[Class Guide]Engineer: Updated Skill Priority Lists and Rotation Guide for Power and Condi! :3

The Updated Skill Priority Lists for Power and Condi Engineer are here!


Introduction

WAHOOOOOO!!! ٩(ง●ᴥ●)ง

Since the 22.02.2017 patch, the meta has shifted and much has changed for both, new and veteran, Power and Condi Engineer players. I think the community can make good use of these lists more than ever. I’ve updated all skills in terms of damage, cast time values, realistic buffs and removed all the bugs I’ve found. Finally, it’s done and here I am again to share my results with you! :3


Skill Priority Lists:

Power Engineer

Condi Engineer

A bit too much for you? No worries, take a look at the Mini Skill Priority Lists then! :3


What am I looking at?

Two complete skill priority lists with all relevant abilities the Engineer has to offer, one for the Power Engineer and one for the Condi Engineer! The damage numbers are very detailed, they include procs from traits like Shrapnel, Sharpshooter and Static Discharge.

As for the full and/or part time Scrappers among us, I’ve added the hammer skills aswell. Their damage include the modifier traits Perfectly Weighted and Excessive Energy. Excessive Energy will most likely be unaviable if you play Scrapper, but it’s required in the list to compare the skills to other ones.

Top left:

The unbuffed and realistic buffed stats (including infusions), aswell as all the realistic modifiers you’ll have in Raids. There are also informations about how much damage each condition will deal per second (also buffed).

Bottom left:

All the skills sorted by weapons or kits. The base cast times and cooldowns are also visible there.

Top right:

All weapons, utilities and elite skills with their total contribution to your DpS. This shows how much DpS each weapon, utility or elite skill is able to offer you over the regular auto attack, wich is Bomb for the power and Grenade for the condition build. Accordingly you are forced to pick the Bomb Kit, respectively the Grenade Kit for these numbers to make sense. It shows you, wich kit/skill you should swap if you require something else and want to have the least DpS drop.

Bottom right:

All skills sorted by DpiSCT in descending order. This is the actual Skill Priority List.

All skills the builds are able to use, are marked with colors in the priority list:


Recommended / Used / Meta Builds:

Power Engineer

(plus full +5 Power infusions (+90 Power))

Condi Engineer

(plus full +5 Condition Damage infusions (+90 Condition Damage))


Demonstation / Rotation Videos:

Power Engineer – 30.5k

Core Rotation:

The Engineer rotation consist of something like 2 parts. Let’s call them A and B:

A:

B:

Additionaly, use Grenade toolbelt, Bomb toolbelt, Rifle Turret toolbelt on cooldown. Try not to swap to the Grenade Kit just for one ability (Grenade #2), as it (if done incorrectly, wich happens very fast) will result into a dps loss due to the cooldown of swapping back to the bomb kit. That’s why you should always pair Grenade #2 up with another ability.

Try not to interrupt your bomb auto attack mid cast as it will result into a massive dps loss. Think about it like this, while using the Skill Priority List above: If you cast 50% of Bomb #1, then you interrupt it for Grenade #2, the DpiScT will be reduced due to the higher total cast time of Grenade #2 -> it’s own cast time plus half of the Bomb #1’s cast time.

Do not hesitate to use Mortar #4 or other great utility skills, only because they are an obvious personal dps loss. Abilities like that can easily prevent adds to reduce your team damage by rendering their active or passive (cc) damage to your team to zero.

For beginners, check out The Casual Power Engineer from /u/PromotionsGW2.

Condi Engineer – 34.6k (34.8k peak)

Core Rotation:

The Engineer rotation consist of something like 2 parts. Let’s call them A and B:

A:

B:

The fat skills are the most important one to your dps. You can see the other skills are built around those three, so you are able to keep them on cd. Filler moves are everything that has the same or higher DpiScT than Grenade #1.

Due to the usage of Flamethrower #2 in every rotation, you can easily keep track on Napalm and just fill it in whenever it’s ready. I normally use it after Flamethrower #2 or Pistol #2, as you can see in the demo, because that’s when Grenade #2 is still on a short cd.

