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Saturday, August 4, 2012

[46] Guild Wars 2 Build - Engineer: Dual Pistols & Rifle |PVE


By: teaandbickies (Updated 8/4/2012)


.: Engineer Build :.
Main Weapon: Dual Pistols
Alt. Weapon: Rifle
.: Utility Skills :.
Healing Turret
  • Deploys a turret that heals you briefly, then continues to apply regeneration to you and nearby allies.
Rifle Turret
  • Build a rifle turret that shoots at foes.
Flamethrower
  • Arm yourself with a flamethrower that replaces your weapon skills.
Rocket Turret
  • Build a turret that fires rockets.
Supply Crate
  • Request a massive supply drop, complete with turrets and bandages.
.: Traits :.
Explosives – 30 points
Attribute Bonuses:  +300 Power, +30% Condition Duration
Adept
Minor Trait: Evasive Power Keg
  • Creates a bomb when you dodge.
Major Trait: Forceful Explosives (III)
  • Bombs and mines have a larger explosion radius.
Master
Minor Trait: Reserved Mine Deploy
  • Release a number of timed mines when health reaches 25%.
Major Trait: Explosive Powder (VII)
  • Improves damage from explosions by 10%.
Grandmaster
Minor Trait: Steel Packed Powder
  • Explosions cause vulnerability.
Major Trait: Accelerant-Packed Turrets (IX)
  • Turrets explode when killed. When your turrets explode, they push back enemies.
Firearms – 0 points
N/A
Inventions – 15 points
Attribute Bonuses: +150 Toughness, +150 Healing Power
Adept
Minor Trait: Low Health Response System
  • Gain regeneration for 10 seconds when you are attacked while under 25% health.
Major Trait: Metal Plating (III)
  • Reduces damage dealt to turrets by 30%.
Master
Minor Trait: Automated Medical Response
  • All heal skills recharge when health reaches 25% (90 second cooldown).
Alchemy – 20 points
Attribute Bonuses: +200 Vitality, +20% Boon Duration
Adept
Minor Trait: Hidden Flask
  • Drink an Elixir B at 75% health.
Major Trait: Self-regulating Defenses (IV)
  • Drink an Elixir S at 25% health.  This effect cannot trigger more than once every 90 seconds.
Master
Minor Trait: Transmute
  • 3% chance to convert incoming conditions into boons.
Major Trait: Deadly Mixture (VII)
  • Deal 15% extra damage with a flamethrower or elixir gun.
Tools – 5 points
Attribute Bonuses: +5 Critical Damage, +5% Ingenuity (Tool Belt Cooldown)
Adept
Minor Trait: Adrenaline Pump
  • Using toolbelt skills restore 10% of your endurance.
.: Commentary :.
There were three main principles that I based my build on: survivability, firepower, and what I like to call ‘Revenge of the Turrets’.  Playing the engineer, I found that, while my attacks were powerful, my survivability was quite low despite being able to dodge well and having the proper armour.  So, I wanted to make sure to include traits that could help increase my chances are survival.  Thus, the health regeneration and the elixirs at 25% and 75% health will definitely be useful, in my opinion.
Also, I found that my turrets were often being targeted and were dying off quicker than I could kill those who were attacking them.  So, decreasing the damage dealt to turrets and adding the effect of their explosions pushing enemies away, in my opinion, are necessary to help give me some extra time to keep them at a distance while I regroup and to give me enough time to kill them.  Plus, a little extra firepower to help increase the range and damage of explosives is always handy.  ;3

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