,0,4,6,0 to be a fantastic build post patch with Bomb + FT.
Hello frands! Vee Wee here, #1 Engi NA and world first rank 80!
You are right! Vee Wee was insane! Going 30 Inventions is the condi Engi meta! How could Vee Wee have been so blind!
Wahoo! Bye frands!
Meta doesn’t mean “good”. I can run a full turret build or a turret/elixir gun hybrid and both are insanely effective, neither are meta.
Another off topic post but i’d say you have it the wrong way around.
I’d say Full turret build is very much meta with every 2nd rerolled Engie running it. Definitely not insanely effective.
Thanks for all the input although I see the thread has derailed slightly into Inventions vs Explosives.
I believe there is currently a common assumption that anyone running Inventions is running full turret. I don’t believe this is the case as Inventions offers defensive stats which will be extremely useful for surviving. While not the purpose of this thread, the discussion should be more Inventions vs Firearms vs Tools.
With the incoming FT/Bomb Kit might stacks, I imagine Inventions will be used even more ala (4,0,4,6,0).
For the record, I agree that full Turret builds aren’t so good and I feel terrible if I’m not running at least 2 kits.
With this in mind, I have edited the OP to assume the Engineer is running 30 points into Alchemy already (as any good Engineer speccing into defence would).
Any other thoughts on Protection Injection vs Stabilised Armour would be appreciated.
Thanks!
(edited by chungiee.8764)
Still looking! Don’t mind if your incomplete team or just 1 person, just let me know if interested.
I’d be interested in joining! I believe I’ve played with you and Zuik before but I’d be happy to try out
.
Post patch, I imagine I’ll be playing Rifle, Bomb Kit, FT to keep all the decap potential but also add a lot more to team fights similar to how Eles currently play.
Will be on tomorrow evening and will message you then!
Hello frands! Vee Wee here, #1 Engi NA and world first rank 80!
Vee Wee thinks Inventions is the worst tree that the Engineers have! It has ok defensive traits but the Alchemy tree is always better! And if you go both Inventions and Alchemy it’s just going to poop on your offensive power! But if you really wanted to pick up Protective Shield or Stabilized Armor, well Vee Wee thinks it’s situational! If you are against many hambows, take Stabilized Armor! Stabilized Armor + Protection Injection work great together! If you are against many burst classes like Fresh Air Ele or Thieves, take Protective Shield! If Vee Wee absolutely had to pick one for general use, Vee Wee would pick Protective Shield! Protection is an amazing boon!
Wahoo! Bye frands!
Thanks for your input!
I used to hate the Inventions tree myself because most of the traits suck but recently, I’ve been putting 20 points into Inventions for Power Shoes (so I don’t need to take Speedy Kits) and Automated Medical Response.
As you say, it “poops” on offense but for bunker builds – the Toughness and Healing Power is absolutely essential.
Edit: I always assume at least 20 points into Alchemy for builds nowadays :P
Why would you suggest that they are not used in WvW? Protection when stunned+stabilized armor together is -53% damage when stunned. A great combo for the hammer train and small groups with a lot of CC, when you figure out stun breaks are 25s or longer cool downs.
Won’t claim to know anything about WvW so you may be right. I just never see any meta builds running points into Inventions.
I take it from your post you are a big fan of Stabilised Armour + Protection Injection then?
Just my thoughts but the builds you have listed seem very NA oriented to me.
Anyhow, here is a couple of my own:
Bomb-Nade Rifle Celestial
http://gw2skills.net/editor/?fdAQFAUlUUpPrlYx+KseNSaBNq0I6Qulm85JEgnC-TJRHwAFuAAAeAAk2f4YZAA
(can change for Toolkit and take Protection Injection instead for the EU Meta build)
Chung’s soon-to-be nerfed Decap Engi:
http://gw2skills.net/editor/?fdAQFAUlUUpmqlcxWLseNCdBF6RcwQL6GWka8pAA-TJxHwACuAAn2fYZZAAPAAA
Lacks stunbreaks but you have Turret explosion and FT5 to “stunbreak” smartly.
Hi all,
In the context of PvP, which do you think of the 2 point Invention traits is better?
Assume you already have 20 or 30 points in Alchemy and you are running something bunkery as your yoloq team has no one to stand on points?
Protective Shield: Gain Protection for 3 (3.75 if running 30 in Alchemy) seconds when you are critically hit. 20 second cooldown.
Stabilised Armour: You take 20% less damage when you are knocked down or stunned.
