Engineer Kits need help
Not sure if serious or just ….
Scrapper is useless outside of PvP.
Engi kits are their best utility skills by a mile….
I think the problem is less Engi and more the player.
I main an Engi and like the OP I too still run with the FT Juggernaut build as it is very viable. As to the other kits, I think they have their uses. With my FT I also use Rocket Boots for mobility and extra Burn cond from the F Skill which is big damage on a very short cooldown.
My 3rd Utility is the Elixir gun kit which the OP failed to have a good look at I think. I mainly slot it for the F skill, a very nice stun breaker and also a nice extra regen for when I need it (as well as extra might and cond clear from the traits that have these effects on elixirs). Also some people may not have noticed but if you use the F skill when ressing someone it gets them up a little bit quicker. Apart from that the other skills also have their uses. You can use skill 5 then 4 to give yourself and allies retaliation, very helpful in boss fights and pvp/wvw situations. Skill 2 can be excellent in pvp/wvw as it will help you kite melee opnts a bit more easier since it slows them and gives you and allies swiftness on a pretty short cooldown. Skill one will keep the cond damage up so if you build for that in pvp even more advantages to this kit.
One last trick that I can pull off from time to time in pvp/wvw that may leave some ppl scratch their heads is as follows. Say you are trying to disengage or run from the enemy zerg and you have just used your rocketboots to get away from them but they are still on your tail, what do you do? You turn to face them but instead of attack them like they may expect, you hit skill 4 on the Elixir gun which will make you jump backwards giving you more distance from them, then you quickly turn back around and continue on your way. This silly little trick has saved my tail on numerous occasions. Some have even been a few steps away from a castle/tower entrance and used right you can jump right through the door lol.
Okay now to some of the other kits:
Grenade Kit: I don’t like spamming 1 so I never use it on land. However in water combat when you need some distance and aoe damage it can be very good. No spamming here as the skill 1 is auto.
Bomb Kit: If built right it can be ok but again I think you get the most out of this kit in water combat. Especially against enemies that like to be up in your face all the time. It’s a kit so use it if you run the HP regen from kits trait.
Mortar: Much more usable than it’s old version. But again the spammy skill 1 can be annoying and a put off. I do however put up with it for pvp/wvw as the 1500 range makes up for it. The F skill can also be a good one. But for pve, not worth it, maybe if they made skill 1 auto. I don’t see why they don’t tbh as it would not be so powerful in pvp/wvw since you really need to lead your target anyway, it will just miss more often. So make it auto but deal with the fact it will only be so good vs enemies not moving.
Toolkit: can be a fun troll kit in WvW for the pull and confusion. The block which seems to last 5 seconds (not 3 like the tool tip says) can be excellent for running through zergs to help get you inside a tower to help defend it. However have not used in a long time tho, maybe with the right build it can still be viable. Best used with turrets tho I should think for the repairing mechanic. However in general turrets just suck so why bother lol? When I say turrets suck, think boss fights.
What else is there?
Med Kit?: Total joke, not even worth looking at.
Oh just one last thing for the OP. If you are running a tanky build then yes some of those kits may seem bad for you. FT is perfect for tanky builds. But the grenade and bomb you may want to try a more zerk or heavy hitter build.
(edited by Paulytnz.7619)
FT, and EG ftw!
Kits are really good, but Nades and Bombs are mainly for the pure dps approach. Mortar is really good too, but the main focus with it isn’t damage, but placing fields for your team to use.
Using combos is where you’ll notice the major potential of every tool the Engies have. Placing Orbital Strike over a foe, then immediately Napalm where the beam will fall, following it with Detonate Flame Blast and ending with EG Acid Bomb will do a giant chunk of damage, and give you three nice Might blasts. Follow it with incendiary ammo and a well placed Grenade Barrage…
There are many options to combine powers using the kits, for damage, healing and control, and for support too. Don’t take skills as isolated things, Engie is designed to go crazy mixing things.
that it makes every other class in the game boring to play.”
Hawks