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GW2 List of Guild Engineer Builds!(Release Version)

Zakis

War Priestess
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 no particular 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

Virsis: Might=Power Build
Thanks to Diremongoose for compiling the original list. Updated 8/17/12


I felt it was my duty as the sole guild Engineer to christen the Engineer Forum. Use this thread to post builds and theorycraft.
 
When I was PvP'ing with my engineer, I went a different route. Well, sort of. I enjoyed playing the evasion / high durability engineer with a fuck ton of turrets.

http://www.gw2tools.com/skills#e;appfa;aaaYXgXegdaaaaa;bYaa;ZWeXZ

I was able to hold down the fort for a while against most professions. Most people, once they learn to take down my turrets, realize that I'm not an OP class, but the ones that don't get wrecked. It's really nice when you plant them when you know someone is about 5 seconds away, a great way to get the jump on them. Just spread enough apart that a single aoe attack won't kill them, but will do damage because of the extra range.

Don't know the bonus stats you get from traits. They really do help when in mass bulk like here. Throw the +5% damage rune on your pistol and one of the defensive stats on your shield for added benefit.
 
Oh, and putting them in the middle of a node, then triple exploding when someone tries to cap? Yeah. Have fun!
 
I know the engie is getting the most changes in this weekend's build, I haven't seen any leaked patch notes yet though. I hope they make it more viable, because as of now it is a lot better to run pistol/shield or pishield as i like to call it in various builds
 
I'd like to add my own thoughts on Engineer PvP with the rifle (specifically WvW). The Engi doesn't do as much direct damage as a ranger I've found. Even a lower level ranger was out-damaging me in WvW when I had 30 points into the Firearms and extra damage traits. At that point I started focusing on Engineer as a tank (Link).

Perhaps the most important part of this build is 'self regulating defenses' - you drink an elixir S potion at 25% health - that's 3s of invulnerability to run back to your own lines. With sensible play it's very hard to get downed except when targeted by seige weapons. I'd recommend it for any Engineer build, even if it's the last trait tree you explore.

What I've found is that rifle can seriously stun-lock a single target. Using the net to hold an enemy, you can quickly run (using speed skills and slick shoes) past them and blast them back into your team's ranks, securing a kill. This is exactly the sort of build you can use in organised play to break a deadlock.
http://alttabme.com/forum/index.php...r-tristan-and-anyone-who-wants-to-use-it.564/
When Psionic started discussing his condition build (Psionic's Build) , I realised that condition heavy builds would see much more use in the post release meta. Having already invested in Alchemy, some of the later traits provide massive condition relief for you and your teammates - EVERY elixir removes a condition AND provides stacking might when thrown. As noted in Ludakrit's thread, elixir R has a pretty awesome rally effect on throw and may replace elixir C in most cases - but you can switch on the fly as you need it.
 
Intelligent design does not take efficiency into account. Intelligent beings do. Ostriches and penguins have wings but neither fly well.
 
Pretty good, but I don't think we can rely on the randomness of elixir U. I haven't used it myself, but if the effect is always random then we get inconsistent effects in pvp, which is bad for planning. I'd rather rely on the might buff of HGH for every elixir. They may yet overhaul some of these things though, as they have been suggesting engi overhauls.
 
I'm not using Elixr U for it's random utility buff, I use it for the attack speed increase and mobility it always gives.
 
Pistol/Pistol (since shield is bugged) Elixier H/Elixier B/Elixier U/Rocket Shoes/Supply Crate

10 in Eplosives for Incendary Powder
20 Firearms for Napalm and Pistol cd reduction
10 in Inventions for invis on immobilize (I dont like the traits in this line without shield but the stat combination is just great)
30 alchemy for reduced elixier cd, longer duration and condition immunity below 25% hp (tried might proccing elixiers since might now adds cond dmg but don't think its worth it even if I run 3 elixiers)

Rabid Amulet iirc (the one with cond dmg, precision and toughness)
6*Undead runes for toughness and cond dmg
Sigil of Earth and Sigil of Rage (which can proc 3 sec of quickness every 45 seconds which is insane


This is roughly what I was using this last beta weekend in sPvP and the world in general. I think I might go with more of a rifle/turret build for PvE though. The only thing I find annoying with elixirs is having to ground target them. I know you can use the fast cast ground targeting, but sometimes I am running and dodging so much, especially in sPvP that it isn't viable to me. Other than that though it worked well, even in WvW last night. I didnt have Rocket shoes and supply crate unlocked for PvE/WvW so I substituted Elixir C in my final utility slot.
 
Incendiary powder is a good addition to a damage build, but Napalm specialist is a waste of a major trait if you use it solely for incendiary powder: +0.4s of burning? Consider improved range or something else instead?

Consider elixir C for sPvP - you can sustain swiftness and might permanently. It's my new favourite skill.
 
Incendiary powder is a good addition to a damage build, but Napalm specialist is a waste of a major trait if you use it solely for incendiary powder: +0.4s of burning? Consider improved range or something else instead?

Consider elixir C for sPvP - you can sustain swiftness and might permanently. It's my new favourite skill.

Yeah those are great changes. Rocket boots can be damn finicky sometimes. I would also be using a shield upon release because the skills will be fixed, so I might switch some traits out for that.
 
Damn, this board is DEAD...for shame Zakis, you're supposed to be our primary Engi representative. :p


After enjoying my brief dalliance with the Mesmer I have returned home with a tasty build for you:
I have crafted a Horrific Crit build for you.

"But this looks just like every other damn elixir build you love so much Diremongoose!"
Partially correct...the exlirs make for an excellent survivability - and based on my sPvP experience they work. This build maximises crit chance potential to get it as close to 80% as can reasonably be achieved. Then we add in fury from elixir B. If you can get enough conditions on you, elixir C boons should let you sustain fury for most of the battle alongside B. Oh yeah, and elixir U doubles your attack speed for 5s when you're ready to burst down someone.

EVERY HIT does 163% base damage
EVERY OTHER HIT causes vulnerability
A THIRD of hits cause burning/bleeding
 
Damn, this board is DEAD...for shame Zakis, you're supposed to be our primary Engi representative. :p


After enjoying my brief dalliance with the Mesmer I have returned home with a tasty build for you:
I have crafted a Horrific Crit build for you.

"But this looks just like every other damn elixir build you love so much Diremongoose!"
Partially correct...the exlirs make for an excellent survivability - and based on my sPvP experience they work. This build maximises crit chance potential to get it as close to 80% as can reasonably be achieved. Then we add in fury from elixir B. If you can get enough conditions on you, elixir C boons should let you sustain fury for most of the battle alongside B. Oh yeah, and elixir U doubles your attack speed for 5s when you're ready to burst down someone.

EVERY HIT does 163% base damage
EVERY OTHER HIT causes vulnerability
A THIRD of hits cause burning/bleeding

Yeah I havent been theorycrafting much. Interesting build though. I just don't really find elixirs viable for WvW. They are usable sometimes but meh. For sPvP this looks amazing.
 
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