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GW2 List of Guild Engineer Builds!(Release Version)

I have serious issues with the efficiency of this build. Ignoring the question of turret efficacy:

- 30% boon duration and no boons
- an on- crit sigil but a 4% chance of using it
- a lot of condition damage but very little to use it with
- a low vitality but a trait that improves condition based on it.
- a build based on turrets but only have one trait augmenting them.
-If the plan is to be tanky above all else, why are you HP so low? Conditions will take you down to 25% and then you need an escape plan.
-Dolyak rune heals 30hp per tick, unaffected by healing. Is that worth it?

Also, you overstacked the jewels in the build editor, you only get one.

I'm going to assume good faith on your part (as this would make for an excellent troll build). Are your twin objectives good turrets and survival? We can go from there.
 
I see what you tried to go for, and I understand the rationale. However, turrets die really fast if you don't pamper them. Therefore, your attempt at "playing Guardian with the Engineer" isn't exactly optimal, because your Turrets die fast, therefore bringing little to your initial tanky build. If you wanted to run a Turret-oriented build with a defensive feel to it, you could replace the Net Turret with the Wrench Tool Kit.

The Wrench not only gives you the ability to keep your Healing, Rifle and Rocket Turret up, but it also gives you an additional blocking ability, on top of a "COME OVER HERE" and an Area of Effect Cripple. I modified the Runes and Sigils in order to give you an Extra 8000HP so you can survive the very likely HIGH Condition Damage you'll suffer in WvW. The Traits are modified a bit to give you less "frontline" survivability, but more of a "go in, repair, get out and keep an eye on the field while shooting".

The problem with a "Frontline Turret Engineer" approach is that you either spend time repairing your Turrets when needed, or spend time pushing back foes. And since your Turrets are static, your "movement" is somewhat restrained, more-so in WvW than in sPvP, since the battlefield is much bigger. I still think the build has potential, considering the fairly high Weapon and Condition Damage, as well as the utility brought by Turrets that do have decent uptime.

Maybe I'll be proven wrong when the game comes out, but I don't see a literal frontline Turret Engineer working all that well, at least so long as Turrets require maintenance as they do now.

http://gw2skills.net/editor/en/?fcEQJAqelIqicnpSbF17IxoHbW0gO0jEb4FLqAmB;TsAgyCuouycl4K7VurkXN24sxEEA

This is the final build I came up with; criticize, go go.


Edit: Changed the link, it was wrong.
 
The new tool belt mechanics for turrets actually punish long term turrets too, as you can only access then when the turret isn't deployed. The best use is to use the tool belt, deploy the turret, then pick up the turret to use the toolbelt skill again.
 
The new tool belt mechanics for turrets actually punish long term turrets too, as you can only access then when the turret isn't deployed. The best use is to use the tool belt, deploy the turret, then pick up the turret to use the toolbelt skill again.

Lol what. Really ? This is...silly.
 
Yes. Each turret toolbelt skill is on an independent cooldown timer. And those abilities are nothing to sniff at.

I rather they just allowed you to pass by your Turret and, on overcharging the Turret, make the toolbelt's cooldown to start ticking again, or some such thing.
 
Alright thanks for the criticism, I was more focused in Thief sPvP after BWE3 so I lost some of my knowledge in the Engineer area.

Thanks for the help, I'm really liking that build Omgadnowai and I'll see how it plays out in WvW.
 
Ok guys, here's a very odd build I've just created JUST for WvW.
http://gw2skills.net/editor/en/?fcIQJAqelIqaenuy0G27IRIFDWwgZoXA/lxbbLA;TgAA2CooyxkjIHbOuck5A

Now, I don't know if any of you managed to try Mortar out in WvW over the beta weekends, but it's pretty awesome except for the range. There is now a trait that improves that range.

