Little Bird, on 09 November 2012 - 07:55 AM, said:
Thank you for this thread. I'm going to try some of the builds mentioned here. My issue is that I still don't understand traits. The system is so different compared to Guild Wars 1.
You're very welcome. Though the general understanding of traits goes beyond the intention of this thread, if you have any questions regarding how traits work with the Flamethrower or Elixir Gun, please do not hesitate to ask.
.....
So I took a break for a few weeks to play other games and focus on graduate school (November/April is always brutal), and since returning I saw they noticeably buffed the Tool Kit. I tried, as a way of changing things up, using it in conjunction with the Bomb Kit and Grenade Kit. That didn't work very well.
But being a melee-range kit, similar to the Flamethrower, I've been testing it out and it actually works remarkably well with the 30/20/20 split between Firearms/Alchemy/Tools. Firearms remains your Flamethrower/Rifle tree, and Alchemy remains as your Elixir Gun tree ... with a couple exceptions. Infused Precision + Invigorating Speed gives your Engi relatively good mobility at melee range when using the Tool Kit. But beyond that, not much changes from my original build except the optional swap of Power Wrench in the Tools tree.
I've been examining its viability open world in both Orr and Southsun Cove. Because of my aforementioned academic obligations, along with my recent interest in leveling an Elementalist, I just haven't had time to bother with fractal runs yet---so the Tool Kit's viability is untested in that regard for the time being.
With the usual P/V/T or Knight's setup, here's what I've found:
1. The Tool Kit is actually relatively amazing as an "opener" kit. It completely nullifies any karka's starting burst attack, and Pry Bar criticals offer some pretty significant spike damage with Smack's three-hit combo.
2. Box of Nails as a mid-combat attack is relatively mediocre, but it procs through Kit Refinement. Between kit swapping and the active use of Box of Nails, there's a hefty amount of crippling to a build that already offered relatively significant single-target and AoE control skills.
3. Magnet is perhaps the most useful addition to this build. With a buffed extended range of 1,200 ... you can pull stuff from relatively far distances. As Flamethrower needs targets to be at relatively close range, Magnet simply helps make that possible. It also works as another "soft" interrupt, but you have to time it well.
All in all, for general PvE use it's a viable choice. I'm not sure I'd use three kits in PvP or WvW, but if anyone's looking for a good spice to break the monotony of their Flamethrower build, give the Tool Kit a try. It certainly works well in conjunction with the FT/EG build.
Edited by Phineas_Poe, 28 November 2012 - 06:57 AM.