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fellow engineers, how do you use your kits?


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#1 Coren

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Posted 12 February 2013 - 04:10 PM

Hello fellow tinkerers,

I would like to hear how you use your kits, in what role/situation.

Here's my take on them:

Grenade kit: condition DPS and CC, helping my party keeping mobs together for melee. Dual pistols for.extra condition damage.

Bomb kit: tanking kit. I trait myself with life saving traits (drink elixir s on 25% health, drop smoke bomb on stun/daze). I only use big ol bomb in corridors. Glue bomb and smoke bomb keep mobs together and blinded. Dual pistols for glue shot.

Flamethrower: critical/power.setup with extra vitality for a mix of dps/tank. Rifle is my main weapon if choice.

Elixir gun: healing support.along with.condition damage. Can normally switch from grenades to EG with same trait setup. Dual pistols for extra conditions.

Toolkit: turret support/bunker and CC. pistol and shield.

#2 Solo Too

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Posted 12 February 2013 - 04:27 PM

OK Ill pitch in my 2 cents.

I have yet to reach level 80 on my Engineer (currently level 65).  I use 2 kits most of the time, Bomb and EG.  I like bombs when I am tanking or trying to block a choke point.  EG I find is better for small groups.  EG is also an excellent support for a party adventure.  I enjoy the support aspect of the Engineer immensely.

Normally I will start off with EG kit to inflict conditions and slow them down.  When they get close then I will switch to bombs and use a elixir B.  When I start to feel overwhelmed I will drop a big ole bomb, switch to EG and use the acid skill to create some space.  Then I will use the number 2 skill to slow them down again.  Rinse and repeat pretty much after that.

If I dont use bomb kit, I will use the tool kit which is find is a fun tanking kit as well.  Flame thrower I use when I know I will be facing a big number of "trash" mobs.  I will also use flamethrower when I am farming near coastlines, since most of the creatures are weak to fire, such as river drakes.

#3 FoxBat

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Posted 12 February 2013 - 04:29 PM

Grenade: Dungeon DPS period. Best condition damage, but more importantly best vulnerability stacker. Works quite well in power setup too, but you have to worry about messing up a fellow condition guy. Not as good at tagging mobs or cruising through low level content, on account of slow flight time.

Bomb Kit: Best kit for leveling. I still struggle staying alive when using this in dungeons, but I think there is a good build for it, even though it's not clear that the damage can keep up with grenades. Elixir bombing is kind of lackluster though. It also works OK as a backup kit for condition build, not to mention CCing trash.

Flamethrower: just addicted to the life steal food interactions. Not sure it's really all that spectacular though, if it's supposed to be a "tank" build the way it gimps your kiting really holds it back for an aggro-holding role, and even the power damage is nothing special compared to grenades. Most random parties have way too much burning for that to be relevant either. It is a great kit for tagging orr events though, and the larger AoE can matter versus spread groups (fire shaman adds, dredge hell, etc.)

Elixir gun: condition removal with a bit of healing. #4 is a good escape and the damage isn't bad either. With rifled turrets and condi duration, you can also perma weakness a boss, albeit your damage is pretty much crap while doing this. It'x important to remember the overall poor damage of this kit when lingering too long in it.

Toolkit: subpar autoattack that is also stuck in melee range, the rest of the bar is gold though. Prybar and throw wrench are legit damage, gear is almost a shrink on a 20s cd, magnet has some fringe uses, and you should perma cripple bosses with kit refinement. Like the e-gun, that makes this a utility rather than a "main" kit.

Edited by FoxBat, 12 February 2013 - 04:36 PM.


#4 Coren

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Posted 12 February 2013 - 04:30 PM

View PostSolo Too, on 12 February 2013 - 04:27 PM, said:

OK Ill pitch in my 2 cents.

I have yet to reach level 80 on my Engineer (currently level 65).  I use 2 kits most of the time, Bomb and EG.  I like bombs when I am tanking or trying to block a choke point.  EG I find is better for small groups.  EG is also an excellent support for a party adventure.  I enjoy the support aspect of the Engineer immensely.

Normally I will start off with EG kit to inflict conditions and slow them down.  When they get close then I will switch to bombs and use a elixir B.  When I start to feel overwhelmed I will drop a big ole bomb, switch to EG and use the acid skill to create some space.  Then I will use the number 2 skill to slow them down again.  Rinse and repeat pretty much after that.

If I dont use bomb kit, I will use the tool kit which is find is a fun tanking kit as well.  Flame thrower I use when I know I will be facing a big number of "trash" mobs.  I will also use flamethrower when I am farming near coastlines, since most of the creatures are weak to fire, such as river drakes.

Just so you know, there's no such thing as "weak to fire", damage is damage, regardless of source. Physical or magical, all the same resistance.

Edited by Coren, 12 February 2013 - 04:31 PM.


#5 The_Blades

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Posted 12 February 2013 - 04:52 PM

I fall under the "one kit at a time" type of engie.

