Rifle Engineer vs Flamethrower Engineer vs Hybrid for PvE

#1darkace77450Posted 9/4/2012 4:31:32 PM
For the life of me I can't figure out what I want to do with my Engineer...

Engineer with a rifle and the following traits:
- Rifle Mod - improves rifle damage by 10%
- Rifled Barrels - improves rifle range
- Enduring Damage - 10% damage increase when endurance is full
- Scope - improves critical hit chance by 10% when not moving
- as much Power+ gear as possible
Pros:
- Hits very hard
- Kills very quickly
Cons:
- plays similarly to my Ranger
- repetitive weapon skill rotation

Engineer with a flamethrower and the following traits:
- Deadly Mixture - improves flamethrower damage by 15%
- Fireforged Trigger - improves flamethrower cooldown by 20%
- Juggernaut - grants stability and +200 toughness while wielding a flamethrower, lowers movement speed
- Incendiary Powder - 33% chance to cause burning on critical hits
- Napalm Specialist - burns last 20% longer
- as much Condition Damage+ gear as possible
Pros:
- kills very quickly
- handles groups better
Cons:
- limited range

Engineer combining the above two in some form or another
Pros:
- versatile playstyle means less likely to become stale through repetition
Cons:
- neither weapon really does anything the other can't do almost as well
- both the rifle and the flamethrower sacrifice optimization, meaning the build is less effective than either listed above

So, which would/do you run and why?
#2darkace77450(Topic Creator)Posted 9/4/2012 6:54:32 PM
Anyone?
#3StaticnovaPosted 9/4/2012 6:59:37 PM
I'm playing Engineer at the moment. I'm aiming for a turret + explosive specced build (I'm using Healing Turret, Rocket Turret, Throw Mine and Grenade Kit). I'm using a Rifle but I'm not fully speccing it.

If I were in your position, I'd go for the Flamethrower build as it sounds pretty cool.
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#4Visani_ChantePosted 9/4/2012 7:01:13 PM
I think Flamethrower would be more enjoyable.

I didn't see "Juggernaut" so I may have to look into that myself.
#5Obl1TeRaTEPosted 9/4/2012 7:05:04 PM
Flamethrower is such a bad kit right now. Its buggy, the skills dont synergize well, and you could be doing so much more damage in that range with a bomb kit. Also, rifle isnt made for long range. Its a medium-close range set and if not used that way youre better off going ranger.

That said, bomb and grenade kit are the only things to consider if you want to go power. A few elixirs and a few kits are the only redeeming factors in this otherwise unfinished class. (72 engineer btw).
#6darkace77450(Topic Creator)Posted 9/5/2012 7:25:47 AM
Obl1TeRaTE posted...
Flamethrower is such a bad kit right now. Its buggy, the skills dont synergize well, and you could be doing so much more damage in that range with a bomb kit. Also, rifle isnt made for long range. Its a medium-close range set and if not used that way youre better off going ranger.

That said, bomb and grenade kit are the only things to consider if you want to go power. A few elixirs and a few kits are the only redeeming factors in this otherwise unfinished class. (72 engineer btw).


That's unfortunately one of the strikes against a hybrid build: the rifle and flamethrower overlap in terms of function and in range, leading to a bit of redundancy and repetitiveness.
#7St0Ne4GePosted 9/5/2012 7:52:33 AM
That flamethrower build sounds cool, I didn't look at the traits in game but they sound nice. I'm gonna sit on the fence and say try one for 10 levels or so then respec traits and try the other, don't think of this decision as final.
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#8I3lackI2oguePosted 9/5/2012 9:18:06 AM
no elixir gun ? even in PvE that thing is a monster.

your 1 cripples, so its great for kiting,
your 2 is a damage + a pbaoe heal
your 3 is a flamethrower that gives vulnerability
your 4 is an extra dodge
your 5 is an aoe heal

coupled with swapping to a shield/gun combo you can put out a ton of debuffs.
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#9darkace77450(Topic Creator)Posted 9/5/2012 9:28:44 AM
I3lackI2ogue posted...
no elixir gun ? even in PvE that thing is a monster.

your 1 cripples, so its great for kiting,
your 2 is a damage + a pbaoe heal
your 3 is a flamethrower that gives vulnerability
your 4 is an extra dodge
your 5 is an aoe heal

coupled with swapping to a shield/gun combo you can put out a ton of debuffs.


I originally planned an Elixir Gun with Elixirs H, C, B, and X with full Alchemy traits, increased Elixir duration and better cooldown, increased boon duration, more damage for every boon, and increased condition duration.

This was when I was planning to run an Asuran Engineer, as they felt like they fit the alchemist side of the class better (fluff-wise). When I decided to play an Asuran Elementalist I moved the Engineer to Charr, which feels like they fit the military combat engineer side of the class (fluff-wise), so I decided to go with a Riffle Turret, Land Mine, and either the Flamethrower or Rifle and Utility Goggles/Net Turret/???.
#10I3lackI2oguePosted 9/5/2012 9:46:04 AM
ahh i see your point, and the only thing i can actually suggest is that the flamethrower and rifle arent mutually exclusive, you can swap between both as the situation dictates. i understand you dont like ability overlap, but the rifle is more for single target ( with the exception of its 3 and 5 ) and the flamethrower is more of an aoe weapon id say they can both make up for each others weaknesses.

so I decided to go with a Riffle Turret, Land Mine, and either the Flamethrower or Rifle and Utility Goggles/Net Turret/???.

rifle turret is a given being that youre going rifle, this gives you the flexibility to thread your shots with its belt ability or even use the turret itself for the bleeds, if youre going rifle net turret is redundant, no need for it since its 2 serves the same purpose. id use elixir b for the damage boost and the utility goggles for the crit boost and root removal, given the options you are considering.
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If you want a challenge, go hunt bears or something. It can KILL your ass.
- AncientDozer