I’ve personally gone with Protective Shield but I’m never sure about this decision. I looked on the forums but couldn’t find a similar thread.
Discussion welcome!
(edited by chungiee.8764)
One of the best necros in the game. This guy can walk into any top team no problem.
I wish I got to play with Xeon more often as I always seem to be against him. Xeon is a top player and I would definitely recommend for a team.
Best of luck!
Still looking
. If you are also looking for team, please feel free to message me if you would like to try playing together and seeing how it goes.
Thank you for your detailed response Vee Wee. I will test your build once I get home before I comment further on it.
However, I will note that Slick Shoes’s knockdown isn’t that great and Super Speed doesn’t proc SD very well as it has a long cooldown. I appreciate it is a stun-breaker which is important but would Rocket Boots be better?
Also, it could just be personal preference but in the past, I have found Hair Trigger really good with Rifle as the extra CC and kiting support from Jump Shot increases survivability so much more than vigor dodges.
Hello Vee Wee! Frand here.
I have previously tried to make a SD Gadget build too as it is much fun! Interestingly it is very different to what you have created.
http://gw2skills.net/editor/?fdAQFAUlUUpxrlcxvLseNSeBN6rMlgA6AkgqKqcA-TJBFwAy3fYxDAoaZAAXAAA
Could you explain why you went for Protection Injection/Invigorating Speed? I personally felt that they were not needed as Protection doesn’t do much good when you are a squishy Zerker Engineer with very little disengage. I personally would rather take Self-Regulating Defenses to buy you some time to get away.
Another change I had was I invested an additional 10 points in Firearms for the mega-damage traits of Target the Maimed and Modified Ammunition. If you are in a team fight with other people applying conditions, you could increase you damage by at least 10%. Do you think this is worth it?
Looking forward to hearing your thoughts!
Rly are u serious ? U love watching CM’s new comp? Sry but this comp is the nightmare of everyone who watchs the stream and plays against them
Any comp that changes the meta and doesn’t run a Guardian will naturally be interesting to me.
Sure their team is bunkery but then its interesting to see how other teams adapt to this as opposed to seeing the same old Team Mist comps.
Team Mist has all the best players from when Cheese Mode was dominating… I expect TM to win although I do love watching CM’s new comp.
MISS Burst is not only a good player and also a very friendly person. Would definitely recommend and is a player I’d have no problem playing with
.
Hope to see you around for more TeamQs!
The dmg is fine, having more dmg means removing EG which is vital for survive and if you want have more dmg reroll thief. Killing d/d ele is almost impossible if you dont run bombs+nadess. My build is made for roam,kill warriors, 1v1 on far and disingage if you get 2v1, rez people with stealth this is op!. Arrdee build is kitten because if he gets chased by 2 or more he dies quite easily, you are playing 5V5 NOT 1V1!
Based on this, you’d be better off re-rolling a Thief.
The only thing your build has an advantage in over a Thief is the ability to win most 1v1s. However, you pushing 1v1 far point is silly as it just means your team loses close or loses the mid fight in the age that it takes you to decap/win far.
From my own experience of testing this build, I found it rather useless in midfights as it was difficult to get close enough to drop bombs without taking heavy damage while keeping close was difficult as you self-decap with stealth and lack stability.
I do think you are a good Engineer and I agree with your point that the meta ToL Engineer sucked with a few exceptions but I don’t feel running this build is the way to go.
Not quite the promised Leaderboard seasons etc… but I was pleasantly surprised by what has been revealed so far.
Thanks Anet!
Will also be looking for potential ToG team so please let me know if you are also currently looking for a ToG team.
I’m currently one of the best Decap Engineers EU and I can add to your team in the following ways.
Wow be proud of being the best decap engi!
I’m not making a statement about the skill level for playing a Decap Engineer.
Having played against some top players in Team Q, I believe I can run a Decap Engineer at the highest levels and be very effective and would like to try in a competitive team.
Hi, I’m Chungie and I’m an Engineer with ~2000 registered tPvP games playing against players ranked in Top 200.
I’m looking for a place in an aspiring top team but I’d also be up for playing in PUGs for some casual TeamQ.
I’m currently one of the best Decap Engineers EU and was previously Rank 1 on SoloQ.
Post patch, I expect to play with Rifle, Bomb Kit + Flamethrower (Soldiers or Celestial+Hoelbrak) for mega might stacking while continuing to be able to Decap points.
