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GW2 List of Guild Engineer Builds!(Release Version)

First off, we discusse a near identical build earlier in the thread, so do have a look.
Second the migh gain from your funds isn't amazing.


I don't think you're doing enough with your traits either. They're scattered and unfocused, without the skills to back them up. Condition damage from firearms but very few conditions in your kits. Boon duration in alchemy with no boon granting skills. As a general rule, don't ignore your trait points just because you like the major traits. That applies to all builds and all professions.
 
First off, we discusse a near identical build earlier in the thread, so do have a look.
This is actually the build I use. Only, I've done it with pistol/shield and bomb kit alone. It's grenades and shotgun I haven't tried. Instead of grenadier I use shrapnel or exploit weakness. This is also what I would do as a bomber for sPvP. Sorry for similarities.

Condition damage from firearms but very few conditions in your kits. Boon duration in alchemy with no boon granting skills. As a general rule, don't ignore your trait points just because you like the major traits. That applies to all builds and all professions.

I'm in firearms because it's our primary weapon, not matter, and it's worth 20 points for the hair trigger cooldown and improved range alone. I think pistol is better for conditions, but we don't really have a say in that. As far as I understand, we benefit from both power and precision in firearms. Not that I mind condition dmg. It's just not my focus. As for alchemy, my traits do NOT effect duration. The points do, but they also add vitality, and it doesn't hurt to have boons from elixer B lasting longer when it's triggered. I'd like to have more that I could do here; not less. It's a little survivability where otherwise I'd have none. Do you have a better suggestion?

Anyway, I'm more concerned with jump shot, slick shoes, and big old bomb landing than theorycrafting. So, ...probably going to try this anyway. It's the only reason I'd use a rifle.
 
Your major traits are fine, but it's boon duration as a function of alchemy points I'm referring to - terminology gets annoying when there's there atrribute point benefits of traits and minor/major traits apart from them. An efficient build writes itself
In some respects - choosing sensible traits while not over extending the different lines you don't need.

Yes, your rifle traits are good, but without specializing sufficiently you lose build efficiency. That won't matter too much in WvW, but why settle for an inferior build?

You can very easily make your build more efficient with some minor changes: first up switch to knights amulet to give a decent crit chance. Next take 10 points out of inventions and put it into firearms and add the swiftness on crit trait. You can make up for the inventions attributes with a jewel change if you want.


Why?
Crit damage more than offsets the small power loss. You can now use your bleed on crit minor trait effectively, plus the condition damage has more use. Swiftness on every crit is at least equal to than 10% speed boost and works with boon duration.
 
I could see your build being useful for WvW, especially in regards to defense. I edited a couple of traits to take advantage of your kit-centric build by removing the 10 points from inventions and adding them to tools, taking the speedy kits trait so you gain swiftness upon equipping a kit. I also switched the major adept trait in Alchemy to invigorating speed so you gain vigor when you gain swiftness (thus working with speedy kits).

http://gw2skills.net/editor/en/?fcA...GIF6VeJqQ+95hc1WQIA;ToAA1Cqo2yslYL7WutkbNKYiA
 
Just popping in to say definitely give whatever advice Mongoose is spouting serious thought. I got to the point in Spvp where I'd immediately pop my elite skill as soon as I saw him. He's a very effective Engineer for sure.
 
I could see your build being useful for WvW, especially in regards to defense. I edited a couple of traits to take advantage of your kit-centric build by removing the 10 points from inventions and adding them to tools, taking the speedy kits trait so you gain swiftness upon equipping a kit. I also switched the major adept trait in Alchemy to invigorating speed so you gain vigor when you gain swiftness (thus working with speedy kits).

http://gw2skills.net/editor/en/?fcAQFAUlIqaeHxynF2LJyoCdGIF6VeJqQ 95hc1WQIA;ToAA1Cqo2yslYL7WutkbNKYiA

This build sounds like it would be very good for WvW defense.
 
Just popping in to say definitely give whatever advice Mongoose is spouting serious thought. I got to the point in Spvp where I'd immediately pop my elite skill as soon as I saw him. He's a very effective Engineer for sure.
<3
Psionic and I tried my crit build for over an hour in the stress test. It has one hell of a spike with elixir U! It's a rifle build too, which I maintain is just as good as the pistol, if not better with experience.
 
Diremongoose definitely is the expert theorycrafter among us Engineers. By release we'll have so many builds to try out that we won't know where to start.
 
<3
Psionic and I tried my crit build for over an hour in the stress test. It has one hell of a spike with elixir U! It's a rifle build too, which I maintain is just as good as the pistol, if not better with experience.

Wait which build is your crit build? Is it possible for you to PM me your builds or list them here, Ill update my initial post with the links as a list and a short description.
 
