Zaragoz[SS] – 80 engineer
Zaragoz[SS] – 80 engineer
I see neither links to these builds, nor footage of spectacular gameplay, that makes me want to rethink the conclusions I’ve drawn about the kits in question. More or less you “claim” that you use these weapons effectively in a team setting. As I’ve posted before extraordinary claims require extraordinary evidence to be taken seriously.
Btw mortar is nothing more than a kittentier version of what grenades were pre-patch.
Zaragoz[SS] – 80 engineer
I suppose another solution would be to keep the explosives as the Engineer’s power oriented kits and beef up the firearm kits to be viable condition weapons, although this route would require some serious overhauls on Anet’s part which, sadly, will probably never happen! For example the Bomb Kit would need some adjustments as it’s just awful in a power build! Traited Elixir Gun could maybe burn with its Acid Bomb and apply Torment with Elixir F! The Flamethrower is completely power oriented (and a terrible one at that) aside from its gimmicky burn toolbelt! You could change it so it applies more burning on the auto attack and its other skills! Again this route would require a lot of overhauls to the kits and Anet isn’t one for overhauls in a reasonable time frame!
Wahoo! Bye frands!
While I agree Explosives is pretty lackluster at the moment, almost every other kit is strong as hell right now.
First off, you’re insane if you think flamethrower should be a condition weapon.
You explicitly GIVE UP Napalm Specialist to spec into Juggernaut. And if you are using the FT without Juggeranut you’re not using it correctly as any other kit will fit your condition needs better. Elixir gun in combination with mortar is also very good if run a regeneration rabid build with focus on bleed/poison, it doesn’t need some unwarranted buffs to condition damage (Torment on elixir F? What?).
Also you need to run condition cleansing now. I know exactly the problem you are probably running into, and its that you are using too many kits for too many weapon abilities so you can output that sik sik damage and you completely forgot that as an engineer you can die without enough cleansing. You basically require elixir C or something similar until they nerf burning, and even then burning may still be enough of an annoyance to require heavy cleansing.
I know a lot of people like Engineer because you can slot OH MY GOD 3/4 MORE WEAPONS I CAN PLAY COOLDOWN WACK-A-MOLE AND HIDE BEHIND MY AWESOME GEAR SHIELD WHILE I WAIT FOR HT TO COME OFF COOLDOWN HARHARHAR but that isn’t viable anymore.
You’re going to rely on the traited elixir S and gear shield to keep you alive, both of which do not stop you from burning to death, and you are doing literally 0 nada zilch NOTHING during those two 3-4s durations. You are basically being a selfish prick and delaying a stomp by chickening out with I-Can’t-Believe-Its-Not-Shelter.
Try HGH Juggernaut if you want an FT build. Try Elixir Gun Mortar if you want a condition build that screws up other conditions. Its really good, my winrate with the two builds is amazing and I really couldn’t win games consistently before I started running them.
Lol it cracks me up that you are trying to tell vee wee how to play engineer, considering he/she has played since released and most likely has more games that everyone in this thread combined.
Slot elixir C? are you kidding me dude? An extraordinarily long cooldown condition removal that only momentarily fixes the issue, and then makes you susceptible to corrupt boon, or boon rip. Engineer is basically forced to take 2 kits and a stunbreak to even come close to matching the damage other classes have on their weapon sets. So taking elixir C really is not an option.
BTW post up some links to these awesome flamethrower and EG builds your spouting off about. Better yet post up a video of you owning anyone good with them, or contributing to a team better than you can with a power oriented explosives build,. I’ve tried flamethrower, and EG. EG is a utility weapon, that is decent in a 1 on 1 fight or for fast map travel, cleansing teammates, or putting out downed pressure on downed players assuming your a power build. As for flamethrower I’ve never seen it be used legitimately in team play. I’m sure there is an engi out there that can, but usually when I see an engineer running flamethrower I’m thinking I have a free kill on my hands.
Zaragoz[SS] – 80 engineer
Just wanted to add my 2 cents about new build that poped up.
Last night i’ve tried the Five Gauges marauder explo/alch/tools and its amazing.
It really shines in team fights. Great set up for your teams burst, lots of rezzing potential as well as safe-stomping (despite it’s a glassy build I had more succesful rezzes than runing pre pach cele).