I expect to be able to decap any point if 1v1 in under 90 seconds, provide good damage support, survive 1v2, disengage smartly with Stealth and neutralise points during mid fights. I can also support bursts with Rifle 2 and Rifle 4.
Please message or PM me if you are interested in making a team with me so we can play a few games together on TeamQ.
(edited by chungiee.8764)
All credit to Engineerlover on Reddit
I currently play a “Turret Decap Engineer” using HT/Rifle Turret/TK/FT. While it offers a very nice balance between offense/defence and a truck ton of CC, there are certain scenarios which the build really struggles.
Like JinnDaVikk says, heavy multiple condition spam destroys the build. It is very difficult to 1v1 a Necro/Engie for a long enough time to make the decap worth it as one good long fear or burn could kill you.
Also, Accelerant-Packed Turret is nice but all you need to do is range down a turret (takes like 5 seconds max) or kill it under Stability then the Engineer is left with a nice long cooldown.
The main reason why Turret decappers seem so difficult to deal with is that most people see a turret and disregard it.
Considering how successful the unlocking of new Heal Skills was, I sincerely hope ANet reconsiders this change.
Quite simply the strong traits will require a grind to unlock and the seemingly less useful ones will remain locked forever hampering potential build diversity.
1. Engineer
2. Elementalist
3. Ranger
snip
In my mind, my suggestion would work similar to Berserker Stance. Both you and your opposition would know when it is about to run out and you can position yourself appropriately (i.e: get off the point and LOS as it is about to run out). If anything, my suggestion is OP because it would allow you to drop below the threshold, heal up and still have immunity for the next X seconds.
Regardless, I feel the best way to rework AR is promoting active play (which I think most agree with) and that means forcing the Engineer to reposition/using defensive skills at appropriate times.
This leaves the higher skilled Decappers (those who disengage/ LoS and reengage) viable while toning down the “brainless” 10/0/30/30/0 stand on point spamming Bombs + CC + Dodges.
Just that the FT is rather useless in general. I wouldnt sacrifice a slot for just a fire field
Neither would I.
But pre combat, you can swap utilities out of the same slot.
1) Swap in FT
2) Use Napalm and Incendiary Ammo
3) Swap FT back to whatever you use.
The end result is a 10 second fire field and a truck ton of Burn while you still have your default setup.
Meta is 30/30/0/0/10 Grenades/Bombs/Elixir Gun.
Heres build: (at least the way I play it).
http://gw2skills.net/editor/?fcAQFAUlIqiY3zyuF17IyoCdGoHAmfNife8WtFEC-jwABkIAVhFRjV5KQA-e
Feel free to swap in Runes of Scholar instead of Noble.
Also, can drop HT for Med Kit (if using Noble)
Obviously Berserker gear/trinkets.
Tips:
1) Use Finishers (EG4 -> Fire bomb / HT -> Fire Bomb / Jump Shot -> Fire Bomb)
2) Prestack Might before Battle
3) Swap EG on demand for FT/Throw Elixir S/Toolkit
4) Use Weapon Swap after using Acid Bomb to cancel jump and stay at Melee range.
5) Don’t forget to swap kits every few seconds to proc Sigil of Battle.
My Rotation:
Run up to enemy → G.Barrage → BoB → Fire Bomb → Heal T. Blast → EG4 and cancel →Rifle 5 (hopefully to get Fire Aura) → Rifle 3 → Grenades 2 → 4 → 1
(edited by chungiee.8764)
Quick tip/suggestion regarding Might Blasting pre fights:
Swap to Flamethrower for Napalm instead of using Fire Bomb then swap back. While this takes a second or two, you get a 10 second Fire field instead of 3.
This gives you plenty of time to change to Thumper → Rumble then change it to EG for Acid Bomb and then change once more to Rocket Boots if you really wanted.
Obviously you would then also do your standard rotation of BoB/Fire bomb/HT/Shield 4.
Note: My utilities usually are Bombs/Nades/EG so I’d not bother with the Rocket Boots blast.
The whole point of the trait is making you immune to conditions while making you extremely vulnerable to direct damage due to the low hp threshold..
Any rework will either make it useless – as no one would stay below 25% on purpose if there aren’t relevant advantages to it – or would change its entire scope, if the threshold is changed.
Again, i agree with the premise for AR.
The best way to deal with it is to rotate a team properly so you don’t have Condition users with the Decap Engie. Unfortunately, team rotation as counterplay is something beyond any team not playing in a tournament. Also, it means that the opposition has to spend time repositioning their players to counter wherever the Decapper goes.