So i run Bomb kit when farming-doing events-helping fellow players, or just going about my life on open world from point A to point B. traited for survivability on MF gear.

For dungeon i like to take my elixir gun to help my team mates and some elixirs traited for support. Or use the flamethrower to add dps to the party with utility googles mainly for vulnerability and stun breaking.

#6 matsif

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Posted 12 February 2013 - 05:38 PM

I run full elixirs plus 1 kit unless I'm using the flamethrower, when I take the e-gun.  I always run dual pistols as I don't have a shield and want the 2nd bonus from the extra sigil.  I rarely if ever use my pistols either, I'm almost always in a kit.  most of the time it's more beneficial to stay in the kit to me, either from bomb heals, being outranged on grenades, or the toughness and might stacks from the flamethrower.

bomb kit - bomb heal build, don't run it very often unless my guild group decides to run all melee characters for some reason, or we're doing CoE.  bomb kit is ideal for facehugging alpha.  

flamethrower - combo with e-gun.  Run juggernaut, sigil of blood, omnom pies, high crit build and just circle strafe at 600 range, running in every so often to drop an acid blast from the e-gun.  Swap to e-gun for support purposes when necessary.

nades - haven't played with them since the update, but I ran the conditions build before it with sigil of earth and agony.  Might revisit them with a knight's or zerker setup when I finish some other items for some of my alts.

e-gun - never used by itself, always with the flamethrower.

tool kit - never use.

med kit - always on my bar, regardless of build, unless I need an extra condition removal from elixir h and formula 409.

#7 Redfeather

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Posted 12 February 2013 - 07:09 PM

I always have medkit too, matsif.
It's just very handy in many ways. Plus I'm addicted to how it interacts with speedy kits.

#8 Solo Too

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Posted 12 February 2013 - 08:24 PM

View PostCoren, on 12 February 2013 - 04:30 PM, said:

Just so you know, there's no such thing as "weak to fire", damage is damage, regardless of source. Physical or magical, all the same resistance.

Nice to know, Thanks!

#9 BlaineTog

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Posted 13 February 2013 - 08:10 PM

I'm actually a big fan of the Toolkit.  I run a P/P Elixer build with the Coated Bullets so my AoE damage is actually pretty good to start with.  Where I run into problems is single-target situations, but the Toolkit helps deal with them very neatly.  Run in, pop Box of Nails (gives me a continuous +5% damage from Target the Maimed and keeps them in place), pop Pry Bar (massive instant damage plus massive damage from Confusion), then auto a few times (the first two pops hit hard and the third is crazyhigh damage).  If they turn to hit you, use Gear Shield to block.  Magnet is I guess useful if they try to run but it has such a long animation that I rarely bother with it.  Easier to switch back to Pistols and blow your cooldowns while chasing them.

I used to run Flamethrower but after I got Coated Bullets it just seemed duplicative.  I've tried grenades as well and they don't seem to hit much harder than my pistol shots (plus I hate spamming 1), and bombs just haven't clicked with me.  I was digging the Elixer Gun except I have basically no Healing Power in my build so #5 was a wasted skill.

#10 tfckmk988

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Posted 13 February 2013 - 08:52 PM

honestly i didn't really use kits at all when i first started my engineeer  i'd have grenades on for the toolkit ability but just blasted away on my rifle,

now i am playing a FT build and it is a lot of fun and I really like (figured this out playing with the build editor ) that you can easily switch from FT to rifle dps easily in a dungeon so will probably do that for boss fights as I did CM about a week ago and got my butt kicked by bosses as FT haven't really tried any other kits and don't like the ground targeting nature of grenades so i'm avoiding that

#11 Phineas Poe

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Posted 14 February 2013 - 08:34 AM

Flamethrower: Everywhere

Med Kit: Everywhere

Elixir Gun: Dungeons/WvW/sPvP

Grenade Kit: Underwater combat

Tool Kit: WvW/sPvP

Bomb Kit: Never, though I did use it a lot when leveling


With a 0/30/0/20/20 build I can actually swap between the FT/EG/TK very easily depending on what I'm doing. When I'm feeling gimmicky I'll run all three with the Elixir S at 25% trait in WvW. Very hard to die.

Edited by Phineas_Poe, 14 February 2013 - 08:37 AM.


#12 MrForz

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Posted 16 February 2013 - 07:40 PM

Grenades: These days it's just for the rare times I go for Condition Grenadier.

Flamethrower is a kit of choice when going with a very offensive PvP based condition Pistol/Shield build, the Air Blast helps against 1 vs Many and the Smoke Vent can be triggered even when launched, combine that with the Protection on disable trait to wash up a good portion of incoming melee damage, I use it in PvE when the mobs reflect projectiles (Like the Jade Fractal) and also because the Napalm is just too damn good on non (or barely) moving targets.