Use Incendiary Ammo with Kinetic Batter as with only a little bit of Alacrity, those abilities both have about the same cooldown. There are plenty of bosses where you easily can dodge timed attacks, such as Gorseval, Samarog or Deimos. Don’t try desperately to trigger Kinetic Batter on bosses where you can’t easily proc it, instead just use Incendiary Ammo on cooldown and make use of Kinetic Batter when you “accidentally” trigger it. If you can’t handle the ability at all yet, you can also go with Adrenal Implant instead.

Streamlined Kits’ Mortar Drop Gunk is what you want. The trait will be up, approximately every second time you’ll be going on the pistols. You either cast it right before going on the pistols or during pistol #2 since swapping kits does not interrupt casts.

Do not hesitate to use Mortar #4 or other great utility skills, only because they are an obvious personal dps loss. Abilities like that can easily prevent adds to reduce your team damage by rendering their active or passive (cc) damage to your team to zero.


Key

Name of the Skill (Whole Chain)

The name of a skill. If there is a chain, like hammer auto attack, the whole chain is used for further calculations.

Base Value

The tooltip power damage. Nothing you should worry about.

Power Damage

The average power damage of a skill with realistic buffs.

Condition Damage

The condition damage of a skill with realistic buffs.

Total Damage

The average total damage of a skill with realistic buffs.

Cast Time

The time it takes when you start casting a skill, until you can continue with casting other skills. Includes aftercast.

<- incl. Quickness

The Cast Time while under the effect of Quickness. Quickness is a boon, granted by the Mesmer, which reduces your cast time by 33%.

(Note: movement skills are not affected by quickness. The cast time is marked red for those skills in the spreadsheet.)

Cooldown

The time it takes when you start casting, until the skill is ready again. The Cooldown is the sum of the Cast Time and the Base Cooldown you can see on the left. Cooldowns start after a skill has been cast.

<- incl. Quickness

The Cooldown while under the effect of Quickness. Quickness is a boon, granted by the Mesmer, which reduces your cast time by 33%.

<- incl. Alacrity

The Cooldown while under the effect of Alacrity and Quickness. Alacrity is a buff, granted by the Chronomancer, which reduces your cooldown by 0.33 seconds per 1 second.

DpS over AA

The true “Damage per Second” you gain if you use the skill instead of your auto attack (AA), every time it’s off cooldown.

<- incl. Quickness

The DpS over AA while under the effect of Quickness. Quickness is a boon, granted by the Mesmer, which reduces your cast time by 33%.

<- incl. Alacrity

The DpS over AA while under the effect of Alacrity and Quickness. Alacrity is a buff, granted by the Chronomancer, which reduces your cooldown by 0.33 seconds per 1 second.

Chrono Boost

The % damage boost a skill gains, if your Chronomancer grants you Quickness and Alacrity.

DpiSCT

It stands for Damage per invested Second Cast Time and determines the priority of a skill or how strong a skill really is. This value shows how much damage you’d be dealing if the skill would have no cooldown. It is often mixed up with “Damage per Second” which is a completly different value.

For example, a skill which deals 5’000 damage and has 0.5s cast time has a DpiSCT of 10’000. If you have another skill with 20’000 damage output, but a cast time of 4s, it’d have a DpiSCT of 5’000 and makes it a worse skill to use. You’d be dealing more DpS with the first one (as long as we ignore the Cooldown / as long as you use other skills too, at least auto attacks, ofc).

<- incl. Quickness

The DpiSCT including Quickness shows the true strength of a skill. This is the most important value of them all and shows how mighty a skill really is. You should always priorize your skills according to this to achieve max final DpS.


Realistic buffs are: 25 stacks Might, Fury, Quickness and Alacrity, Strength and Discipline Banners, 50% Empowerment uptime, 5 stacks Grace of the Land, Spotter, Spirits and 8 unique and common conditions for Modified Ammunition.


Well, that should be all! If you have any questions, feel free to ask. If you have any concerns or think something is off or wrong, please tell me right away, so I can correct it. It has been a lot of work and we all do mistakes! :3