Buckeye's Engineer Guide for WvW

Buckeye's Engineer Guide for WvW

in Engineer

Posted by: buckeyecro.9614

buckeyecro.9614

The Engineer is a highly versatile and all-around profession. It has a large plethora of skills to use. Its kits allow it to fulfill many different roles and used for a variety of situations. It is a jack-of-all-trades profession, where by it can reliably fulfill almost any role in groups, but generally cannot do many roles better than most other professions unless perfectly using an optimal play style and build.

It uses Medium Armor, and has an intermediate amount of overall durability when compared to other professions. It currently uses Pistols, Rifles, Harpoon guns, and Shields for its weapons. However, it is unique in that it can use turrets to control relatively small areas and use a variety of gadgets for some interesting play. It has access to many different types of combo fields and can easily initiate combos. Its unique mechanic allows each #6-9 ability to have a 2nd ability on the F1-F4 keys on its “Tool Belt.”

The Engineer’s best form of survival is through anticipating future combat and adapting for the situation. Its ability to maneuver and attack its enemies at medium to long range is another means of survival. However, it can reliably fight at relatively close ranges, and has multiple tools to use for melee combat.

The profession takes practice to be able to start to use it effectively.

Ultimately your best play style will be the one that you like the best.

Mechanics

Turrets

Turrets are useful for controlling relatively small areas with a general radius of about 1,000 units. There are several different turrets from which to use, and many are mid to long range. Beginning Engineers may find the Rifle and Healing Turrets to be especially helpful while learning to use the profession, as they can be reliable tanks and help deal damage. Each turret has an overcharge ability that basically makes it do a stronger attack. Picking up turrets reduces their cool-down so that they can be redeployed faster than if they were destroyed.

Elixirs

Elixirs are highly versatile and each has a specific use and generally provide boons, remove conditions, or do something interesting. The F skills for elixirs generally are AoE mid-range tosses that do a special but related effect to the utility skill.

Gadgets

Think of them as James Bond gadgets in a way. They have a variety of situational uses and each are unique. Need to knock foes back? Use the battering ram!

Kits

All replace the equipped weapons and have their own stats and play style. Each kit replaces skills #1-5 and works similar to bundles and other environmental weapons.

Equipment

The equipment stat type depends highly on the type of role that you want to fill. Since the engineer is extremely good at filling roles while on the fly, a more flexible set is generally more useful and cost effective.

Traits

Each trait line has some very useful traits that the engineer can find useful. Traits and point allocation depend highly on what role is to be filled and what game mode you’re playing.

  1. For more Durability, put points into the Inventions and Alchemy lines
  2. For more Damage, put points into Explosives and Firearms
  3. For more overall usefulness, put points into Tools
  • Explosives generally enhance the effectiveness of explosive weapon kits
  • Firearms generally enhances the effectiveness of the primary weapons and flamethrower
  • Inventions generally enhances general durability, defenses, and the effectiveness of turrets
  • Alchemy generally enhances the effectiveness of all things Elixirs and changing the ways conditions affect you
  • Tools enhances the effectiveness of tool belt skills, their cool downs, and overall usefulness

My World vs World Rules of Thumb

  1. 30 points in both Inventions and Alchemy trait lines
    “Automated Response”- its a vital part of any Commander Builds or basic PvP builds
    Acquired with 30 points in Alchemy
  2. 10 points into “Tools” to get “Speedy Kits”
    Its vital to any WvW build- provided you use kit(s)
  3. Remove in increments of 10 from the Inventions trait line if there’s gaps, something unwanted, or something else
    Put these points into the other trait lines to make things that you like using more effective

Goal of your equipment build is to Optimize your durability:

  • Soldiers is a good go to stat type if you prefer larger and more consistent damage and reliable durability
  • Dire armor with a mix of Soldiers, Carrion, and Rabid trinkets are another good choice if you prefer Damage Over Time
  • Sentinels is another good choice
  • Celestial is a good way for getting a well-balanced more optimal build, although with a bit less survivability than the above types.
  • As a last resort replace 1 piece of equipment at a time if you feel a glaring gap in your build after following the above rules
Sanctum of Rall NA Engineer Commander

Guild Wars 2 needs a Public Beta Environment

(edited by buckeyecro.9614)

Buckeye's Engineer Guide for WvW

in Engineer

Posted by: Dredd Spirit Caller.4082

Dredd Spirit Caller.4082

cleric with bombs heal its a good support and got good survivability in a zerg

Engy:Turrets Nade/HgH Kit Bunker Zerker
Necro:MMMesmer:pve omniRanger:SpiritsThief:P/P

Buckeye's Engineer Guide for WvW

in Engineer

Posted by: buckeyecro.9614

buckeyecro.9614

(Place Holder for Future Additions to the Guide)
Yes, Clerics and Bomb Kit with “Elixir-Infused Bombs” can be extremely useful for supporting the melee trains. It can help keep your allies alive. Acquired through 30 points in Inventions in the Grand-Master tier.

My goal is to provide my readers with the information to use to make their OWN builds.

Possible Future Additions (Add when I can):

  1. Specific Explanations for Builds or Ideas for Specific Roles
  2. What are things used for
  3. What I would use things for
  4. Others
Sanctum of Rall NA Engineer Commander

Guild Wars 2 needs a Public Beta Environment

(edited by buckeyecro.9614)

Buckeye's Engineer Guide for WvW

in Engineer

Posted by: waystep.8140

waystep.8140

Excellent guide so far. Look forward to reading your posts about specific builds if they do come up.. The engineer has so many different options, it would be great if some of the different specific builds could be talked through in a general, intelligible way, with attention given to a wide range of options rather than three people coming into a conversation each promoting the type of build that they play without providing options.

Buckeye's Engineer Guide for WvW

in Engineer

Posted by: insanemaniac.2456

insanemaniac.2456

people dont really want to be able to make choices for themselves, they want something easy to play so they can learn the basics. and then 10% of them will get good enough to care about the choices they made when speccing the build they were told to use.

also, some comments on gear:
only go soldier to maximize zerglingness. knights is much closer to optimal for power builds.
try not to recommend splitting between dire and soldier, focusing on either condi or power will go much farther for you. generally condi engi will want enough crit rate (rabid) to proc IP (20~25%) and choose dire for the rest. if you want to specifically be hybrid, celestial is a good choice.
sentinels is not a good choice unless you plan to command.

JQ: Rikkity
head here to discuss wvw without fear of infractions