Post by stormseeker on Aug 15, 2015 19:53:41 GMT 1
Airas Burny Bombgineer Blast Build
It is time that Aira gave up her secrets and put a build up here. So this is my variation on the old 2kit Condition Engineer build I used prior to the update, and how it stands now post update.
Armour
Stats:- This build uses full Rabid gear (Helm, Shoulders, Chest, Trousers, Gloves, Boots and Aqua). This is the more offensive build setup than the full Dire build, reasoning for this can be seen later.
Runes: Superior rune of Balthazar (6/6)
This gives +175 condition damage and +45% burn duration (as well as quickness below 20% health on a 90s CD and on using a heal skill an additional 3s burn stack). Also used on aquabreather (although that is soldier stat due to crappy anet aqua breather avail)
Weapons
Sadly no Ascended Giver stats for the shield. Sigil of Torment adds an additional condition that covers the burn damage from cleansing by opponents, and affects them as they run away on fire. Sigil of Cleansing gives you yet another condition clear on demand with a fast cooldown, which helps as Engineers are weak to conditions usually.
The Pistol is Rabid stat for the additional precision and shield is Givers stat for the +10% condition duration, which considering the amount of anti condi duration food at the moment is almost a necessity.
Trinkets
This build uses a mix of ascended trinkets:
Amulet = Hymn to the Prophets - Rabid with offensive slot
Ring 1 = Ralenas Band - Rabid/Dire with offensive slot
Ring 2 = Vassars Band - Rabid/Dire with defensive slot
Accessory 1 = Fierceshots Arrowhead - Rabid with offensive slot
Accessory 2 = Marriners Flask - Rabid with defensive slot
Backpack = (exotic at the moment) Rabid with chrysocola jewel but eventually Rabid/Dire with offensive slot.
Traits
These are my own traitlines as there are no current condition build metas for wvw engineers (we got the nerf stick a fair bit sadly).
Offensive Line.
Firearms:
Standard - Sharpshooter - critical hits cause bleeding (33% chance) reason for high precision.
Minor - Chemical Rounds - Pistol skills gain 50% condition duration.
Standard - Hematic Focus - bleeding foes have higher chance for critical hits (+10%) hence more precision.
Major - Pinpoint Distribution - Condition damage gain based on 10% of precision (hence rabid for more precision...)
Standard - Serrated Steel - Bleeds last 33% longer.
Grandmaster - The focus of this build - Incediary Powder - 33% burn duration increase, critical hits cause burning +2 stacks for 7.5 seconds. (more reason for Rabid over Dire).
Defensive Line.
Inventions:
Standard - Cleansing Pulse - Removes a condition on heal skill.
Minor - Automated Medical Response - heal skills recharge on going lower than 25% health. Seems to be the best of these 3 as can save life in some situations.
Standard - Heal Resonator - Regen for 6 seconds on heal and for allies too. @ 250 healing power.
Major - Mecha Legs - Essential in WvW imo. Reduces cripple and chill and immobilise by 33% and adds a permanent 25% movement boost, so no need for travellers runes.
Standard. - Energy Amplifier - Healing power is boosted by 250 when regen is active, as you have 2 sources of regen on healing turret and 1 on F1 skill, this means a boost of 500 on average, and alot more heals.
Grandmaster - Bunker Down - Another good reason for high critical rate, adds a healing kit every 2 seconds per critical hit and a mine drop which does minimal but still some damage. I've noticed the mine proc fire stacks too and bleeding on opponents, so worth it. Each kit is 502 heal with regen too, meaning you get the boost to healing power as well.
Utility Line.
Tools:
Standard: - Optimised Activation - Toolbelt skills add vigor (+50% endurance regen) sort of like having a sigil of energy and you use f1 and f2, f3 and f5 alot.
Minor - Power Wrench - 20% recharge reduction and more damage from prybar. Very important for survivability as the gear shield is an invulnerability effectively, and the 5 stacks of confusion from the pry bar are very damaging.
Standard - Mechanised Deployment - Toolbelt skills recharge reduced 15%, always nice but meh.
Major - Streamlined Kits - Swiftness for 20s on a 20s CD = Perma Swiftness for mobility of 33% speed increase. Makes you a speedy little asura. However, if faced with pain in the arse mesmers or Thieves, you can trait this out for the one underneath Analyze, which switching to AOE bombs should de stealth them from stealth for 6s, add 10 stacks of vuln and give you 50% endurance boost. No stealth for most thieves = death. Your mecha legs handle the reduction of speed.
Standard: - Excessive Energy - Like a cup of coffee, you do 10% more damage when endurance is full.
Grandmaster: - Adrenal Implant - 50% Endurance regen. Like having a permanent energy sigil. Boing Boing.
Skills
1 - Fragshot - Bleeding autoattack hits 5 people 1 stack per hit.
2 - Poison Volley - 5 shots of poison, 5 stacks.
3 - Static Shot - 2 stacks confusion 1 blind (5s) in the one shot - bounces to 4 people
4 - Magnetic Field - reflects projectiles and on inversion 300 unit knockback and a blast finisher.
5 - Static Shield - stuns for 1s if enemy hits, on throwing dazes for 1s if you hit. Blocks attacks for 1.5 sec
E - Healing turret, place for heal, overcharge for regen and more heal and water field, explode for blast finisher and water heal and MOAR healing, rocketboot out of it for MOAR healing, invert shield for OMFG MOOOOAR,... you get the idea.
R - Blast finisher, and stun break for 900 unit distance. Best used with water field from shield or from F1 tool skill.