Of course you can’t eat a shatter or a backstab like cele, but you have 2x elixir S on a 48sec cd for almost 8sec of invul. as well as 6sec of stealth (sometimes 12sec if you get lucky on kinetic battery), prot injection, reactive lenses and you can even moa defensively. Oh and rampage(50% of the time ofc.) your team fight decider.And damage. Even without taking bugged grenadier you can still one-two shot someore form a stealth magnet barrage. The near perma fury helps too.
All in all it feels like you are playing a SD build but less squishy and more usefull with the rezzes, stomps and aoe pressure.
What is this said build? Can you provide a link?
Zaragoz[SS] – 80 engineer
In my opinion celestial engineer is a fraction of it’s former self. You have to consider for a moment just what we lost with this patch. We lost +30% condition duration, 300 power and incendiary powder, strong long range grenades all being in the same line. Firearms, was not used in the vast majority of builds, allowing us to go into both tools, and alchemy to pick up really good traits, either prot injection, or vigor, speedy kits and power wrench.
Celestial engineer got quite a lot of passive damage off of incendiary powder pre-patch, it was passive damage that really did a lot for the build. Something else to consider is the fact that, pre-patch there were not many condition burst builds, whereas now they are everywhere, and engineer still suffers from the same issue we have suffered since the launch of the game. Poor condition removal outside of elixir based builds.
Grenade barrage at the moment still makes celestial somewhat viable, but it still feels weaker to me than it did pre-patch due to the lack of condi-removal and the shift of the meta to be oriented towards burn based burst builds. Once grenade barrage is fixed it will be even worse, as you will lack the burst required to kill people.
Right now I’m seeing mesmers that can literally stun you ever couple of seconds, and then burst you from 100-0 with a well timed shatter. Not to mention the absurd amount of stealth they have. Guardians and eles are now stacking burns up to 8 stacks, thats 6k dmg per second on top of every other condition. Not only can they do this, but they can actively and passively remove 2-3x as many conditions as we can. So goodluck winning a 1 v 1 against them if they are on an equal skill level. Necros can now transfer back conditions via plague signet PASSIVELY…. something has to give…. this patch has been one of the most frustrating for me to date.
With that being said, I can run around with a zerker build and 1 shot people via a bug, and lead people to the conclusion that engineers are very overpowered, but that is simply not true outside of grenade barrage.
Like I said in an earlier post, I hope someone much smarter than me comes up with a more viable build, because at the moment I am not impressed with any of the combinations I have come up with. I have tried meta battles double kit condi, and celestial, and they are both far weaker than they were pre-patch.
Overall I feel like the trait lines do not synergize as well as they did before, being pigeon holed into taking inventions and alchemy just to have any decent survival really limits any amount of damage output you can hope to have. Because at that point you are then forced to take either explosives or firearms. And either way you are weaker than you were pre-patch.
Zaragoz[SS] – 80 engineer
(edited by zaragoz.6351)
So, you are running a celestial build without firearms? No incendiary ammo? No +20% crit up close with rifle attacks? Or if your running pistol increased pistol skill duration/uptime & condi damage? Instead you take tools for a celestial build.. why? Inventions is a must, but I am not a fan of tools. Alchemy is decent, but having to constantly spam elixirs for might stacking is quite annoying as well.
Zaragoz[SS] – 80 engineer
You make these “claims” of doing this and that… post up what your using and how its working, otherwise your claims are unsubstantiated. The only decent builds I can come up with still use nades, and once that bug is fixed it’s going to be downhill from there. I speak strictly from an spvp standpoint, as I don’t play wvw, but engineer feels much weaker to me barring the grenade barrage bug than it did pre-patch.
Also please explain how this patch was a big plus? What did it give us that we didn’t already have? Our vigor was nerfed, grenade range was nerfed, and mortar was implemented, sure it was good the first day or two then they nerfed it, and now it is a crappier version of what grenades were pre-patch. I don’t know what these good changes you are referring to are, but perhaps you could point out and clarify a few of them, instead of just making the statement that we are all just complainers.
Also explain what you do that all the whiners claim cannot be done?
A video of your amazing build, footage of your awesome gameplay, an explanation of some of these amazing changes, any or all of these will be acceptable, but to come here and simply state that we are all wrong, and you are right?
Give me a break dude…. Extraordinary claims require extraordinary evidence.
