EDIT - OCTOBER 2013
For months I have used a 30-10-0-30-0 P/P build w/ 4x Altruism and 2x Water runes, Sigil of Battle & <random - bloodlust, corruption or peril (i have 2 offhand pistols + shield and switch out once i have some stacks)), Rampager gear, Givers weapons and Ascended accessories (a few celestial that i haven't cared to replace, the rest is berserker).
Traits are V-X-XI / V or VI / II - X - XI
As I said, I use P/P, Med Kit (or turret), Elixir B, <*>, Grenades.
* can be Rocket Boots when roaming, Elixir U most fractals (30-40+), Bomb Kit, etc etc
Use Koi Cakes for damage or 20% Boon Duration food (+MF) when you don't want to be optimized and others in party not stacking might.
Can maintain 25 stacks of might in combat + perma Fury. Damage is good, vulnerability stacking - max, I have perma swiftness and great condition removals and a good deal of cripple / immobilize / blind to assist party members. I rarely die, whether in this or My alternate zerker set.
The post below remains unedited, so that the thread posts are still relevant.
I thought to share the build I have been using lately to great personal satisfaction.
I had my level 80 engineer a week after Launch and have played him, with various builds and gear setups, on and off for five months.
I have leveled and geared several other toons and have played pure condition builds on Mesmer and Thief, but consider this profession my default.
Further, I hope this is useful to someone, I apologize for the train of consciousness write-up (I posted on a whim) and I apologize if someone's already posted a similar build - there's nothing innovative here, I simply wanted to share my experience as an engineer and how I get to feel a high contributing member in parties I am in, whether an all-star guild group or a pug.
I find that this build hits on a lot of the requirements to be a useful party member, while remaining a high condition damage spec. I gain:
- Good to High survivability
- High crowd control / mob stacking
- Very good healing, some party healing / condition removal
- Very good condition damage, low but sustained normal damage
- The feel-good gut feeling of explotions
- This isn't a build for the lazy-fingered (example: Mbtn6-5-`-5-3-Q-4-Mbtn4-2-5-E-5-2-4-3-Z-3-Mbtn3-4-2-`-3-Mbtn5-Mbtn6-5-1) etc would be an example rotation of my bindings for the off-cooldown abilities, while WASD-ing around)
The upside here is that gear is relatively cheap, even if only acquirable for gold (and not karma or dungeon tokens).
The setup I have been going with is:
Full Apothecary set for armor (+Toughness +Healing +Condition damage) EDIT: or Rabid (+Prec +Tough +CD)
Full Chrysocola accessories (+Power +Condition damage +Vitality)
(similar toughness/CD ascended rings/amulet)
I use Power/Toughness/Healing or P/T/CD Dual pistols + Shield
Superior Rune of the Undead - the cheap go-to for every CD build.
Superior Sigil of Earth - Chance to bleed on crit
Superior Sigil of Bloodlust(or a major one, for 1000% decrease in price) - +10 power stack per enemy kill.
I will allow that you can go with a different gear setup, but the other easily available combination is Prec/Tough/CD and I'd take healing over Precision in this case.
<< LINK >>
I will briefly justify trait choices.
Explosions (+30% Condition duration +300 Power)
Shrapnel - at 15% flat chance to cause bleed, together with Sigil of Earth, this allows you to up your bleed stack considerably if you're playing it safe from range and just lobbing grenades.
Grenadier - a self-explanatory necessity for playing a grenade heavy build, it ups your condition potential considerably and puts you in situations where you can abuse the range only you'll have.
Forceful explosions - necessary for playing with Bomb Kit - the increased area radius allows you to dance around mobs, hit more at once and not get hit back as often.
Firearms (+200 Precision +200 Condition damage)
Hair trigger - For my playstyle, I typically switch between 3 kits, only popping to pistol to use Static Shot, Blowtorch off cooldown and Glue Shot when called for. This trait more or less guarantees they fit well in my rotation or are ready when needed.
Napalm specialist - This gives my burns an additional 20% duration, for a total of 50% - and I tend to use Fire Bomb and Blowtorch off cooldown.
however, can be switched with
Precise Sights - 50% chance to cause vulnerability on crit. The reason I do not opt for this trait is my crit chance is pretty low, I use Fumigate already and on boss encounters, I am already using Depleted Power Crystals to keep vulnerability. (see WoodenPotatoes video)
Alchemy (+200 Vitality +20% Boon duration)
Blood Injection or Invigorating Speed or Self-Regulating Defences
This one is up to you. I tend to sometimes play a little reckless, diving into large packs of mobs after I've opened with Immobilize/Chill and Elixir S has saved me. Blood Injection is a small damage boost. Invigorating Speed is alright, but doesn't synergize much with anything - however, I try to use Drop Stimulant off cooldown, so that's 6 sec of extra vigor every 20, not counting on swiftness from your party members.