Bombs: People love them, I..  don't, I often use it with a Zerker build when looking to cause massive AOE damage in situations where I'm pretty sure I won't die, and also underwater where the attack speed is the same as the Pre-nerf underwater Grenades.

Tool Kit: I'm sure EVERYBODY who first unlocked it concluded that it was the most useless kit ever, and as the time goes by it becomes awesome, beyond awesome. This kit replaces the flamethrower kit when going defensive on conditions or when using raw damage, Pry Bar is always good to land if you have the occasion and all the tools are handy in there, especially in PvP. During large, idle WvW battles I continuously try to pull random people from the ennemy group, roll behind the target and launch him back into my group, I often cover the risks with my Gear Shield if I get spotted.

Elixir Gun: I rarely pull that one, and most of the time it's PvE when condition based. I'll use it to shoot the targets, often bosses where trying to deliver the pistol burst would be suicidal. I'll also pull it out during situations where I/we require to be static, such as first part of the Dredge Fractal, and I happen to use it just for the strong acid damage caused by the backward leap which I combine with a zerker rifle build.

Ever since I rolled with the Med Kit it's impossible for me to separate from it. Too used to healing myself through the F1 + The 3 bandages, Permaswift and occasionally the antidote.

And the builds I use are here:
http://gw2skills.net...8k4J7TunkPNs4MC
http://gw2skills.net...JbTumkNNq4UxcBA

Edited by MrForz, 16 February 2013 - 07:51 PM.


#13 Konli

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Posted 21 February 2013 - 12:51 AM

lately i've been using medkit, toolkit, nade kit and elixer kit as my utilities for high-uptime burst dps (power spec).

Use rifle as well.

Then just cycle through blunderbuss, jump shot, shrapnel nade, freeze nade, prybar, elixer f, acid bomb. Once they are all on cooldown spam grenades for a few seconds until they start coming back off cooldown and repeat.

#14 Uio

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Posted 21 February 2013 - 01:30 AM

I run 0/20/0/20/30 in full zerker gear( semi full) and use the medkit, toolkit and bomb kit(with the elixir R for stun break). This Build, even with a rifle, feels to be melee build. But, if you put down your big ol'bomb and pull poeple into it with a magnet (and maybe net shot). They normally go boom :P. If you wanna try bursting, just magnet, pry bar, netshot, blunderbuss, overcharged shot and jumpshot( maybe even a Big'ol bomb, for the heck of it). For wvw situations when your faced with many enemies, the big ol' bomb and supply crate is great( put down a big'ol bomb, then supply crate).

The 20 in alchemy is basically for the perma- endurance and auto shrink, you know, to run through zergs, away from zergs and away from those two overly geared warriors who want to kill you in wvw.

Other than the toolkit for damage and defence, the bomb kit for the heck of it and the medkit for some semi guardian lvl healing (and fury), I normally use the rifle for range dps and blasting away one of those warriors chasing me :).

P.S. To those Engineers who havent realised it yet, but if you throw the elixir R toolbelt skill on the spot where you are about to go down, it will rez you in about 2-3 secs, given its not a zerg that took you down and the person who might take you down would try and finish you off ( instead of spamming heart seeker).

Edited by Uio, 21 February 2013 - 01:32 AM.


#15 dem

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Posted 21 February 2013 - 04:09 PM

30/10/0/20/10
Explosive 30 : II or III / X / XI
Firearms : V (or IV if I must use Pistols/Rifle)
Alchemy : V or IV
Tools : IV (or II or VI in some situations)

Rampager P/S : Sigil Battle + another Kill stacking or +5% Sigil
Rampager armor with 2*Altruism + 2*Fire + 2*Hoelbrack - Berserker trinkets

Basic Ranged Dps
Med Kit : For Might stacking with Explosiv III + Sigil Battle + Altrism Rune (18-21 Might non stop)
Grenade Kit : My base damage source. Might boost power & Cond. Dmg => Great numbers
EG : Condition cleaner via tools IV + Little heal when needed.
==> Here I Spam grenade DPS and instant switch to Medkit to might stacking every 10s

When a little Tanking is necessary  (Alpha, Farming earth elementals solo, etc..)
Med Kit : For Might stacking with Explosiv III + Sigil Battle + Altrism Rune (18-21 Might non stop)
Grenade Kit : Damage only via F + Kit refinement
EG : Condition cleaner via tools IV + Little heal when needed.
Bomb Kit : Base tanking Kit, in groups the Fire Combo Field is great ! (lay Big Bom + Fire bomb + Schield 4 => +6Might)
Some times when heal is not needed (enough Gardian in my Alpha Group) I switch EG for FT and use FT only for the Kit refinement Flame blast or eventualy for the fire combo field

In WvW I very often use the Tool kit for the Block and the pull witch is great for catching Kitting ennemies !

Underwater : Grenades !!!!!


Dem

Edited by dem, 21 February 2013 - 04:09 PM.





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