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TheBionic
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TheBionic

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GW2: Engineer Thread

Since we are all learning how to assign trait points to our characters I thought it would be interesting to see what you guys are trying. For myself, I'm planning to go 30 Alchemy (for vitality and boon duration), 30 Inventions (for condition damage), and 10 explosives (for power). I'm also stacking condition damage and vitality on my armor and upgrades. The point is to try and create a less squishy dude that does hella condition damage as most of the engineer's pistol skills inflict a dot, as does the flamethrower (which I love using).

What do you think, a decent build? What's everyone else doing?

puppy
join:2010-01-28
San Diego, CA

puppy

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Re: GW2: Builds

I was thinking if I should start profession specific threads then you made this

Can you edit your subject to Engineer specific please? I think that would be best going forward

TheBionic
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TheBionic

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Good idea, pup! Done.

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Re: GW2: Engineer Thread

I'm taking a little different approach. I'm putting points in Sharpshooter (crit), Inventions (cond), and Explosives (power). I'm really liking this class. So far, I able to kite stuff easily if given the space. In most cases I have plenty of space. With the help of turrets I can burn mobs down pretty fast.

Have you guys been using the Big Ol' Bomb? This and a little glue works wonders.

TheBionic
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TheBionic

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Hell yeah, sounds like you're going straight up dps. I wanted to be more tanky but didn't want to invest in toughness. I love the versatility of this class. There's even a mele kit (the tool belt) that might make for a unique build.

For utilities I go with the starter heal, flamethrower, flame turret, the elixer that turns all conditions into random boons, and use the summon golem as my holy shit button.
Mcallan7
join:2012-08-28
Arlington, VA

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Only in my low 20s right now so I'm still feeling my way through. But I've been using a rifle alot as my primary, mostly for the net ability and the uber knockdown shot. Consequently I've been stacking precision for the crit. I also use turrets quite a bit, the tremor turret is an awesome 'target dummy' particularly if you are in a lower level area and if I'm kiting multiple mobs it will hold thier attention while I take them out. I planned on going deep in inventions for the +health as I use the health turret for heals and assumed it would increase the health/tick not sure if thats a correct assumption. I figure I will probably have to switch back to a pistol/shield sooner or later but blasting a mob in the face and watching half its health disappear is a wonderful thing.

TheBionic
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TheBionic

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I used the hell out of the rifle early on too, before I decided to focus on condition damage. Damage and CC is excellent on that thing. I like the shield skills and the defense the shield itself offers, but use the dual pistols more often than not due to the 4 different dots they offer.

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It's a lot of fun to go running through a big pile of mobs going head to head with other players and drop one of those in the middle of it all.

Mcrobrewer
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join:2001-03-04
Trenton, NJ

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Seems like pistols... with condition damage... and enough precision to get the crit rate to about 40 is a good place to be.

I wanted to love the rifles... but fact is half of the attacks have to be used in melee range practically anyway...

Certainly no really "distance" advantage to using a rifle.

Remulis
join:2011-09-01
Bealeton, VA

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I’ve been focusing on inventions and firearms traits at the moment. Been doing a turret build dropping the healing, rifle, flame thrower, and rocket turret at the same time I annihilate things. I’ll have to double check to see if I can lower there cool downs once they are picked back up if possible. Once I get the trait for them to self-repair I’ll be golden for any pve/ dungeon scenario….Hopefully, I’ll have to check back with my findings once I fill out my trait tree with this build. Still on the fence on what 3rd trait tree I want next. I’ve been rolling with a pistol/shield combo and have been enjoying more than any other combo at the moment. Provides great survivability and versatility.

TheBionic
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said by Mcrobrewer:

I wanted to love the rifles... but fact is half of the attacks have to be used in melee range practically anyway...

Certainly no really "distance" advantage to using a rifle.

I found a decent rotation with the rifle to keep the baddies at bay, at least for a single mob. Sorry, I don't remember the names of all the abilities but I hit 5, which launches you at the enemy and does like a ground pound, then immediately hit 3 (blunderbuss I think) then 4 (overpowered shot) which launches you back away. If the mob is still alive net him with 2 and auto shoot until dead. If he's still alive shoot him until he gets close and blunderbuss should be off cooldown; you can repeat the rotation minus the opening ability (5).
said by Remulis:

I’ve been focusing on inventions and firearms traits at the moment. Been doing a turret build dropping the healing, rifle, flame thrower, and rocket turret at the same time I annihilate things. I’ll have to double check to see if I can lower there cool downs once they are picked back up if possible. Once I get the trait for them to self-repair I’ll be golden for any pve/ dungeon scenario….Hopefully, I’ll have to check back with my findings once I fill out my trait tree with this build. Still on the fence on what 3rd trait tree I want next. I’ve been rolling with a pistol/shield combo and have been enjoying more than any other combo at the moment. Provides great survivability and versatility.