I feel my above point is why you don’t see Decap Engies in high-end play but they carry teams in general Team Q.
By reworking AR slightly to not have 100% uptime/full immunity, you allow for a more skilled condition users to at least stand a chance and force the Decapper to not just brainless stand on point spamming Bombs (i.e: they would have to retreat/Stealth/LoS until AR reactivates). I do stress that I am not asking for AR nerf but a slightly rework (i.e something like: Activate on ~30%, immunity for 8 seconds with 10 second recharge)
Edit: One thing you can’t complain about Decap Engies though… BUILD DIVERSITY. Literally there are at least 10 different decapper builds…
(edited by chungiee.8764)
I agree with your post and solution on the whole.
However, I would like to point out that none of the top teams play with a Decap Engie. Also, a Burst Thief/Ele can burst down a Decap Engie quiet fast and pretty reliably as long as they stay slightly at range.
I think a slight rework of AR to give a bit more active removal and less uptime of immunity would be the solution.
Edit: And yea… Manuhell is correct re Protection uptime. I personally don’t run Protection at all and take Vigor instead.
Ahha so THIS is why the other thread existed. Clever.
Edit: Looking back on your other thread though. I feel it would have been a bit fairer if you had made more of an attempt to justify your demand to remove the map.
(edited by chungiee.8764)
To contribute to OP’s post:
I think most Solo Players are now in TeamQ (but ~200 ranks below their actual skill ratings).
While my comment will get lost, i’ll try to add a dash of constructiveness as follows:
Please balance Waterfall and Quarry.
At the moment, there is a fence at Waterfall which prevents you getting CC’d off point. There is no such fence on Quarry. Whoever has Waterfall as close point gains a massive advantage.
TLDR: Add a fence on Quarry (or nerf the fence at Waterfall).
Yes I play decap engie.
Engineers are pretty awesome if the enemy doesn’t know how to deal with them. At high end competition, this is no issue.
However, rank 300+ on leaderboard where there is less coordination and knowledge about Engineer’s roles/builds means that condi spam or decapper is seemingly OP.
From personal experience, all one needs is to bring a burst Thief/Ele/Necro to pressure an Engineer and we’re forced to retreat or die.
TLDR: Engineers rock at medium-upper skill levels but fall short at top tier/coordinated play. Heavy nerfs proposed by OP unwarranted.
No, it needn’t have a meta.
When entering a match, assign each player a random class with random weapon/s, random utilities, a random rune set and random traits.
No more meta.
That actually sounds pretty good casual fun (although i would at least like to select my class).
I don’t exactly understand your proposal but I definitely agree with some sort of distinction between characters/professions.
If I can play other classes without dragging my team down for the next 20 games, that would be brilliant.
I would probably take this over new game modes or even huge balance patches.
(edited by chungiee.8764)
I’d say I have played similar amounts to you in PvP so I thought i’d comment where I disagree for a little discussion.
Elixir H:
Underwhelming but the only choice in a HGH build. Has its place but could use improvements regarding the Boons you get.
Med Kit:
Great for Bunkering if you focus on Med Kits. Arguably better than HT. Also it can grant Swiftness/Fury very often for builds that don’t run Speedy Kits. The only thing Med Kit needs is to have drops on you instead of in front of you so you can remove Immobilise with condi removal.
Flamethrower:
I’d say this is pretty good at the moment for Bunkering. I like #4 in conjuction with Air Blast. If anything, #2 needs improvement for higher damage.
Elixir Gun:
Elixir X
It needs removal of RNG. Rampage/Tornado is useful in certain scenarios but can be totally useless if you get the wrong one at the wrong time. For example, I want Tornado in a teamfight to decap but then I get Rampage which only does single target. Likewise, I want to stomp or res using the tankiness/Stability from Rampage and I get Tornado which just gets me killed.
I’d argue the Healing Turret is one of the best designed skills in the game as it currently is as you have so many options with it.
Extra heal needed? Blast it
Need to heal teammates? Sure
Fighting a heavy condi user? Pick it up for reduced cooldown
Need to res an ally? Blast it into a Smoke field while stomping.
Please don’t change what isn’t broken (like all the other turrets are).
I think the cooldown on AED is too long and the gain from it is too situational. The only time i could foresee myself using it was against some sort of PvE boss but even then I’d probably take Med Kit/ Healing Turret cos i’m more confident with them.
I actually like FT #5 as it is… i’d much prefer it to be left alone and have skills 1/2 changed.
The Blind on demand is great fun to use and have much utility in PvP.
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