Since I spend most time in a kit and this ticks for some 140 HP constantly, not counting a regeration buff, it suits me well and means I get to play it a little bit more on the line and less careful. A constant HP ticker is nothing to scoff at.
Why this and not that:
To be perfectly frank, this build can live off the 30 points in Explosions alone.
Everything else is superficial - a dps or survivability addition and how I prefer to play it and whether you pick one thing or another, it would not change the playstyle.
While I have on +Healing and +Toughness armor, I find the Inventions line rather underwhelming. I use shield only situationally, when I have to stay at range and there's something to reflect/block or as a #4 CC to group mobs. Turrets.. sure.. underwater! Bonuses to this stat or that are superficial and the Bomb Explosions Heal will only net me some 160-80, which is not worth the investment.
Tools are a fantastic trait line for burst / pure damage built, but does little for a condition build.
So logic dictates I go Alchemy - which gives you a nice HP boost, constant healing in Kit almost equal to that of Bomb Explosions Heal and an Oh-* PvE escape.
This is intended as mostly a fractal/dungeon build.
I believe that when it comes to Party Utility, boons & healing only make one side of the coin, while CC and allowing your party to deal more (aoe) damage quicker while denying mobs to get to them is equally if not more impotant.
Keep in mind that while bosses can't be knocked about (and down), they can be chilled, crippled and immobilized like any mob and engineers can do this better than most, turning encounters far easier.
I centre my rotation around using my Condition skills off cooldown and trying to keep multiple mobs CC-ed and stacked together.
You have 3 skills that are fantastic for that (four, if you decide to use Toolkit).
Glue Shot - Freeze Grenade - Glue bomb - (Box of Nails).
For example, I'd open with Glue Shot into Static Shot, Freeze - Shrapnel - Poison grenades, Glue Bomb, Fire-Concussion-Smoke bombs, Box of Nails / Fumigate+Acid Bomb - Back to start of rotation. A Big 'Ol Bomb + Barrage in there, though the former canbreak your stacking (but can alternatively be used to stack if mobs are apart).
If you have another member of your party to help you with that, for example, a guardian, you can aim to keep all mobs in the same position, all the time and speed your kill time significantly.
This build has absolutely no interest in fighting single target, because the same number of conditions and damage you deal to one mob, you can deal to all if they are together.
There are plenty of Bleed grenadiers, but the thing about bleed is - it is the most common condition. If you have one warrior, thief, necro, etc. in your party, chances are you'll already be topping 25 stacks of bleeding on the mob (not to mention, it can easily be done via consumable as mentioned above).
Focus instead on applying all conditions together, without discriminating. Engineer can apply up to 10 stacks of Confusion (tip: use on Ice Fractal Boss just before he teleports up for instant gratification), constant poison, constant burning, high vulnerability stacks and then, maxed stacks of bleeding (I'd also use scale Venom for weakness). All the while, you'll upkeep constant low damage via 1-1.5k grenade and bomb spam.
You can take hits that your less tanky friends won't be able to survive and your HP pool and healing capabilities are probably higher than theirs if they aren't specialized into healing.
Always be aware of which mobs have your aggro and how you can best group and immobilize them with others - whether by LoS, Big 'Ol Bomb, Flamethrower #3, Shield #4, etc. This is your function within the group as in most parties very few plaers care to do the job and would just settle for gunning them down one by one.
Elixir Guns increases your party utility with healing and condition removal field (Super Elixir) and regeneration + vulnerability stacks, so I'd usually use that over Flamethrower (low damage, just Burning stack, one CC) or Tool Kit (a bit of a dps increase, stacking, block, aoe cripple).
P.S. As a proof of concept, yesterday, I ran 7 consequtive fractals 16+ by using the above-described style, dps-ing every mob and boss at range and in melee and not being downed once (other than dodging off a cliff backwards instead of foward, after stopping to brag in /p about that very fact). So.. this setup works for me better than a lot of others. Of course - props to a good party.
Edited by Lakvar, 24 October 2013 - 01:22 PM.