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GW2 List of Guild Engineer Builds!(Release Version)

First up, with all your toughness and healing, you are going to be at the mercy of condition damage with a mere 18k HP! Condition necromancers will eat you alive. You even have 30 points in Alchemy...choose Automated response. It is the SINGLE tankiest trait in the game.

Even with that change, I'm still concerned about HP, but we'll drop is for now. Your main objective is to heal your team mates...but you have neither healing turret or med kit? Even with the elixir recharge trait that seems a little silly. I'd suggest healing turret. Your main condition removal comes from throwing elixirs after all. I am not currently impressed with elixir R right now either, but sure, why not. Do consider utility goggles as an alternative though, for breaking stun and stacking longer fury (plus enemy vulnerability).

In tPvP, I remain to be covinced of healing build's viability when targets can and will be stripped of all boons then spiked into the ground by coordinated efforts. Overall, it's an interesting build but I wonder if it can contribute as much to the team as a more aggressive build. But we can only discern that through testing, which I fully intend to to.

Thanks for posting such a different build to the ones we're used to on this thread!
 
18k HP works for Guardians, and the average Guardian has about the same amount of condition removal as this one, although they can seriously ramp theirs up of course and overall theirs is just better. Still, this one's got 4 self-condition removers and 4 AoE condition removers, Toss Elixir R also removes one condition every second for five seconds and if you're facing a lot of conditions then switch it out for C and you're pretty okay. And -25% condition duration is quite powerful too, as conditions only tick at the full second mark.

Super Elixir, which has a 100% up-time, gives every Projectile a 20% chance to remove a condition which is a pretty decent passive effect when fighting on a point, plus it'll heal you to boot. Jump Shot'll give you some AoE Retaliation, which is never bad either. Who knows what finishers your buddies'll bring. Whirl finishers are Cleansing Bolts, and I think those remove Conditions too, so have someone twirl his baton in it every now and again.

Automated Response is great in theory, but last time I tried it it didn't work. It doesn't remove the conditions already on you, and it's either bugged or has a massive ICD because more often than not it won't prevent new ones from being applied either. If it does work properly on release, then that's a no brainer inclusion, of course.

And I'm not trying to heal my allies per se, just buff them, be a Tanky Support toon. Some of that is healing, sure, but it's not my focus. It can't be, not even a Water Ele can heal in the proper sense of the word. Boons and Condi Removal, that's where it's at. The Healing only really benefits high Toughness and Healing Power builds anyway, and there aren't too many of those around.

Healing Turret, aye, not easy. Short AoE Regen on 52s CD, All Condi Removal on 60s CD and self-heal + 8s AoE Regen with a massive range on 20s CD (Can't leave the turret out, you lose your self-heal). Does it apply that Regen immediately after deploying it, or does it need some warm up time? I never really checked. It's quite analogous to Elixir Gun and having two of those is never bad. Healing Mist for AoE Regen + condi removal, Super Elixir for unstrippable Regen, Fumigate for even more allied condition removal (and AoE Vulnerable) + Healing Turret is probably quite potent.

You just lose out on one shortish CD AoE 1 condi remover and one self condi remover on a respectable CD and whatever the Gods of RNG deem to grant you that day, which could be as powerful as Protection or as meh as Vigor or Swiftness.

Med Kit is damn hard as well. Even with only 15 points in Tools it's already a 17s self heal, which is amazingly powerful. Combined with the 'reset tool belt at 25% HP' it's mind-blowing. And that's without even going into the kit, which gives another 3k Health with 0 Healing Power, a 15s Condi Remover and some extra Fury and Swiftness upping the total up-time of that particular boon by, I dunno, a lot. And with Kit Refinement it pops a small AoE damage spell when switching to it, which makes no sense but maybe they'll change that to maybe dropping an extra Med Kit upon switching which would be pretty sweet.

The only counter-points I can think of is that it takes a bit longer to get all that done and you lose out on an AoE Condi Remover and again the RNG. I wish they just dropped Swiftness and Vigor and made it either Regen or Protection. Or always give a shorter duration Vigor/Swiftness, and one of the other two at random. If this was a Boon build with H.G.H. it'd be a no brainer, but it isn't.