I like the shield abilities too, not to mention it looks awesome, but since I'm stacking vit I'm finding it's not necessary and I can focus on condition damage. I had a 'duh' moment last night when I realized the rocket turret does more burning damage (and damage in general) than the fire turret so I swapped them out. I love the idea of having multiple turrets up but I hate trying to loot something and accidentally picking my turret up.

puppy
join:2010-01-28
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said by TheBionic:

I love the idea of having multiple turrets up but I hate trying to loot something and accidentally picking my turret up.

Yar... really wished looting was on another key than the general "action" F button. I'm sure all the escort guards are tired of me saying hi to them when we are attacked repeatedly by centaurs.

I AM
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I know Engi's are a support class but how is the dps on them? How is it taking multiple mobs, or veterans? I'm thinking of going Engi as my alt.

TheBionic
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said by I AM:

I know Engi's are a support class but how is the dps on them? How is it taking multiple mobs, or veterans? I'm thinking of going Engi as my alt.

Not bad, you have some options. For single target dps, rifle or pistols and turrets are the way to go. There's even a mele kit, the tool belt, although I haven't used it. For aoe damage I like to use the flamethrower or grenade kits. Engineers also have a ton of elixers to drink which give boons and take away conditions.

I AM
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I AM

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I quit my thief and ranger because they were way too squishy. Are you guys atleast a little more durable?

TheBionic
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TheBionic

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I think that depends on how you spec. I haven't noticed being any more squishy than any other class I have played (I played a ranger in BWE1). Just gotta keep moving! lol

puppy
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said by I AM:

I quit my thief and ranger because they were way too squishy.

Rangers are squishy? I just started a new one because I figured the pets can tank for me. Pets like bears are pretty tough.

Edit: Necro pets, on the other hands, are like orgami foldings in a bonfire... I haven't gotten my flesh golem though, only levle 6

I AM
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Pets died so much on my ranger. I spent half my time rezzing them. Though I did not use a bear. Rangers put out the dps though.

Back to the thread topic. How do you guys deal damage? Is it more conditional damage than upright in your face damage?

Jobbie
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Jobbie

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I am running dual pistols right now and you do a lot of poison and fire damage on top of your turrets. I use the normal turret, flamethrower and healing ones.

They also aggro everything around them so they tank for you in some way.

TheBionic
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I am speccing condition damage instead of power due to the dual pistols adding a condition with almost every ability. Flamethrower and flame and rocket turrets also add conditions. The rifle is more regular dps though as is I think the grenade kit and the tool belt. There is also a healing turret and kit. Lots of fun things to do with this class; it's all how you spec and equip.

Raptor
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Did I miss a particular skill point/trait? How do you have dual pistols...? I can only equip a shield in the off hand....

Jobbie
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Jobbie

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You can put a second pistol on your offhand.

puppy
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Select the pistol icon, right click, and under the "Equip" option there will be an "Equip in offhand" option.

TheBionic
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TheBionic

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Or just drag it there.

mettachain
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or keep pretending to be captain america with a pistol and shield. you can dye you crap too!

Raptor
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I swore my drag attempt turned it red, but I shall redouble my efforts. I do like the Captain America shield throw....

Jobbie
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Jobbie

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The pistols and rifle have very similar icons, so just make sure what you are dragging.

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The bombs man, don't forget the bombs. They are a blast. Wait... Oh, never mind...

TheBionic
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TheBionic

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I haven't really messed with the bomb kit. You like it?

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We are somewhat squishy, if mobs get to us. I have started adding some toughness gear in an attempt to increase my survival in areas where it is tough to kite. A good example is the friggin Nightmare Court mobs. They are always packed pretty tight and seem to have an aggro radius the size of Dallas. I always seem to pull more than I can handle and they hit hard.

One challenge is keeping my gear up to date on my toons. You level so fast in this game (at least early on), if you are not careful you will find yourself with gear 10 levels below the area you are questing in. I spent all afternoon yesterday on crafting and was able to update a lot of gear before running out of mats.