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Dungeon Builds?

dungeon build help party

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#1 xyzxyz

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Posted 01 October 2012 - 01:08 PM

I am planning on running a dungeon with a few friends, but i am not so sure on a good party support build for the engineer in dungeons. At the moment, i am thinking of running with a build based around elixirs and turrets, would that be a good support role for the party? If not, what would be a more viable option?

As for traits, i was thinking of running with either 10 in explosives or firearms, 20 or 30 in inventions and 20 or 30 in alchemy. Which would be the best combination for survivability, damage and support?

Thanks in advance :)

#2 Coren

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Posted 01 October 2012 - 01:40 PM

Well all depends what kind if support you're thinking, but since you mentioned turrets, here's my two cents:

I recommend taking healing turret and elixir gun, with elixir b and c/r and supply drop elite. Take pistol and shield for self protection.

As to traits, I recommend taking 20/30 alchemy for the useful condition removal on elixir throw and faster elixir regen. If you take 30 alchemy I recommend taking longer duration of elixirs.
20 in firearms for faster elixir gun skill regen and an other of your choice.

20 in... Inventions I believe to get turret placement and more armor to your turrets.

Keep in mind that turrets are easily deployable, so you may want to ditch elixir gun for the tool kit, and swap an elixir for net turret or flame turret. And bring the turret repair trait (can't remember where it is)

I personally run with either grenades and elixirs or elixir gun and elixirs. I find turrets too fragile in their current state. The elixir gun covers healing, conditions and a bit of damage, but mostly healing and conditions.

#3 xyzxyz

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Posted 01 October 2012 - 02:12 PM

Yeah i do agree that turrets aren't the best of choices. I was just trying to find out opinions on whether it was a viable option. Will now most likely go towards an elixir based build. Trait wise, i'll aim for a 30 in alchemy, 20 in firearms, and either 20 in explosives or inventions (or 10 in each) now.

Thanks for the quick reply!

#4 Coren

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Posted 01 October 2012 - 02:15 PM

View Postxyzxyz, on 01 October 2012 - 02:12 PM, said:

Yeah i do agree that turrets aren't the best of choices. I was just trying to find out opinions on whether it was a viable option. Will now most likely go towards an elixir based build. Trait wise, i'll aim for a 30 in alchemy, 20 in firearms, and either 20 in explosives or inventions (or 10 in each) now.

Thanks for the quick reply!

No problem. That's the thing with engineers, there's so many ways to do what you want. I often go 30 elixirs because there's a lot of useful traits both for offense and for team buffs. Then it's down to either 20/20 or 20/10/10 in firearms and explosives or inventions

#5 Alyssa

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Posted 01 October 2012 - 09:26 PM

I've only really done a handful of dungeons but like, I've noticed in so many dungeons net turret helps out tremendously. So many mobs get hung up while everybody is kiting.

#6 blado0or

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Posted 02 October 2012 - 07:07 AM

Well, when i play dungeons i just use my general PvE build, just with ElixirGun instead of smthg else (usually FT) and i switch the speed kits with the trait that will generate an attack or spell on kitswap...
so here you go:
http://www.gw2build.....0.30.20.0.0.20

i found it useful up until now, since i can CC with elixgun and rifle, revive and take on conditions with elixR and help with AoE due to grenades! the blind on crit from the rifle is really useful too, so i suggest taking that...
for heal it is obvious: deploy healing turret, wait 1s, destroy healing turret for a nice aoe healing combo field! swap to elixgun gives a combo field too, and finally the elixgun nr5 ability. thats usually enough to help everyone survive. my armor is full power, prec, toughness

any thoughts?

#7 Princess Fatora

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Posted 02 October 2012 - 07:14 AM

Quote

i am thinking of running with a build based around elixirs and turrets, would that be a good support role for the party

Yes. Make absolutely sure to grab the elixir that restores endurance and, if thrown, revives. It's extremely useful in dungeons. Also pick the cure condition trait.

Turrets are not my thing, but I am sure you can make them work to take some aggro, too.





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