Assuming the Turret and Bandage heal for roughly the same amount as Elixir H either one would probably be better, yeah. To be honest, I just threw H in there because of the Cleaning Formula and CD reduction without really doing the math.

Anyway, everyone will go down when focused by a coordinated group, a Defensive Guardian will survive the longest of course, but he'll still go down fast. I do agree that I'm not sure there's a place for full out tanky specs in tPvP exactly for that reason, a middle road build should be good though. Some survivability, enough to get the job done and kill the other guy in a timely fashion. This one doesn't get anything done in a timely fashion, it can land a decent amount of Burst with Net Shot, Jump Shot, Blunderbuss to Overcharged Shot for about 6k, more if you had Fury up and some of it crits but between those bursts Hip Shot will just plink away for about 500 on average.

Also, Elixir R and S are instant now so they actually work as stun breakers.
 
I think I just need to test out your build before I make any further comments on it - it's simply too far removed from my own builds for me to get an accurate idea of it's performance.

I only really started sPvP properly for the post BWE3 stress tests. I never realised Automated response was considered bugged so I never avoided it, but looking back at an older post by Bhak, I realise this could have caused some confusion. As things stand, in the last two stress tests I've been extremely happy with that trait. When retreating to the home base on low health, being actively pursued by 2-3 enemies, I have never once had a condition inflicted on me. Guildies who were PvPing with me in the last stress test will testify as to how annoying it was to do anything to my engi at all. Build link.
This is of course, extremely circumstantial evidence, but there's little to be done about it now. You've definitely given me some food for thought though, but there's nothing more I can say on your build...

...that said, you are clearly very much on the ball when it comes to theory crafting. I would welcome your thoughts on some of the builds we've come up with so far (see the first post on this thread, where I created a list, if you haven't already).

Oh, and what are your thoughts on the backpack regenerator trait (120 health per second while a kit is equipped, not affected by Healing)?
 
I felt it was my duty as the sole guild Engineer to christen the Engineer Forum. Use this thread to post builds and theorycraft.

http://www.gw2tools.com/skills#e;afkfp;aaaeaacUabaadfZ;bYaa;YgYZZ

This is the build I used for BWE#2. I had used rifle during the first beta weekend as I got familiar with the class, but switched to pistol/shield, which I found to be a lot more enjoyable. Obviously the traits/skills are still subject to tweaking/change.
Zakis please update this link or delete it. It's been dead for ages! It's really visible below the list :O
There's also two build posts to potentially merge/link with this one should you be bothered :p (I added Soupnotzi's build in the original list but missed Ludacrit's sniper build)
 
I think I just need to test out your build before I make any further comments on it - it's simply too far removed from my own builds for me to get an accurate idea of it's performance.

I only really started sPvP properly for the post BWE3 stress tests. I never realised Automated response was considered bugged so I never avoided it, but looking back at an older post by Bhak, I realise this could have caused some confusion. As things stand, in the last two stress tests I've been extremely happy with that trait. When retreating to the home base on low health, being actively pursued by 2-3 enemies, I have never once had a condition inflicted on me. Guildies who were PvPing with me in the last stress test will testify as to how annoying it was to do anything to my engi at all. Build link.
This is of course, extremely circumstantial evidence, but there's little to be done about it now. You've definitely given me some food for thought though, but there's nothing more I can say on your build...

Yeah, theorycrafting only goes so far, some decisions have to be made after field-testing. I ran a very similar build as yours in BWE3, but with Pistol/Pistol going balls to the wall with condition spam. I take it you went with Rifle mostly for Net Shot (God I love that skill) and to add some burst?

...that said, you are clearly very much on the ball when it comes to theory crafting. I would welcome your thoughts on some of the builds we've come up with so far (see the first post on this thread, where I created a list, if you haven't already).

Ah shucks, thanks. I do love theorycrafting, though. Takes me back to my Magic: the Gathering days. Building decks is almost as fun as playing them. Haven't really checked the builds in the first post, but the ones I did click seemed to take me to an empty build.

