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GW2 Jinxed's deleted build

A new community member by the name of Jinxed applied for the guild, posted here:
http://alttabme.com/forum/index.php?threads/my-engie-build-since-the-beginining.1883/

It was deleted while I was writing a reply, which is kinda annoying, so I shall link the build and proposed changes here, because I despise wasted effort.

Original build: http://en.gw2skills.net/editor/?fcQ...mhe5XfUwWPIA;T0AA2yoEQJhSFlCKqcM5IyxmjLHZODCA

My response:


You need to explain how you use a build, how each of the skill selections either contribute to the build, or if they're simply placeholders for something else. I had to guess at your intentions for the build.

*Cracks knuckles* I haven't done this in a while, but I'm at work and bored, so let's do this!

Here it is:
http://gw2skills.net/editor/?fcQQFAUl0piY3cTdF17ISIFS49B6he5X51HFsVaB;TkAg1CqoUyokQJrSOlkKNIA

Let's look over the changes:

General comments
First up - common mistake - only select one jewel in that build editor. The editor was presiumably going to add PvE trinkets and accessories for you to choose from, but has yet to do so. All of your L80 exotic PvE gear should add up to one PvP jewel and one PvP amulet, I believe.

Second, I assume this is I PvE build, because you haven't got a snowball's chance in hell in sPvP with a build this inefficient. Let's look into the reasons why:

Your corrected critical chance is 52%. Thats is not really good enough to trigger the bleed and burning that you presumably want. You need to either dedicate yourself to more precision or get yourself a source of fury.

Might...might is well...not very good. Have a look at how little might one stack of might contributes to your power and condition damage. You need a good few stacks for it to be worth sacrificing something to obtain might.

Equipment
I've given the build rampagers equipment to maximise the damage you do. You've lost a bit of toughness, but the build overall will now benefit. You have to specialise in precision for on-critical abilities to be worthwhile choices as traits.

Traits
If you're going to put points in firearms, then choose the best trait...20% reduced cool down on rifle abilities. As that includes the auto attack, that is a 20% damage bonus. Twice as good as +10% damage and even better because overcharged shot and net recharge faster. Quite why you think the minor trait 'performance enhancement' is useful is a mystery to me - it only nets you 25 power. There are quite simply better ways to get that. I've added those 5 points into firearms for more precision, and to take the final rifle trait. I added the -20% grenades cooldown trait on the explosives branch, for when you want to swap to it.

Slot Skills
Bombs and grenades? Why would you bother with both? Pick one to avoid wasting a slot skill.
Slick shoes has a place in WvW and for certain dungeon encounters. It has no place in open world PvE. I've replaced it with elixir B, providing fury and swiftness. That eliminates the most useful part of slick shoes - the movement speed increase. I've added the radiation field racial skill because you're already focusing on condition damage with rampagers items, and 15s of poison is quite a handy tool to have.

Healing
Use this simple rule...never use elixir H without the -20% cooldown alchemy trait. It's too inefficient. I've replaced it with healing kit, so you can maximise fury and swiftness when combined with elixir B.

Runes
With runes of rage, fury from elixir B and healing kit stimulant now increases your critical chance by an extra 5% and you do extra critical damage. Under fury your critical change is now 92%.
 
I love when DM explains/analyzes builds. *LOVVVE* ( I want to level my mesmer now after the knowledge he dropped on us in WvW last night.)
 
hey DM even after all you fixed in his build i still don't see the purpose of it. i get the Rifle build and some grenades into it... but what is it for? and for the life of me i can't get through my head why waste 20 pts into inventions... i would go alchemy if anything which is what i'm doing... if you go into inventions i'd pick turrets and control but thats more pvp like or so i think... great job tho!
 
I dunno, this build is a bit too all over the engineer map for sPvP. Focus on one or two things would seem better. Replacing radiation field with elixir U or C would make more sense to me. But yeah, it's good to have Dire up to his old theorycrafting ways again.
 
