[Ask]Engineer WvW zerging build
Engineers are excellent at tagging enemies in zergs, but not all that useful overall.
For backline engineers, elementalists and necromancers are superior.
For frontline engineers, warriors and guardians are superior.
For overall utility, mesmers are wanted more for veil and portal.
For peripheral duty, thieves are more wanted.
But, nonetheless, this site has some zerging builds that you could try out.
Nice thing about the engineer is that there are builds that can work well for back line and front line play in zergs. However, as East pointed out, the general consensus is that engineers perform subpar in each of these roles. Engineer utility in a zerg boils down to might stacking, condi removal + water field (with healing turret), and possibly cc if you are running a front line build.
Typical grenadier build
Traits: 6/x/x/x/x Obviously, Explosives is the core of this build. Distribution of the rest of the traits is really up to you. If you want consistent boosts in damage, target the weak (Firearms) and scope (Tools) can potentially boost your crit chance by 20% (10% if enemies are above the 50% health threshold. Enduring damage (Tools) can increase your damage by 10% while you have full endurance. Target the maimed and modified ammo (Firearms) can also boost your damage but I don’t consider them to be reliable since they are procced by conditions. Some players like to put 6 into Alchemy for survivability in the case that the front line is broken and you find yourself in the heat of battle.
Gear: If you are experienced you should be able to get away with running berserker gear. Otherwise, mixes of zerker with cele, knight’s, or other power oriented gear work well too. Do Not run condition builds for zerging since condis will be quickly removed in zergs. For weapons, p/s is the superior option (mainly for the shield’s utility) since you really wouldn’t be using your main weapon anyway.
Utility slots: grenade kit (obviously), healing turret for heal skill, and either elixir gun (leap, condi removal, stunbreaker), tool kit (block, pull), or bomb kit (if you intend to stack your own might). The elixirs are also fair choices.
Things to note: pay close attention to retaliation on enemy zergs. You could potentially down yourself from your own nade throws alone. Use your nades intelligently.
Can’t recommend using flamethrower in wvw zergs since its damage is relatively low and you will run into the same issue with retaliation. Bombs are the superior option for running in the front line.
Hope that helps.
There’s no real standard build because engineers aren’t meta for zerging but you can certainly make something work.
Here’s a truly braindead frontline bomb-heal build; it’s very easy to play and I use it when I’m lazy: http://gw2skills.net/editor/?fdAQFAUlUUp+q9Zx6KseNiaBNqzE6MG1AI6PmlqA-TFTAABJpE7HVMKa/BeUH5UVC2S5BAmgYRHwDPAALUCygJGPuAAkBoYLA-w
It’s easier on the hands; bombs still do decent damage (2k crit with reasonable access to fury) and you are extraordinarily hard to kill; you also don’t have the retaliation issue you have with grenades. And you heal allies. Toss Elixir B is kinda crap but it’s the only kind of stability so w/e. Also don’t forget about Rifle 3; it’s great point blank. There’s really not much to say. Just run with the front of the zerg, bomb autos. With elixir B and other people casting swiftness on you, you have no end to vigor so keep dodging as needed. Pretty much everything slides off you, and even if it doesn’t, just run away with elixir S. I didn’t bother with any cleric gear so you could definitely get bigger heals; but I felt the base was good enough and didn’t feel like sacrificing damage.
More traditional grenade lobber build: http://gw2skills.net/editor/?fdAQFAUlUUp+qlYxdLseNybBNquI6Kexn85AE0hC-TFTAABJpE7HVMKa/BeUH5UVC2S5BAmgYRHwDPAALUCygJGPuAAkBoYLA-w
You generally don’t want to lob your grenades from max range if you can help it. Strafe people with grenades and don’t stray too far away. As tempting as it is, I’d recommend against tossing into them when they stack up and buff because you may kill yourself with retaliation. Flash in elixir gun to clear condis on allies; spam your heals. Use no.4 to get yourself out of trouble.
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
I actually use this build when commanding on JQ in WvW
I find it to be a very flexible build. I use my group as my source for stability and those following my Pin to supply the swiftness and stability. Remember, this is a group oriented aspect of the game. Work with those around you to group with those who can offer what you lack and vice verse.
When I am not running on the front lines, I often use
It allows me to only need to change out my weapon, a quick respec, and skill swap. Some regular engineers here may or may not agree with my build ideas, but the way I play, I thrive with these two and a few other builds.
https://www.youtube.com/watch?v=6q3em9s5I4c
(edited by coglin.1867)
Thank for all your nice replies. I have a necromancer for WvW but it feels so repetitive. Lay down all those wells and get loot bags if you know what i mean. so i wanna try a more complex profession, as in this case, engineer.