Oh, and what are your thoughts on the backpack regenerator trait (120 health per second while a kit is equipped, not affected by Healing)?

I think it's up against too many powerful traits. If it scaled with Healing Power somewhat I could see it being good, but as it stands I think you'll only really see any benefit from it if you spend a lot of time in kits, meaning almost a three kit build. Usually you go in, pop everything you need and exit back out to your main weapon. In WvW with a Grenade Kit it's probably a pretty good choice, but it's pretty high up the Alchemy tree for what it does.

I could see something like this working during a siege, assuming your buddies have adequate condition removal. But if it was a Tier I trait, you could go for Rifled Turret Barrels so your Rocket Turret can outrange their attacks, or go 10 deep in Firearms for the Precise Sights, assuming it doesn't have an ICD so you can hit multiple people with it at the same time for some nice Vuln stacking combined with Steel-Packed Powder (assuming that also has no ICD). It's why Incendiary Powder is out, it can only Burn one guy before going on CD. It's probably still your best bet for the Explosives Tier I trait, though, because everything else in that lowest tier is pretty horrible for a Grenade Power build. Maybe a Grenade condition build would be better, I dunno. I just pulled it out of my ass, but WvW is really the only scenario I can see Backpack Regenerator being viable.

So, basically, it needs to scale off HP to some extent or you need to be running a build where you're almost always in a kit. Otherwise it seems like a waste.
 
PvE. I love the lore of Guild Wars 2 and want to fight the elder dragons, run through dungeons, etc. before entering either of the PvPs. Although I might take a break every once in awhile to play both.
 
PvE. I love the lore of Guild Wars 2 and want to fight the elder dragons, run through dungeons, etc. before entering either of the PvPs. Although I might take a break every once in awhile to play both.

Whoops I typed this too quick. Let me rephrase this what builds will everyone be running with initially for PvE?sPvP?WvW?

Ill be rolling with conditions for PvE and carry an extra pistol and just swap between shield and pistol depending on the situation. i.e. shield for dungeons and tougher areas, or depending on our group.

For WvW I am going to try out Browns Turret Build or Dire's Mortar Build. I might mix the two, carrying turrets and a Mortar instead of supply crate and modifying the build.

For sPvP, I have no idea. This will be the least played and probably with guildies only(Instanced battlegrounds are not my style). I was using the Condition build for PvE I linked above and while it proved pretty effective in previous tests, this last test it felt weaker. Maybe people were finally learning their classes, or something idk.
 
I'll probably end up going with something like this. It's not my most focused build; I mostly just went with the skills I tried that were fun.
 
For leveling I'll probably go with a fairly standard pistol/pistol condition build; the weapons themselves already stack a lot of conditions so you're not totally reliant on traits to make it effective meaning it's perfectly fine at low levels too.

WvWvW I'll go with a grenade kit and unless I wind up spending a great deal of time there sub-80 I probably won't bother respeccing other than slotting some different skills (Grenade kit, Elixir R and C).

sPvP, well, I'll probably start out with my above build and see where the meta takes me.
 
PvE, to be sure. Can't do GvG until you're ready to look good doing it! My first target is Ascalonian story dungeon to get my hat.

For that I'll be putting my points into Firearms for the -20% cooldowms, one of the best traits in firearms. Then it's on to Alchemy for self regulating defenses. Once I get my master tome, it's time to consider criticals. Oddly enough, the Hero's band is going to be fairly useful in a crit build for the entire game...
 
PvE, to be sure. Can't do GvG until you're ready to look good doing it! My first target is Ascalonian story dungeon to get my hat.

For that I'll be putting my points into Firearms for the -20% cooldowms, one of the best traits in firearms. Then it's on to Alchemy for self regulating defenses. Once I get my master tome, it's time to consider criticals. Oddly enough, the Hero's band is going to be fairly useful in a crit build for the entire game...

Are you rolling with one of your previously posted builds or do you have a new build?
 