This is a strange build attempting to add power and on-crit effects to mortar shells to seriously punish anyone who gets near your gate. The utility skills are mainly for buffing others/running away and they need improvement. When your mortar gets firestormed, as inevitably happens, you still have your improved range pistol to deal condition damage from the top of the walls.

How would you improve this build?
EDIT: Mortar does NOT currently scale with power. I'll need to swap runes around more to get more precision instead of power.
 
Ok guys, here's a very odd build I've just created JUST for WvW.
http://gw2skills.net/editor/en/?fcIQJAqelIqaenuy0G27IRIFDWwgZoXA/lxbbLA;TgAA2CooyxkjIHbOuck5A

Now, I don't know if any of you managed to try Mortar out in WvW over the beta weekends, but it's pretty awesome except for the range. There is now a trait that improves that range.

This is a strange build attempting to add power and on-crit effects to mortar shells to seriously punish anyone who gets near your gate. The utility skills are mainly for buffing others/running away and they need improvement. When your mortar gets firestormed, as inevitably happens, you still have your improved range pistol to deal condition damage from the top of the walls.

How would you improve this build?

First, the Mortar seems to count as a Turret based on the tooltip. If it IS truly considered one, then I feel the extra 15% damage is mandatory. Here's a revision of the build with bit more of an offensive approach:

http://gw2skills.net/editor/en/?fcIQJAqelIqaenuSbF27IRoHDWwLGUBA/5xbZbbB;ToAA2CoowxgjAHLOOck4MIYmB

For some reason I'm HEAVILY doubting any of the Explosions/Turret traits apply to the mortar, if not for the single fact that the Supply Crate turrets, in Beta Week-Ends, were considered Allied Turrets as opposed to your own, personal turrets and thus didn't benefit from the Traits.

/ponder
/hope
 
From what I've seen elsewhere, people are suggesting that NOTHING is affecting Mortar, including power, traits (even the elite supplies trait) or crits. Looks like this build will need to be scrapped until launch!
 
In light of this mortar build falling apart, I'd like to revisit Omg's earlier grenade/bomb build in it's early incarnation. I've made a utility skill change and a major trait change, but this build is pretty much ready to hurt people well in WvW.

http://gw2skills.net/editor/en/?fcAQJAqalIqaeHxynF27ISoCDGoH6FglXfewWpFEC;ToAA2CqowxgjAHLOOck4MIYWB

The idea is simple - set up for mortar for someone without ranged AoE to use - a rifle warrior perhaps. Next your drop off the walls into a pack of enemies assaulting the gates and immediately spam all your bomb skills. Dropping down sets off explosive descent for some extra fun. You can also activate slick shoes to oil up the enemies and stop them dodging your bombs. Then you simply retreat to the walls and throw grenades until you're ready to go again.

This is NOT a general combat build though. Running into a pack will get you killed as you lack the defensive traits to survive. That said, you can still be effective if you maintain your range. The toolbelt skill of slick shoes is vital for escaping too. In WvW you never run out of places to escape to, so survivability is less critical than sPvP.
 
In light of this mortar build falling apart, I'd like to revisit Omg's earlier grenade/bomb build in it's early incarnation. I've made a utility skill change and a major trait change, but this build is pretty much ready to hurt people well in WvW.

http://gw2skills.net/editor/en/?fcAQJAqalIqaeHxynF27ISoCDGoH6FglXfewWpFEC;ToAA2CqowxgjAHLOOck4MIYWB

The idea is simple - set up for mortar for someone without ranged AoE to use - a rifle warrior perhaps. Next your drop off the walls into a pack of enemies assaulting the gates and immediately spam all your bomb skills. Dropping down sets off explosive descent for some extra fun. You can also activate slick shoes to oil up the enemies and stop them dodging your bombs. Then you simply retreat to the walls and throw grenades until you're ready to go again.

This is NOT a general combat build though. Running into a pack will get you killed as you lack the defensive traits to survive. That said, you can still be effective if you maintain your range. The toolbelt skill of slick shoes is vital for escaping too. In WvW you never run out of places to escape to, so survivability is less critical than sPvP.