When I'm designing a build I try and keep most of the core skills and trait lines. Otherwise it's not fixing the build, it's replacing it. If I was asked for an actual build, I'd like link one of the ones I've previously created (which I still think are great). Yes, of course I'd recommend alchemy, every damn build I've ever created has alchemy 10 as a minimum. But this isn't my build.

As for the purpose of it, it's a low-skill PvE build that gives someone a range of tools for all situations in PvE. Until you're good enough to kill groups of enemies using rifle penetration, jump shot and blunderbuss, the rifle seems like a 'single target' weapon. Hence grenades in the meantime. In addition AoE burning and bleed from criticals is not a bad thing by any means. The extra conditions from grenades are quite important with the somewhat limited conditions from the rifle alone. If you were going to lose the grenades, I'd add a bleed-on-crit rune instead of crit chance.
 
That build is near identical to mine. I put 10 point in inventions purely for the option to have explosive descent when I was exploring. Since I got my AC armour I've been using runes of the monk and runes water for +30% boon duration - for perma fury and swiftness. The benefits of firearms and alchemy is you can respec into a tank with flamethrower just by changing traits.
 
Thanks for the advice, Ive never used the med kits ever so I wasn't sure to use them or not. I love the radiation field mostly when farming at Orr with runes I haven't tried many combos but Im going to try it and see if I like it
 
the med kit according to something i read some time back was THE best healing ability (disregarding the dps loss) overall giving the most HPS... now... like with everything in GW2 its situational... and it requires quite a bit of skill to use effectively.
A couple of things to remember, if you press 1-4 to drop a heal you can just automatically walk over it and use it immediately (walking straight ahead that is) same thing with the other 2 abilities just walk over them. if you strafe a little you will not use them. Plus the belt skill is a regular heal just like using the Elixir H without the buffs...

IMHO
Healing kit is great for PVP if you have the skill to use it right.
Elixir H is great for standard PVE stuff.. exploring.. etc kill stuff
and the Healing turret is GREAT for dungeoning (most ppl don't see the healing kits on the floor if you put them down and it lowers your dps so its quite innefective)
I switch back and forth depending on what I'm doing, as pretty much everyone should do.

just my ¢2 Colones
 
That build is near identical to mine. I put 10 point in inventions purely for the option to have explosive descent when I was exploring. Since I got my AC armour I've been using runes of the monk and runes water for +30% boon duration - for perma fury and swiftness. The benefits of firearms and alchemy is you can respec into a tank with flamethrower just by changing traits.
Yeah! I really like my build, it doesn't really feel OP but it's quite balanced and has somewhat a flexible feel to it, I might take a look into that variation you suggest just to try a different flavor! hehe

EDIT:: now that i take a look into it... Explosive descent doesn't really look all that good... what do you use it for??
 
Do you know how often you fall off places while trying to explore every map? It was my main source of health loss as I was exploring! It also allows you to use shortcuts not intended by the game designers...like jumping down the volcano and surviving.

Who cares about the grenades? It's the half falling damage.
 
ohhh!!! yeah i guess i was too focused on the grenades... the falling damage sounds kinda nice, hmmmm... I still like the dodge bomb better tho, its kinda basic on my playstile, shoot, net shot, jump in, blunder, knockback, net shot, run up and dodge back, rinse and repeat, if it gets more complicated it gets even better as you dodge and make sure the mob(s) gets hit everytime
 
Thanks for the advice, Ive never used the med kits ever so I wasn't sure to use them or not. I love the radiation field mostly when farming at Orr with runes I haven't tried many combos but Im going to try it and see if I like it

It's not an 'optimal' build by any stretch, but it should get you started. Feel free to come back here and discuss your build further. We also have a variety of builds on the forum for you here. We're happy to discuss any aspect of play or character building.
 
This is why theres only 2 active level 80 engineers. So much badass that any more might implode Yak's Bend.
 
This is why theres only 2 active level 80 engineers. So much badass that any more might implode Yak's Bend.

I just hit level 80 the other day. If I can get regular playing time, watch out! Yak's Bend implosion eminent.
 
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