This is a list of all the builds in this post. If you didn't name your build I've used my discretion in creating one :)

In chronological order:

Ludacrit: "Rifle DPS build"

Bhak: "Hey you are on Fire!"

Brown: Engie DPS

Diremongoose: Tanky/DPS 1 (broken traits, superseeded build)

Zakis: Pistol/Shield Alchemy burn suggested improvements accepted by author

Diremongoose: Horrific crit 1

UltraChez: Turret build (no equipment, prompted Diremongoose rant on turrets)

Omgnowai: Corrected Crit build

Omgnowai: Grenade death discussion on this build here, improved version here

UltraChez: Juggernaut with suggestions one and two

Brown: General turret build suggestions here and here

Diremongoose: WvW Mortar build with suggested improvements here. Build obsolete until mortar is fixed.

Diremongoose: "Crap! Mortar-build-fail" build

Glad: Explosive rifle - another take and efficiency tweaks

Diremongoose: General Condition Pistol build requested on mumble

Diremongoose: Horrific crit 2

Soupnotzi: Modified Teldo's power build

Virsus/Diremongoose: Grenade power created on mumble

If I have missed anything important, let me know and I'll update this list. Please not, this is not intended as a discussion build. If you want to name your build, feel free.

Zakis, if you want to take control of this thread, feel free to copy paste it ;)
 
Wow, thanks for giving my crappy couple of builds some credit, I appreciate it. I'll have to keep messing around with the editor and see if I can come up with something really good.
 
Wow, thanks for giving my crappy couple of builds some credit, I appreciate it. I'll have to keep messing around with the editor and see if I can come up with something really good.
I will update the list on the original post as we continue to post builds.
 
I had a lot of fun with an earlier version of this build which had Elixir U instead of Elixir Gun and 10 points into Precision for the 20% CD on Rifles along with the full 30 in Inventions for some more stats goodness and Cloaking Device. It was effective, very high survivability with adequate condition removal and enough Healing Power that I could eat a 100 Blades to the face and heal it off with health to spare. I'm not saying that's a good idea, I'm just saying it'll freak that Warrior right the hell out when you heal and wind up with more health than before his 100B. Elixir U gave me some nice burst and the random Toolbelt spells are always one of three Wall spells (Smoke Screen, Veil, the Reflect Wall) so not too bad but not reliable either. And the build, for me, was never about burst anyway so I dropped it. This newer build sacrifices a smidgen of survivability (last 5 points in Inventions) for more synergy. In theory, as I said, I only played the older one.

I call it the Rifle Guardian. Survive everything, buff allies and yourself, do okay damage. Every toolbelt skill is still an Elixir, meaning it'll proc Cleaning Formula. Not to mention Regeneration ticks for close to 300 Health on that build so don't underestimate a timely Healing Mist. Kit Refinement on switching to Elixir Gun drops a Super Elixir on a 20s CD, meaning you can keep it up permanently. I'm not sure, but I think 4 and 5 also trigger Elixir specific traits. At least, it says 'Elixir.' in the tooltip. Even so, Super Elixir with that much Healing Power is mmmmm. And Elixir Gun is just a good support kit overall.

Elixir H and B are pretty cookie cutter inclusions in any Elixir build, but they're just solid skills with the most synergy. The RNG element on Throw sucks, but we just gotta deal with it. Even so, more boons is more boons and that's great for Energy Conversion Matrix.

Elixir R can be changed out for anything, really. But the Throw Skill is just so godly, especially with the Inertial Converter minor trait. Self-res for the win. Still, in a pinch any of the other Elixirs can fill that slot. Elixir C for when you're up against very heavy Condition builds, for example.

Cleric's Amulet and Jewel for the Healing Power and Performance Enhancement means you don't lose out on Power too much (-190 compared to Soldier's, I mean, that's still a lot but close to 1800 Power isn't horrible either). The Elixir B Fury boon should help with damage regardless; 24% crit chance isn't great by any stretch of the imagination, and an extra 15% crit damage isn't either but you can pop the 13s Fury fairly regularly. I'd say around 40%ish uptime with just Drink B, Throw B is unreliable but it can only increase the uptime.

And Sigil of Superior Water is pretty terrible, probably best to change that to +5% damage. Although rumour has it Attunements and Kit Swapping will be regarded as weapon swapping for Sigil purposes, so who knows.

Runes, well, I just like Melandru. 25% shorter duration on Conditions and Stuns is quite nice. Like I said, the older build did fine in Hot Join, this one will probably do too, but then again, everything works in Hot Join. In tPvP, well, I don't know. I kinda doubt it, a Guardian can just do everything this build does but better so yeah. Still, I'll give it a whirl, and any comments are much appreciated.
 
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