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PvE build: P/S+grenades... advice?

in Engineer

Posted by: sniperflower.9581

sniperflower.9581

I’ve been rolling grenades+p/s for a while. It can be a fun build. I built mine mainly for wvw though. I still run it in pve but it’s probably not as “viable” as it can be.

Don’t listen to the people who think that it’s not possible though. A lot of people think pistol = condition damage but I feel that p/s lends itself well to power. Just think of 2 as high damage with a built in poison and 3 is an aoe blind.

Anyway, here is my wvw build first:

http://gw2skills.net/editor/?fcQQJAqel0piY38SfF17ICoH1nexXiKkffewWtFEC;ToAA2CnoqxUjoGbNuak1MqYCB

Essentially, it’s 30/30/0/10/0 for Grenadier and Coated Bullets. The last 10 are up to you. I like the idea of more vigor for increased dodging and I love Hidden Flask. This build has problems dealing with conditions, just an fyi.

Now on to pve:

http://gw2skills.net/editor/?fcQQJAqelspiYnuSeF17ICoH5lexXiK8YfewWtFEC;ToAA2CnoqxUjoGbNuak1MqYCB

Essentially, I switch out my utilities and heal to elixirs and I change Infused Precision to Hair Trigger and Invigorating Speed for Fast-Acting Elixirs. To use it, pop elixirs when you can, use pistol when you or the mob are moving or you need defense. Otherwise, spam grenades. Use F4 and hope you get one of the two light fields if you need condition removal. Just shoot through the field.

I use power/prec/vit gear personally, but I’m sure power/prec/critdmg would work too.

For the curious, I use my wvw build in spvp except I switch out Slick Shoes for Elixir C. Conditions are easily your biggest issue.

11/9 Devona's Rest/Kaineng/Ferguson's Crossing

in WvW

Posted by: sniperflower.9581

sniperflower.9581

We had a blast at kaineng Bordelands last night. I want to thanks Darxio and noQQ for the help, we may not the best commanders, but we do what we can! in the end is about fun too

You did just fine, everyone did. We loved your timely arrival to thwart the huge Ferg Zerg that was taking the garrison. We devastated them from above and you all on the ground in the lords room. Was a pleasure working with you & hope to work more with you in the future.

You can contact me in game & we can get in voice chat to discuss strategy.

Stylii Elementalist
Shoulda Rolled Kaineng (NoQQ) Leader

I would hardly call 20 people a zerg. You guys eventually had more than 20 people in the lord’s room and that was only the ones I could see, who knows how many didn’t render. We were soooo close to taking it though, but we had some thief running around abusing rendering that kept us from taking it. So close!

That being said, NP decided to do that to get me my last 2 vistas (the ones in the garrison). I got a nice shiny star thanks to my guild. We didn’t really expect to take it, we just wanted to get the doors down. Thanks Chris and Sastri!

PS. Upgrade your doors! They weren’t even reinforced :/

Engineers: What do you want to see that we don't have?

in Engineer

Posted by: sniperflower.9581

sniperflower.9581

Another one handed weapon would be nice, preferably a melee one. A mace would fit, I think. Hammer would be cool, too, but since kits are just 2h weapons, our “hammer” would probably just end up being a kit.

I would like to see the toolkit redone a bit so it isn’t thought of as our melee kit. It seems to be made to support 2-3 turrets and I would like to see it upgraded to suit that role better.

Please can we have hammers? Please!?

in Engineer

Posted by: sniperflower.9581

sniperflower.9581

Mace would be the best I think. It would give us a power option that could go quite well with a pistol or shield. The pistol would add dps in the form of an up close burn and the glue to hold them in place and the shield would add some interesting abilities since you’ll be in close already.

I’m thinking something like these abilities to go with the slight comedy aspect that the engie brings:
1. 3 chain with a short weakness, confusion or vuln on the 3rd hit
2. massive swing that spins you around, hit everyone within melee range
3. wind up your hammer until it pulls you in an arc at your target – 1s cast time – lunges you at your target, 400 range knockdown and shorter self knockdown.

As for the tool box, I think that is meant more to supplement turrets. It seems to favor pulling your target into your turrets kill zone and keeping them there. With that in mind, I would change 3 to apply a “targeting beacon” which causes all your turrets to focus on the enemy you hit with it and applies a 10% damage buff for turrets(or just some stacks of weakness which might be too powerful). That would give the kit a definite split from the hammer.