Meh likey da build. Bary bary much.
 
Thanks Omgadnowai and Diremongoose for the suggestions. As for Brown's build, I think the traits you picked are good for making yourself tanky, but leave your turrets vulnerable and less able to "hold a front."

http://gw2skills.net/editor/en/?fcE...L6Bm1vjB;T8Ag2yrEWJtSdlyKKbM2IsxajzGpNjNObMvA

I replaced one of the turrets with the tool kit, as it will allow you to repair turrets. I also took out 10 points from Inventions and put it to further the Tools line, replacing Rifled Turret Barrels with Power Wrench, making the tool kit more effective at the cost of decreased turret damage. However, since the intention of your build was to deter and stop enemies rather than kill them outright, I believe this works.
 
Hmm definitely going to try out both OMG's turret build and Dire's nade build. Ideally I would like to merge the two. Take some turrets as well as nade kit and maybe mortar. Hmm
 
The 'Elite supplies' trait still does nothing -_-
Jump shot is back to leap finisher from blast, but does stack vulnerability instead. Also does more damage on landing than jumping - same overall.

No real change to the build viabilities that I've seen.
 
Grenades felt so natural to me in the last stress test I'm debating whether to start off with a Charr Engineer or a Sylvari Mesmer...argh! I was planning to go Mesmer all the way, but man do I feel like mastering the Engineer now. That class has such depth, what with all the kits.

:'(
 
I'm not much of a theorycrafter, but of course I try to take traits and abilities that make sense for what I'm trying to do. So far, my favorite weapon set is pistol and shield, even in it's bugged state, as I like being able to reflect projectiles and immunity/stun melees when needed, but I'm thinking about switching to rifle for jump shot. In any case, I'm one of those crazies running around dropping bombs. I admit that they are not so useful in WvW, except for running away, and I plan on spending a lot of time there, so I'll probably be making more use of the grenade kit in the future. For now, I'm playing with the idea of running both kits. Here's what my build might look like...

http://gw2skills.net/editor/en/?fcA...HIF6VeJqQl95hc1WQIA;ToAA1Cqo2yslYL7WutkbNKYiA

I prefer to go power all the way and understand that precision is probably better for most grenading, but I still think power is going to be winning with the grenadier ability. I'm putting down 10 in inventions and alchemy for 10% speed in combat, and instant regen, eilxer B, and eilxer S when I'm taking damage.

The bomb kit is mostly for big ol' bomb, and sometimes to run away still doing dmg to pursuit, but I've wanted to get more use out of it offensively. I'm thinking jump shot might help me do this, hence why I'd put down my sheild for a shotgun. In small confrontations, one on ones, or assaulting siege weapons, I'm considering how effective it might be to jump shot on a target, drop big ol' bomb, and slick shoe away,... or finish the poor bastard at close range with blunderbuss and bombs. The initial shock from jumpshot might be enough to confuse people about what my intentions are so they ignore BOB, and try to retaliate. In any case, slick shoes should plant the target on his ass long enough for BOB to trigger, and send him and anyone else around sprawling to the ground again on the knock back, and hurt badly.

Previously, while I was running pistol/shield, I'd drop BOB when overrun by melees, and immediately go into static shield to stun them. Believe it or not, this trick works, and melees will hit the shield before they recognize the bomb threat, only to stun themselves, and blow to the ground, while bombers take no damage, and run away. Of course, this doesn't work on other ranged, so it's not often applicable in WvW, especially when our side is on the offensive. I guess the only way to know which combo is better is to try shotgun/bombs out. If it doesn't work well, I might drop bomb kit during WvW. Sad.

The grenades pretty much only come out to feed the zerg. Especially zerg knocking on keep doors. Good to be hospitable.

By the way, this is strictly for WvW, and I'm not really concerned with sPvP here, where I would NEVER take grenades. Any thoughts?
 
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