Zaragoz[SS] – 80 engineer
(edited by zaragoz.6351)
I have mained engineer since launch, and I have had my shares of ups and downs with engineer since then, but in all honesty this is the worst patch to date imo. People are crying we are overpowered simply because you have engi’s running around with zerker ammy and coming out of stealth and one shotting people. They do not seem to realize that this is a bug and once it gets fixed zerker is going to be SOOOO bad. As it stands against good teams you get a kill off then you die.
With that being said the biggest issue is how you are forced to take both firearms and explosives to do what we just used to do with one line, I mean that is a HUGE nerf. I have tried so many different builds, and right now celestial grenadier is kind of strong, but that is only due to the large burst you get from barrage once its fixed celestial will be in a bad place in my opinion.
Condi engineers suffer from the issue that you are forced into either tools or inventions for some type of movement speed, which is really a must in competitive game play. Tools gives very little to condition engineers so inventions is the better choice, also to get max condi damage you are forced into both explosives for either bombs or grenades and firearms for incendiary ammo. Leaving you really with only one defensive line. Also I will point out that our condi removal outside of alchemy is still really bad, you can take egun for an extra, but we still are nowhere near what other classes have the ability to remove, which in this new burn meta is a death sentence.
On an ending note I hope someone smarter than me comes up with a viable build other than this stupid grenade barrage, I’ve tried so many different things, and nothing seems as strong as double kit condi, or the standard celestial rifle did before the patch. I feel engineer is just a weaker version of other classes now.
Zaragoz[SS] – 80 engineer
Nothing to really add to this other than to agree. I feel in 99% of situations Double well/power outperforms Terrormancer. I still play it from time to time, but it falls short due to the over abundance of individual and group condi clears that are currently available in the meta.
At one point it was really viable and strong, but the constant nerfs to our skills removal of bleed stacks, dhumfire nerf, and the introduction to so much anti-condition removal skills, has essentially rendered the terrormancer very underwhelming in most situations. There are still classes that the power necro is really hard countered by, but not as many, and overall your ability to spike people is much higher, as is your overall contribution in a group fight. It also helps that the powermancer has the ability to generate life force at a decent rate. Just my 2cents.
Zaragoz[SS] – 80 engineer
What food do you run with this?
Zaragoz[SS] – 80 engineer
With that being said, one of you guys should post a video showing the merit of wurm as well as how to use it. That would be much appreciated!
Zaragoz[SS] – 80 engineer
Don’t run flesh worm. Flesh worm is a horrible skill.
You’re wrong.
Agreed. Flesh wurm saved me multiple times the last time I played, and that was in one pvp match.
Flesh wurm seems bad when you aren’t prepared to use it or when you don’t know what it’s truly capable of. But once you learn it’s an entirely different experience on necro.
I wish I knew how to use it. It seems good for porting around Khylo, but a lot of the time it seems very useless to me. I’ve gotten to the point where in Spvp I run spectral wall more often than Wurm, allows me to get annoying melee off of me and sometimes to get a rez off, but again thats proably due to my inexperience.
Zaragoz[SS] – 80 engineer
I only use lich when I know its going to change the tide of a fight. Otherwise I pick a target that someone on my team is focusing on and cleave it. Normally save immobilize for the moment after they dodge, then you drop double well, assuming they are not blocking or invuln I usually toss warhorn 4 on them to stun/reset their abilities after which you ds and fear them, normally that is gg.
After playing engi since release I will say in the current meta necro is really tough to play, and I’ve had better success with power than with terror, due to the fact that you have limited condi application and the sheer amount of aoe condi removal in group fights has just gotten to the point of being out of hand(engis, eles, guards, shoutbows all tossing out aoe cleanse).
With power you have the ability to apply some serious pressure on point, and if timed right your burst can be absolutely devastating.
I end this with saying I am not a great necro, but these are just observations made from an average player.
I remember when I used to be terrified of necromancers on my engineer. Now that celestial has come to prominence, I can literally 100-0 a necro in one cc chain if they don’t have a good amount of life force or a stunbreak ready, and while they are still tough, I feel that the amount of pressure condi necromancers put out now is nothing compared to what it was in the past.
Zaragoz[SS] – 80 engineer
I have also had much more success overall running the standard power necro spec. I have had real issues on terrormancer keeping condis up while mitigating pressure.
Medi guards literally eat me alive while removing all my condis. Eles and shoutbows are also ridiculously hard counters, and over the past 2 weeks the games I’ve played have literally been eaten up with them. Combine that with the Longbow rangers, and celestial engi’s that have the ability to 100-0 you very quickly and things get rough. Especially since I que alone.