8 - Bombkit- purpose of build
~ 1 - standard bomb AOE damage for 5 people
~ 2 - Firebomb - most important bomb, loads of fire damage can stack 9 stacks if they stay in the field, also fire field for shield inversion blast or healing turret/big ole bomb.
~ 3 - Concussion Bomb - second most important. 5 stacks of confusion added, hard to see in combat too, have seen zerker warriors die to this alone with hundred blades.
~ 4 - Smoke Bomb - Blast for stealth, creates blind for 3.25 seconds allowing for safe stomps.
~ 5 - Glue Bomb - Keep them in your fire bomb field, and stop em runnin away. Also has hilarious jizz joke application.
X - Toolkit - survivability kit.
~ 1 - meh auto attack dont really use it.
~ 2 - Box of Nails - its cripple is handy when running away other than that its meh.
~ 3 - Pry Bar - awesome damage and confusion stacks, used in a combo, its very fun. Smackin someone in the face with a prybar, who'd hate that.
~ 4 - Gear Shield - Main use for this kit, great block, helps get inside towers and survive all kinds of unfair asura gankin.
~ 5 - Magnetic Pull - 1200 range, unblockable. Fishing for targets is hilarious, pulling them off towers even more so. Combo it with prybar and/or big old bomb for best results.
C - Elite Skill Crate - Still the best for close range builds like this.
2 second stun, comes with flame and net turret and healing turret. Can now blast finisher the turrets for a water heal (pain in the arse to do that tho). Toolbelt skill is a drop of health kits at 1302 each and 6 of em, so about half your health roughly. Can be stolen by leechy people tho, so snaffle em up fast.
Toolbelt Skills
F1 - Regen Mist - Regen and Vigor
F2 - Rocket Kick - Essential part of burn rotation 2 stacks burning @ 7k damage
F3 - Big Ole Bomb - Knockback, Blast Finisher, Vigor
F4 - Throw Wrench - Vulnerability and Cripple
F5 - Med Pack Drop - 6 Med Kits - 1302 each
Food:
Best food combination would be
Rare Veggie Pizza @ 21s each 30m dur
Master Tuning Crystal @ 26s each 30m dur
Medium would be
Koi Cakes @ 15s each 20m dur (same as R veggi pizza but shorter dur)
Budget -
Super Veggie Pizza - 4% duration loss and 10 condi damage less than Rare but only 3s each (i use these) @ 30m dur
Quality Tuning 1% difference in stats, 1.7s each at 30m dur
Stats
Emphasis of this build is on Toughness, Condition Damage, Precision and Duration.
2932 armour makes you fairly tanky (increased by wvw buff)
Condi damage pre food is 1609 but 1829 after is more than enough
Precision is 42% before wvw buff which procs plenty of stuff
Duration is 10% without bonuses, 46 - 50% depending on food
specific duration however of Bleed and Burn is - 43% Bleed and 88% Burn prior to food
and post food...
Strategy
Engineer is a really complex class, probably not far off a D/D Elementalist in complexity of use. Constant kit switching and adapting to battle situations is needed.
Healing
The most important thing to learn is how to blast the healing turret. I've had some amusing fights where they drop it and run around in its regen field. Not helpful.
at 75% health drop turret and pickup straight away.
at 50% health drop and overcharge (up to you if you want to blast it, if facing high DPS i would).
anything else drop turret, overcharge and blast for water field blast heal. In emergencies, use rocket boots to blast out of it. double heal. Avoid using toolbelt skill F1 though, save for later and other blasts.
Camps
This build is ideal for camp clearing. Find a stack up spot, there are several in each camp, some better than others. Static shot to pull them in, then smoke bomb for setting up hits. Glue bomb to stick em in place, then Fire bomb, concussion and rocket kick, should leave them hitting themselves for 1400 - 1500 damage per tick and burning for up to 5000 damage per tick. Drop crate if finding it hard, for daze, imob and further burn stacks.
Fighting different classes is very specific, but the general idea is to close the gap and keep them within bomb range, kite out if low on health but keep burning stacks up. Engineer is an adapt class. Thieves you just have to survive the initial burst then drop bombs and kite. Rangers, use your reflect and block and static shot them to make them miss, then close the gap. Never run from rangers. Engineers not usually an issue unless they are good. Necros, power builds aren't a problem as high toughness protects, but condi necros are a counter to this class. Elementalists, anything other than DD is ok, Diamond skin is a real issue for condi builds, so this is a soft counter. A counter that might work, is to carry a weapon with a hydromancy sigil on it and chill to break their skill rotation. Mesmers, you can usually draw a fight with a condi class and if you can survive the burst, win against a zerker type. Those are OP builds at the moment though, so its tough. Guardian tank builds are a total pain and can negate all your condis, warriors aren't usually an issue as endure pain doesnt work against condis (ask thunder or John ) Revenant is too new at the moment to really say anything, but ive not lost a fight to one with this build yet. I suspect the Shiro legend build will be the most used, so think Tanky thief, and adapt appropriately.
Zergs - now bomb engis are actually useful in zergs due to the higher ability to stack condis, the rocket boots are essential for pulling out, as medium armour despite the 3k armour score, wont last more than 2 seconds in an AOE bomb.
Best to roam with Rangers and Warriors as they can put out DPS from range and keep enemy close whilst you apply conditions.
Fishing is hilariously fun, magnet pull em to interrupt or stop em running, whack with prybar and watch as they heal kill themselves.