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GW2 List of Guild Engineer Builds!(Release Version)

http://gw2skills.net/editor/en/?fcA...e95BblWQIA;T4AA2yqEUJpSVliKqaM1IqxWjrGZNjRmYA

This is one of the builds I've come up with, and I must say I'm fairly fond of it. I assume it's very group-oriented though, what with all the AoE skills; Pistols have Glue Shot for single-target Immobilization, Grenades have Freeze Grenade for a Chill Effect, and Bombs have Glue Bomb for Immobilize/Cripple. If you pair that with the Explosives traits, you have a pretty controlling build with a lot of Condition effects mixed in the skillsets.

With a 73% critical strike chance, you activate the Sigils for extra HP/Quickness often enough, and your Traits grant your critical strikes a high chance of either applying Vulnerability (twice if using Explosions, thanks to Steel-Packed Powder), Burning and Bleeding! To top off your offensive capability, the recharge time reduction on Pistol, Grenade and Bomb skills actually means you're never out of an option based on your purpose, whether to control or inflict damage. An extra critical strike damage of 28% from Runes/Trait points makes it more lovely still.

Pair your field-controlling abilities and damage options with some defensive tools in Elixir H, Elixir C, the Cloaking Device trait, the increased Endurance regeneration from Tools as well as the life-leech from the Sigil of Superior Blood and you end up with an aggressive yet resistant-enough Engineer build, I think.

Let me know what your thoughts are about this; it looks awfully similar in purpose to the Rifle build of yours, what with all the critical strikes and critical strike effects, but it's going a different route by substituting the Elixir focus by an Explosive one.

PS: I believe this build might be synergistic with that Glamour Mesmer idea you and I were working on, mostly because of the cripples and immobilizes that can lock enemies down within a Chaos Storm/Null Field, for instance. We just need to find a Warrior and Thief build that would complement this for Combos' sake.
 
You only get one Jewel in sPvP, so your build is a little broken I'm afraid. Crit chance is only 49%.
I'd suggest this as a correction:
http://gw2skills.net/editor/en/?fcAQJAqalspCYHxynF17ISoC4HoHAWe5XfewWpFEC;ToAA2CqowxgjAHLOOck4MIYWB

/sadface

Thanks for the correction; I modified it a bit, swapping around the Firearms tree slightly.

http://gw2skills.net/editor/en/?fcAQJAqalspCYHxynF17ISoC4HoH6FglXfewWpFEC;ToAA2CqowxgjAHLOOck4MIYWB

I guess I should start making 1-Jewel builds, then, considering sPvP is what I'll likely play most.
 
Hah, yes, I'm so used to running a rifle build that I forgot the damage trait doesn't apply to pistols!

Now, on to your build:
I dislike the quickness sigil for it's 45s cooldown. I'd rather have consistent effect all battle, since you can't control it's activation for when you need burst. The crit build with explosive powder is a very nice one, so I added additional bleeding for you using an earth sigil. You might also like to consider more condition damage in your amulet rather than power/precision as you're using the pistol, but that's a trade off. I also dislike celestial runes, since they lack specialisation expect in crit damage - hence why I selected eagle runes.

You may not need extra range on your pistol with the grenadier trait - you can have a mid range and long range set to swap between (and close range bombs).

Just be careful when playing this build - you are going to be slightly squishy with the limited defensive traits selected.

Edit: Actually - swap out elixir H. It's awful without -20% recharge. Turret or medkit.
 
Hah, yes, I'm so used to running a rifle build that I forgot the damage trait doesn't apply to pistols!

Now, on to your build:
I dislike the quickness sigil for it's 45s cooldown. I'd rather have consistent effect all battle, since you can't control it's activation for when you need burst. The crit build with explosive powder is a very nice one, so I added additional bleeding for you using an earth sigil. You might also like to consider more condition damage in your amulet rather than power/precision as you're using the pistol, but that's a trade off. I also dislike celestial runes, since they lack specialisation expect in crit damage - hence why I selected eagle runes.

You may not need extra range on your pistol with the grenadier trait - you can have a mid range and long range set to swap between (and close range bombs).

Just be careful when playing this build - you are going to be slightly squishy with the limited defensive traits selected.

Edit: Actually - swap out elixir H. It's awful without -20% recharge. Turret or medkit.

The turret it is, then.

I looked at the Runes and sigil, and you're right; they actually don't fit this build in sPvP; as for the point regarding the Pistol and the use of Power...well, the Knight's Amulet fills the "low HP" gap I have where Conditions might just wreck me, and the straightforward damage from Power isn't entirely going to waste. Do you think I should replace it and sacrifice 5k HP for Toughness/Condition Damage ?