Power actually allows me to put out a good deal of counter pressure, and turn around some team fights especially with a well time double well lich form.
Zaragoz[SS] – 80 engineer
Alright, so would the build just be the same as the spvp terrormancer build? Change in utilities or spec? Also would you run dire for gear?
Thanks,
Zaragoz
Zaragoz[SS] – 80 engineer
So, over the past few weeks, I’ve played necro quite a lot both powermancer and Terrormancer in spvp with varying levels of success.
Moving on I want to give necro a go in WvW, most likely I will roam with a small squad 5 people max. I’m looking for viable builds either power or condi, as well as general tactics that the necro vets use in WvW small man pvp.
Also I’d like your thoughts on the strengths and weaknesses power vs condi builds in wvw
Thanks again,
Zaragoz
Zaragoz[SS] – 80 engineer
Just to update this I’ve been playing with plague signet all morning just to try it out, and I won’t lie I feel like I get quite a bit more mileage out of it than wurm. My issue with wurm is that most of the times when I need to use it to escape, it seems like I’ve already waited to long to get out anyway and I end up dieing regardless.
I’m sure most of that has to do with the fact that I am a newb necro, but plague has really turned some fights around for me especially in 1 v 1 scenarios, whereas wurm wouldn’t have done anything.
Considering I mainly play team unranked for fun, I find that my team just doesn’t support me the way you see good teams support their necro. Many times I’m left alone to hold mid etc.. I guess a lot of necro will just come with time. However with engi I usually just roam and point support or assault where needed, but on necro the lack of speed really seems to make that difficult.
Zaragoz[SS] – 80 engineer
Okay, so I’ve have several hours on the terrormancer at this point. However one thing I’m really perplexed about is when and where to use Wurm? Like sometimes the kitten thing just seems like a waste of a utility. Where and how should I be using this thing? It has saved me a few times, but sometimes it seems to bug and throw me into a wall, or just move me like 2 ft over?
Any advice is appreciated.
Zaragoz[SS] – 80 engineer
Just want to thank everyone who has replied! Overall I seem to do okay with terromancer, but I have found that to really depend on my team. Of all the classes that I just can’t seem to face shatter mesmers and celestial eles give me the most grief. Celestial engineers can be tough to if I don’t have any LF.
I will give the traveler runes and greater marks a try and see how it goes.
Again thanks to everyone!
P.s any advice for fighting mesmers would be great, I generally find that dodging zerker and mirror blade just isn’t enough as I generally get caught with illusionary leap, and then 3/4 of my health is just gone, and I am fighting a losing battle from that point on.
Zaragoz[SS] – 80 engineer
Hi guys, newbie necromancer here again. So since my last post asking about powermancer I have put in quite a few hours on my necro, most of it playing power, with differential success that was very dependent on team composition. So now I’ve decided to move on and try the terrormancer build, and I’m here to ask for some pointers from you guys.
I am just using the standard build linked here: http://metabattle.com/wiki/Build:Necromancer_-_Traditional_Terrormancer
So far I’ve really had good success when I had decent team support, however 1 v 1 I do not seem to fair that well, primarily due to my lack of knowledge of when to use what. One of my big questions is what are the rotations? When is the best time to use corrupt boon? What is the most efficient way to generate life force?
As a newbie necro I find life force one of the most frustrating mechanics in the game. On the one hand, if it is full you have 2 full health bars. On the other you start with zero so if you get jumped out of the gate you are at a huge disadvantage being that you don’t even have access to your primary class mechanic.
Finally I’m a little confused about where your damage comes from. On my engineer I can land one shrapnel grenade and a prybar and in those two abilities I have really put out some decent damage especially if I can then go on to interrupt them with shield 4 or 5 and keep them from cleaning those condis.
What should I similarly be looking to do on the necro to put out good damage?
Currently I usually open the fight with staff 2 and 3 and then I try to close distance with them before using staff 5 and then weapon swapping for geomancy proc, after which I use dagger 5 and scepter autos, or if I have LF I’ll swap into DS and use ds 2 followed by fear and ds 5.
Sorry for the long windedness of the post, just really trying to figure this class out. Thanks,
Zaragoz
Zaragoz[SS] – 80 engineer
Cool, again thanks to everyone who gave feedback. Just wanted to ask how viable is axe? And also what would a build that used it look like?