It's not so simple because we have to purchase the traits with hard caps at 10 (Adept book at L11?) then 20 (Master book L40 I think) before we can finally make a build when we get the grandmaster book at L60.

I will be going towards my critical build in general, insofar that it's a rifle DPS build with elixirs, but it's not really a proper build until I can get some decent precision gear. I'll be playing around with the skills as I unlock them too, in between mob battles.

So honestly, it's a bit silly to choose a definite build right now. My best advice will be - have fun with it. Try new things, see how they fail, try something new :)
 
It's not so simple because we have to purchase the traits with hard caps at 10 (Adept book at L11?) then 20 (Master book L40 I think) before we can finally make a build when we get the grandmaster book at L60.

I will be going towards my critical build in general, insofar that it's a rifle DPS build with elixirs, but it's not really a proper build until I can get some decent precision gear. I'll be playing around with the skills as I unlock them too, in between mob battles.

So honestly, it's a bit silly to choose a definite build right now. My best advice will be - have fun with it. Try new things, see how they fail, try something new :)


Thats true. I keep thinking end of the line stuff lol. What you just suggested is exactly what I did for the first two weekends when I was mainly playing engineer.
 
I've been trying out a bit of everything over the past couple of days. Turrets seem to be slightly more viable than before, although PvE is still where they're the most useful. I'm really liking the Rifle, because with the 2 -> 3 -> 4 combo you can get somewhat reliable burst damage. For my first 2 utilities I love both Elixer B and Elixer U, using both in PvE and WvW (I haven't played sPvP yet). Healing Turret seams to be the most effective heal, although Elixer H works great as well. For my third utility I take the Elixer Gun in PvE and Elixer S in WvW, as they're most useful in those respective areas of play.

This is just my opinion though. What do you guys think? Now that skills and traits are less likely to change, what have you decided on using?
 
I'm glad you're liking the rifle. I've been enjoying the massive CC effects on it since BWE1 ;)
Be sure to get the -20% cooldown trait ASAP to maximise the lockdown.

I still don't like rifle turret under any circumstances. The only turret I've actually used to date is the thumper, for it's knockdown. As it stands though, in PvE I've been using Elixir B, Charr War Shout/Utility goggles and Flamethrower. I try and maintain fury for the entire fight and combine it with precision items. Flamethrower is for crowds only - it's great for hitting every target, and therefore getting a contribution, for every kill in a large fight. Not to mention it's fairly effective.

In WvW I like Elixir B, slick shoes and elixir R. Elixir R is great for burst damage or a speedy finisher (or in one case, a speedy ore mining!). Elixir S is a great emergency skill too - invulnerability on active or stealth/stability on throw. Both have saved my life.

Healing turret is the most effective heal without traits due to it's cooldown. You can place it AND pick it up while running, and then there's the regen as well. If you're going into alchemy, then take the -20% cool down on elixirs, then Elixir H becomes very viable indeed.

Underwater, I suggest you try out grenades. You will be pleasantly surprised. Oh, and supply drop works underwater now, but it's not as good as on land cos it's much harder to hit multiple enemies.
 
So this is vaguely what I'm rolling with at L80:
http://gw2skills.net/editor/en/?fcAQFAUlspSXn1SeF17IRoC2H0j8W37K6xjt8kB;TMAA2GLMRA

Elixir B and Elixir U have pretty much earned permanent places on my skill bar. B is just generally useful, whether you're running or fighting, while nothing quite matches the burst damage or 5 second quickness from U.

Juggernaut trait in PvE? :O
Enemies don't run away from you, so the speed disadvantage is negligible with some kit switching. Combine it with backpack regenerator and you suddenly become shockingly tanky. Regen is based of either max health or level, so you don't need healing for it. It also stacks with the regeneration. I sometimes swap out backpack regen for cleansing formula when we're fighting condition heavy enemies like the Risen.

I'm torn between elixir H and turret. The elixir works well with the cooldown reduction trait, but extra turret regen is really quite nice to stack.

Sigils that grant you a bonus per kill are very powerful in PvE. You don't lose/acquire stacks when you're in a kit, so I stack them up by finishing enemies with the rifle.
 
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