PS: I replaced the Pistol Range with the chance for Quickness ;)
 
Personally? No I don't, I think you made the right choice to start with, but the option is there. It's worth testing at some point.
 
/sadface

Thanks for the correction; I modified it a bit, swapping around the Firearms tree slightly.

http://gw2skills.net/editor/en/?fcAQJAqalspCYHxynF17ISoC4HoH6FglXfewWpFEC;ToAA2CqowxgjAHLOOck4MIYWB

I guess I should start making 1-Jewel builds, then, considering sPvP is what I'll likely play most.
Ok, I tested every aspect of your build extensively in the stress test, and this is what I found:

Bombs: No - they don't work in sPvP. You are limiting your damage too much by using them as people move and you have no range. They work for escaping, but there are better alternatives.

Grenades - they work well but ground targeting is horrible in sPvP. Save it for WvW I think. Great damage and range with grenadier trait.

Pistol - RIPS PEOPLE APART. Sod the previous two, you don't need anything else. BUT get rid of vulnerability because you're doing condition damage primarily. Change it to piercing shots to offset the lack of AoE from ditching grenades/bombs.

Cloacking device on immobilise - works, but elixir S has saved me more times. You can leave it either way.

Healing turret - now buffed - it's awesome.

Where to go from here:
Two new utility traits, two new explosives traits.
 
1) What is wrong with Grenades and ground targeting ? Is the option to simply get out of the AoE simply too big a factor to make them worth anything ?

2) Elixir Gun will replace the Bombs, in that case; it has some fitting abilities and is pretty diverse, I think.

3) The cloaking on immobilize will stay, I guess ? Not sure I understood the reply >_> I might just put the 10 points into Alchemy for a free Elixir B at 75% HP as well as 5 seconds of 33% damage reduction. Would that be more helpful, in your opinion ?

http://gw2skills.net/editor/en/?fcAQJAqalspCYHxyuF17ICoH6VdxXiKoffewWpFEC;ToAA2CqowxgjAHLOOck4MIYWB

Would this better, as far as you could test?

PS: I believe an Elixir Build is still the "best" you can go with, on paper.
 
1. You can't spam AoE skills as well as weapon skills - each requires a click/button to select and then a click to throw at the targeting location.

2. I need to revisit elixir gun, but I think it's very viable.

3. It's a value-based choice. Both have merit. I only choose Alchemy because I like HP more than toughness. There's a small enough difference that it'll take many hours of testing to decide which might be better.

4. (Build). Definately go healing turret without reduced elixir cooldown. Healing turret, like the other turrets, now has an ability to use before you put it out - AoE regen boon. What's amazing is that you can use it after your turret is on cool down, giving you a secondary heal skill. If you're set on grenades, choose the +10% damage over the 20% cooldown in this case - the targeting delay makes the cool downs less important.
 
There is a menu option to remove the need to click twice, you can just "aim" with your mouse; it's just an instant action without the need to manually select the area; you just have to target it with your arrow. Having played around with my Mesmer, I'm getting more and more accurate on the casts now, to the point where I don't even think about it anymore. Hence I wondered why Grenades were so awful.

As for the Healing Turret, the swap from Turret to Elixir was accidental >_> Thanks for the explanation though; that toolbelt thing just seems awesome now.
 
...and we're back. I did some serious testing of the grenades with your build before the lag appeared and forced me to stop.

Pistol/rifle are both higher DPS than Grenades in general combat but grenades are GREAT against Mesmers and in team fights. I generally dislike the delay between throwing and landing, but that's surmountable with good timing. In sPvP it's not my thing, but I can definitely see the value of it now. Oh, and the rifle works well instead of the pistol, should you desire.

Elixir gun - most of the situations I found myself in, either the grenades or the pistol were better. Mostly I just used the toolbelt ability to get a strong 10s regen. My recommendation is to to have one or the other kits but not both. As a replacement, consider explosives like mines perhaps? It's no longer a kit, just two activated abilities. Alternatively, something to aid survival like elixir S or perhaps utility goggles (which stack vulnerability).

While your build does have horrific power, I DO think it needs more survivability. You can get by that with a tanky friend to follow you around though. There is however, nothing that comes close to condition immunity at 25% health. Suddenly half the damage dealing skills and all of the CC skills in the game become useless.
 
...and we're back. I did some serious testing of the grenades with your build before the lag appeared and forced me to stop.