Zaragoz[SS] – 80 engineer
Thanks to everyone who has contributed to this thread! I am determined to get good at this build. So with that being said, what do you guys consider to be hard counters and 1 v 1 fights that I should tend to avoid? Also if you guys have anymore links to great power necro play on youtube or twitch I would love to be able to watch it, so please link it up! I’ll continue trying to get better and this and hopefully I’ll one day be as good on it as I am on engineer.
Thanks,
Zaragoz
Zaragoz[SS] – 80 engineer
To be honest, it depends on the engineer, against condi I do okay, due to the transfer, and CC. Against turret engi’s I don’t know wtf to do. If I try to get near them I get cc’d to death by the turrets, but I’m sure thats any class w/o stab. I’m really not that good at necro due to not knowing when to use what.
And to be honest turret engineer is so broken in 1 v 1… in need of a huge nerf imo.
Zaragoz[SS] – 80 engineer
So I’ve played power necro all weekend, and while there are fun times, I will not lie. It is one of the most frustrating classes/builds I’ve ever played. Maybe I’m playing it wrong, but you are so squishy and really susceptible to long cc chains… Long bow rangers demolish me from afar and I have like no way to close… Mesmers keep their distance and eat me up with greatsword… How do you guys deal with this stuff?
Zaragoz[SS] – 80 engineer
First of all I would like to say thanks for the reply!
Nice tips, a couple of questions though. Instead of spectral armor could you take flesh wurm or spectral walk to get out of bad spots? Also is rage/fire and fire/air the best way to go?
Zaragoz[SS] – 80 engineer
Hi guys, long time engineer player here, that has recently started playing a necro some in hotjoin, and I am having a hard go of it. I literally get destroyed 99% of the time. I took the main power build off of meta battle, and I am trying to play it, but with VERY little success.
Here is the build: http://metabattle.com/wiki/Build:Necromancer_-_Standard_Power_Necro
First off is this a good build? Are there changes I should try to make it better? Also I feel like my survivability is pretty low, as well as my ability to remove myself from bad situations. On the engineer, I have multiple blocks, as well as access to stealth via Elixir S. On the necro I really have no way to get out of a bad place, at least that I can tell.
Finally where does your primary damage come from? I’ve noticed if I can immobilize someone in both wells they melt pretty fast, but overall I’m just not sure what source my damage should be coming? I’m losing bad when I try to go into melee with the dagger.
Sorry, for the long winded posts, but I really want to get this power necro down, and any info tips, tricks, or advice are really welcome.
Thanks,
Zaragoz
Zaragoz[SS] – 80 engineer
Hi guys, Zaragoz here. I just wanted to drop by to get some info for a buddy of mine that just started playing the game, and is planning on maining an Ele. Being an engineer only player leaves me 100% unable to give him good or reliable advice concerning an elementalist. So anyway he is completely new and has done no WvW yet.
He mainly needs a build that will be effective in 1 v 1’s and a small group setting between 2-4 people as roaming is all me and my group of friends usually do anyway. Currently he has his heart set on d/d but I’m sure he’s open to other possibilities if need be. So that’s all I have. Please share with me some builds so I can give them to him. Also please include the gear, runes, and sigils he will be best off taking.
Thanks a ton guys,
Zaragoz
Zaragoz[SS] – 80 engineer
Hi guys, returning player here. I’ve been down for about 4 months or so, and decided to pick the game back up. Anyway my question are the TP and dungeons still the best two ways to make gold or has anything new came along since my time off?
Thanks folks,
Zaragoz
Zaragoz[SS] – 80 engineer
I mean, don’t get me wrong here guys, power CAN kill people, it just isn’t our strongest card. Hell I routinely run around in wvw with full zerker SD and demolish people, but when the time comes to get serious I go put on my dire p/p nade build bottom line.
Zaragoz[SS] – 80 engineer
I’m going to disagree, with that being a good power build, generally speaking if the 3 man I run with see’s an engineer we focus it instantly the only saving grace that build has is the block which our guardian will remove instantly, then you are dead, plus without zerkers the damage is not good at all. If you want to fool yourself into thinking that power is good on an engineer be my guest, but it is not. You either spec conditions, or you run a sub par build, and that is unfortunately the way it is in wvw and spvp right now.
It has a free block every 15sec block, a 3 second block with a 16 sec CD. How do you remove toolkit block? (Should HT on the editor, my bad) on top of lots of AoE CC, and awesome burst, its a great power build.
