getting used to classes
hammer war is preferred in a organised raid due to its CC, tankiness, condi convertion and removal (depending on the build), basically, good team player
engineer has nice aoe, tankiness and flexibility (depend on build) but I cant comment much about how good it is when come to team support since I don’t use engineer. engineer is not in the most wanted list when come to organised raid
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Run both.
Engi: Very versatile. Solo/Group/Warband/Zerg. Lots of build options depending on what role you want to play. Does well in defense mod, lots of range options. Offense, various builds. Plays better in middle of group in pushes versus War in front or more typical range in back. If you want to bait people in, people tend to attack a solo Engi whereas they will run more often against a solo War.
War: Solo/Group/Warband/Zerg. Not as any build options. More group buffs. Better on offensive actions versus defensive actions due to limited range. Plays well in the front of a group attack. Is sought after more in groups.
If you have the slots I would play both. They are nice to mix in and out of since they feel different enough when playing but both are a lot of fun.
De Mortuis Nil Nisi Bonum.
Hammer warriors do almost everything well or better. Their only real downside is that they can be a somewhat boring class to play thanks to their relative ease to master.
“Youre lips are movin and youre complaining about something thats wingeing.”
I know both. Engineer has greater upside.
There are fewer engineers and they are very hard to master. This is why you get a preference for the known class of warrior which every commander will have memorized what it can do.
The engineer adds more support on a single toon than any other and with VERY quick changes to skills can move to different specs (same weapons, armor, etc) and turn a siege or defense. Too often players are not changing out utilities and traits (just a few) as they move from open field skirmish to something else.
Engineer will be better at area denial.
You can go heal or condition damage easily and mix it up for whatever zerg situation you find yourself in.
In terms of small groups, engineers shine because they really can add so many different conditions, stuns and knockbacks, blasts and water and even stealth.
They are VERY hard to play.
In summary, the engineer has more if played well outside of large zergs where the warrior excels.
One of the reasons engineer is hard to play is because people usually get into a mindset of playing up front or at range. Engineer is a mid-range fighter that does best damage at close range but can’t stay for long at close range. In group play in WvW, you should be moving in and out of the melee train opportunistically, constantly managing your range.
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