Pistol/rifle are both higher DPS than Grenades in general combat but grenades are GREAT against Mesmers and in team fights. I generally dislike the delay between throwing and landing, but that's surmountable with good timing. In sPvP it's not my thing, but I can definitely see the value of it now. Oh, and the rifle works well instead of the pistol, should you desire.

Elixir gun - most of the situations I found myself in, either the grenades or the pistol were better. Mostly I just used the toolbelt ability to get a strong 10s regen. My recommendation is to to have one or the other kits but not both. As a replacement, consider explosives like mines perhaps? It's no longer a kit, just two activated abilities. Alternatively, something to aid survival like elixir S or perhaps utility goggles (which stack vulnerability).

While your build does have horrific power, I DO think it needs more survivability. You can get by that with a tanky friend to follow you around though. There is however, nothing that comes close to condition immunity at 25% health. Suddenly half the damage dealing skills and all of the CC skills in the game become useless.

Thanks for the update, really appreciated. I see your point, and I have to admit I've been looking at the build with a pretty harsh eye and I think it's REALLY hard to pass up the immunity to conditions, at least partly. However, thinking back on it, I'm afraid there is a LOT of direct damage that can be dealt (just think Thief with a Pistol or Elementalist going apeshit nuts), and I'm not sure I'd be willing to sacrifice all the damage given by offensive traits just for immunity when I'm under 7000 Health, where I still can get taken down just as well.

Food for thought.

I'll swap out the Elixir Gun for Elixir S, though; it just makes sense. That skill is simply awesome, and its toolbelt effect is simply great. Taking 10 points out of Firearms to put them into Alchemy just seems like a logical choice; I'm using Elixir C and Elixir S in the build, and I won't spit on 1 second more on the C and 0.8 on the S.

http://gw2skills.net/editor/en/?fcAQJAqalIqCYHxSfF17ICIF1XeJSh+BZfewWpFEC;ToAA2Cqo8xUkoIrPOfk+MIYWB

Still running Double Pistols, with some different Runes this time around. Replaced the Elixir Gun with Elixir S; it just seems great. Between the Pistol and the Grenades, I think I have access to enough control abilities; Freeze Grenade and Glue Shot mesh well; so does Static Shot with Flash Grenade.
 
I make up for the damage hit by might/fury stacking. The final minor alchemy trait gives you 1% damage per boon in addition to the boon's effect itself. I briefly considered the HGH trait to make every elixir/thrown elixir a might stack, but still hit upon survival issues. Once you pop elixir C, suddenly you jump 10-20% damage and start making people go 'WTF?!'

I would actually reverse your choice and keep 30 in firearms, while having 10 in Alchemy. Consider the blod injection trait to get an extra 200 condition damage too! With elixir S and the ability to throw grenades behind you, I think you should have enough survival to dish out the damage, even if you aren't a tank.

I think the build is pretty damn good after that. With a couple of major trait changes you can use the rifle too: easy to do in a pvp match if you want more control.

I'm not doing this all as a favour so much as to challenge myself to find other ways to play the class that I've missed or previously dismissed. :)
 
Yeah whatever happened with that Blood Injection trait; I was sure I had included it...apparently I went for that Protection thing.

I really can't wait to try this build out and hopefully get SO GOOD AT IT that it will work.

:eek:mg:
 
Ultra CHEZ

http://gw2skills.net/editor/en/?fcEQFAUlIqya38SdF17IRoC3H0j6X37K6R bMmB;ToAA2CuoYywkgJLTOmkMNqYWB

Modified your trait tree a bit to get that 15% extra damage from Flamethrower and get extra Condition damage from Vitality.

As for the Runes, I don't think the Condition Duration is that beneficial, mainly because the Flamethrower applies a 1-second duration Burning effect. If it was, say, 5-6 seconds, then I can see how that would be great, but 1-second isn't stellar. Hence I went for Superior Rune of Speed for the extra movement speed (17% now with Traits, when under Swiftness and in-combat) and the Vitality, which translates directly into more Condition Damage.

Also changed the Sigil for the Bleeding one, for more damage.

Let me know what you think.
 
Ultra CHEZ

Modified your trait tree a bit to get that 15% extra damage from Flamethrower and get extra Condition damage from Vitality.
Good call, I was going to suggest similar adjustments once I had the time.

http://gw2skills.net/editor/en/?fcEQFAUlIqya38SdF17IRoC3H0j6X37K6BmbslB;ToAA2CqoYywkgJLTOmkMNIYWB

Remember - with stability from the Juggernaut trait, protection injection is largely useless!
I added backpack regenerator instead. Not sure how well it works though - if it's as awful as dolyak rune then consider something else.
 
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