Im also failing to see how the dmg isn’t good? 2k power, 50% crit, 96% crit dmg and 2900 armor is bad dmg i guess
That is a wvw build. The damage is bad, because so many players have protection, and those that aren’t are running conditions and will have full toughness sets. ANY type of pull will remove toolkit block. Engineer, guardian, thief, mesmer. any class that can pull can remove it. That burst might be okay against a glass thief but any condi bunker, is just going to wreck you.
Zaragoz[SS] – 80 engineer
Ah, I thought he was talking SPVP, not WVW.
I was. Our top-tier power builds are run by Chaith and others. Chaith’s power builds are often burst/control oriented with grenades and toolkit. Others have played SD-based full burst builds in top tournaments, but I don’t know if anyone is currently using an SD build in top matches.
To be more clear:
Guardians have: Bunker and some niche dps builds
Rangers have: spirits, maybe BM or traps
Warriors have: bunker, hambow, ss/lb, and maybe gs/lb
Mesmers have: phantasms, maybe shatter, PU for hotjoins/solo queues
Eles have: burst
Necros have: condi bomb, MM
Thieves have: d/p burst, s/d sustained dps, and maybe s/p burst
Engineers have: point control builds (several different versions), bomb/nade (like 5 different versions), power/control, maybe SD burstMy point is, overall build diversity is pretty healthy right now, with each profession having 1-5 different builds that are commonly used at top levels. Engineer has at least three, each with some pretty significant variations.
Edit:
You either spec conditions, or you run a sub par build, and that is unfortunately the way it is in wvw and spvp right now.
Yeah, it would be crazy if there were a power engineer in the top 10 TA leaderboards right now. I mean that could never happen, right?
Watch his stream, he is using condi’s also I even saw where he was asked why he wasn’t running power, and he simply said himself conditions are better, and give more survivability while putting out great pressure. Can you run power? Yes. Is it as strong as conditions? NO.
Zaragoz[SS] – 80 engineer
I’m going to disagree, with that being a good power build, generally speaking if the 3 man I run with see’s an engineer we focus it instantly the only saving grace that build has is the block which our guardian will remove instantly, then you are dead, plus without zerkers the damage is not good at all. If you want to fool yourself into thinking that power is good on an engineer be my guest, but it is not. You either spec conditions, or you run a sub par build, and that is unfortunately the way it is in wvw and spvp right now.
Zaragoz[SS] – 80 engineer
I play a burst engineer, and I have to totally agree with Juba 95% of engineers, mesmers, and necros are ALL condi bunker. And small man roaming, which is what I enjoy is just totally infested with almost every class running condi-bunker. I see this as another huge buff in their direction and it makes me sick, as I already feel condi-bunker engi is the best way to go, and this damage change will just make the disparity even larger.
Zaragoz[SS] – 80 engineer
Perplexity, you get the 5 stacks on interrupt and 2 extra stacks on 20% hit which procs quite often actually. Undead doesn’t even compare….
Zaragoz[SS] – 80 engineer
Depends on what you consider spam? Using shrapnel and poison nade everytime its up? Yep I do that, unless they have some type of invul/block up. So does every other successful engineer that uses grenades. Same with bombkit or any other kit. How else do you accumulate damage other than using your abilities…..
Zaragoz[SS] – 80 engineer
So, I just started playing sPvP again after a long hiatus from it, and I main an engineer, and have since headstart. And in both hotjoins and tourneys I am running into warriors that I just can’t do kitten against, the sheer amount of condi removal they seem to have is just absurd. I mainly WvW’d for a while, and while those stunlock warriors were bad, never had I seen anything like the condition warriors running around in Spvp that I am now encountering.
I literally cannot seem to do anything against a good one, the fight basically starts I throw down heavy condi pressure they cleanse or pop zerker stance, so I’m forced to save my cooldowns to apply once it drops. and by that time their passive regen has their health back up high if not full. At this point in the fight if I havn’t been immobilized and bleed stacked, my dodges are gone, and I have a permanent burning on me, and I’m at 50% health with my turret still on 10 sec CD. Then I generally will get pinned down and condi stacked to the point of no return, while hitting all my nades and watching him just cleanse them?
So I’m just seriously looking for some advice as a condi engineer vs all these warriors running around. Last I played spvp warriors were pure kitten, and now they seem kittening unstopable. As an engineer the only hardcounter I really thought we had were kitten necros, but since fighting some of these builds I am starting to rethink that.
Any advice is appreciated.
Thanks,
Zaragoz
Zaragoz[SS] – 80 engineer
I basically run what ellesee posted when I’m not running an over the top condi nade bomb build. Despite some of the info in this thread, the build he/she posted is really strong, if you get off one of the combos you can 100-0 someone in seconds literally, and if you replace rifle turret with slick shoes, you can keep them chain cc’d to death. However, unless you don’t mind dieing a good bit while your learning how to survive without Armor then go with what others have posted. If you are on the otherhand like me and like HUGE numbers and seeing someones health drop from 100-20% in one grenade barrage, take the build she posted up.
I run with a couple of buddies and when going against bigger groups say 3 v 5-8 I can just demolish some of their players if they fail to focus me which can completely turn a fight around , on the otherhand if I do get focused it gets nasty fast, just have to rely on allies to pull off me. For example yesterday I literally downed 4 people at once while they were rezzing an ally by using Greande barrage/slick shoes/jump shot/supply crate and spamming a nade rotation. Nothing quite so satisfying as that :P
Zaragoz[SS] – 80 engineer
Condition damage > condi duration in 90% of situations. I’ve ran giver’s and I’ve ran dire or rabid. Dire or rabid work better against 90% of players simply because competent players are going to cleanse, and every patch has introduced more and more cleansing, and will continue to do so as long as players keep complaining about how overpowered conditions are, so you are better off getting in what damage you can as fast as you can before the cleanse happens, because in most cases its going to happen.
Zaragoz[SS] – 80 engineer
Not really sure what you are going for here, but I would assume its conditions, and if so why not go full dire with rabid trinkets? Also I would drop the 30 point trait you currently have and trade it for either short fuse or drop it from the explosives line altogether and put it somewhere else, but thats just me. I just don’t get why you are mixing up power and condition gear? Honestly as much as I hate to admit it engineers just really shine with condi application and currently regardless of what anyone on these boards tell you, it is the strongest way you can spec, simply because it allows you to put out insane pressure while retaining great survivability, and it is renders protection useless.
Zaragoz[SS] – 80 engineer
Chaith called it. For the life of me I cannot beat a condi necro running two condi transfers if they have any clue of what they are doing. Also Hambow warriors really feel like a hard counter and if they seem to be equal skill with me I generally lose simply because we have like 2 condi removals every 15-20 seconds on our common builds whereas they have 3 every 8.. and healing sig so its a battle of attrition I just seem to lose unless I just really outplay them.
Spirit rangers… everyone hates spirit rangers.
Zaragoz[SS] – 80 engineer
25% Just like ellesee said. Swiftness is marginally faster.
Zaragoz[SS] – 80 engineer
Engineer: Elixir S or Gear Shield/Static Shield
fyi. pull negates blocks and actually removes them.
My experience with experienced players and magnet is simply this: Experienced player dodges, and saves his other anti-cc abilities and damage mitigation abilities for something a little less telegraphed.
But I’m on board with you Mork I have never hit as hard with a BoB as I have with a shrapnel + grenade barrage both of which are a good bit easier to hit and do not require you to be in melee range, so if you do miss, you can always run.
Btw I like the bomb kit and in spvp I think the bomb kit is the kittens especially when running rabid amulet. I also think the bomb kit is our best damage kit for pve when wearing full zerkers.
However I do not think the bombkit is as good as the grenade kit when wearing full zerker armor in wvw or spvp simply because any smart opponent is just going to stay out of range of the bombs, and also because a full zerker engineer is SOOO squishy and has so little defence that trying to get into melee with a bombkit is just a horrible thing to try and pull off.
To those of you who can hats off and enjoy it, you are among the few. Enjoy your repair costs in wvw
Zaragoz[SS] – 80 engineer
Going to agree with everyone else here who have said BoB is unreliable. Not only that, but having to be that CLOSE in full zerker is going to have a bad bad outcome.
Zaragoz[SS] – 80 engineer
Anyone run burst power if so hows it working out for you?
Zaragoz[SS] – 80 engineer
Condi necros are really strong in combat but that is offset by the fact they don’t have great mobility.
This. They’re one of the strongest 1v1 classes and have the ezmode button but they pay in lack of mobility.
Except that anyone with cc should have no problems fighting a necro. Necros have no stability and then they need to pay for it by not having the ability to block/invuln/run from damage. Necros without using signet of spite need to pay for all the necros who use it?
Dat logic.
signet of spite also has a 3/4s cast so its easy to dodge
Easy to dodge 1v1. In group fights its almost impossible to dodge.
Yeah… because your never feared whenever it’s cast on you…. get real… any necro worth his salt is going to fear you before he drops it on you meaning dodging it is off the table.
You reply to me well… use a stunbreak…. by the time you do unfortunately that 3/4 second cast has now applied GG!!
In all seriousness though I play a condi engineer, so losing to necros is something I expect at least if they are good. Its really funny though how many I beat 1 v 1 or even 1 v x considering all their condi clears and transfers.
But 1 v 1 against other condi classes they are king. If you play a necro and you lose to another condi class then you need to L2P. Necros do good damage but SOS is only good against 1 person, unless they are running epidemic in which case they are using 2 utility skills. I think they are fine as they are. They give up mobility for a huge health pool, deathshroud and the best condition removing heal in the game.
Zaragoz[SS] – 80 engineer
Today was my first foray back into spvp in a while and this is what I ran this morning.
http://gw2skills.net/editor/?fcAQJAqelIqic3zyuF1LJxoCdGUh8KSh+t8nHyltpF-TMAAzGfMXA
Worked really well at decapping and laying out heavy condi pressure while maintaining good survivability via blast finishers regen and blocks.
Anyway just curious as to what other engineers are running! Throw up your builds for us to see and tell us why your running it!
Thanks,
Zaragoz
Zaragoz[SS] – 80 engineer
Sizer for aoe damage at range, while maintaining access to poison and good power scaling grenades bring a lot of bang for their buck while also giving you the highest burst damage ability we have in grenade barrage, as well as giving us access to more power via the power tree and more condi duration making our chills and immobilizes better as well. So while they may not be mandatory they are sure as hell one of our best options. A grenade barrage while being 30/0/0/10/30 can hit for upwards of 8-10k on lightly armored targets, that to me is great. Outside of things like elixir x BOB nothing else we have hits that hard with one ability. Granted you have to be standing right on top of your opponent to land it, but hey everything has a price.
Zaragoz[SS] – 80 engineer
So, I am looking to level my mesmer through spvp and am a total mesmer noob, have really only played engineer up to 80, and while I’m really good at it I lack any experience with other classes. With that said I’m looking to level up a mesmer now, and am just curious to what is a fun good mesmer build to run while in spvp?
Thanks a ton,
Zaragoz
Zaragoz[SS] – 80 engineer
Well to be honest in WVW considering running full zerk you can get up to 120% crit damage 30 tools pretty much gives the best bursty builds possible. Modified ammunition is ONLY worth it if you have several conditions stacked up on an opponent, which as a rifle engi is not really that easy. Even using sitting duck thats what 3 condi’s 6% dmg? Whereas you can pick up 30% crit damage from the last trait line, as well as static discharge, speedy kits the 25 pt trait that is 10% dmg overall when end is full.
If I run a burst build I run 30/0/0/10/30 with the majority of the burst coming from toolkit pull grenade barrage. If you land this with full zerk it will insta kill other glass cannon classes, and take about 50% off of ANYONE. the downside is you die fast.
Zaragoz[SS] – 80 engineer
The only decent condi removal we have is healing turret and elixir gun 5. That means every 15-20 seconds we have 3 condi removals IF we are running elixir gun. Wasting a utility slot on elixir C is not even an option as to do so we have to drop either a kit or a stun breaker in every aspect of the game. So no I do not think our condition removals are in a good place in comparison to other classes, I would say we actually have the worst condition removal IN the game as it currently stands. Unless you run elixirs you have crap for condi removal hands downs.
Take warrior for example 3 condi’s removed almost every 10 seconds on an ability they are GUARANTEED to use.
Necro FULL condi cleanse every 30 seconds and 2 condi transfers on the 2 most commonly used weapon sets.
Theif a heal on a 20 second CD that removes all damaging condi’s as well as steaths them. And more condi removal available with specific builds.
So people asking for more condi removal are kitten well on point in my opinion, taking med kit even with eg is 2 condi removal every 15 seconds while switching between 2 kits one of which is clunky and only works if your not immobilized.
Zaragoz[SS] – 80 engineer