Crazy Ping Pong Combo

Crazy Ping Pong Combo

in Engineer

Posted by: Twenynge.8520

Twenynge.8520

I’ve been playing around with the knockback skills a bit and I’ve come up with a combo that, if executed correctly, is bound to piss off you opponent. It isn’t practical because it is so hard to pull off, but when you do, it’s awesome.

You’ll need a rifle, bomb kit, mine, and tool kit. The trait to improve bomb and mine radius is helpful as well. The combo is executed thusly:

get your tool kit out
drop mine field (tool belt skill)
drop big ol’ bomb
use skill 5 on the tool kit (magnet to pull)
detonate mine field
toss your mine to the location just behind where you think your opponent will land
bob knocks back
switch to rifle
detonate mine (knocks opponent directly back to you)
rifle skill three
rifle skill four (knocks back again)

It’ll end up pulling your opponent towards you, knocking them away, knocking them back towards you, and finally knocking them back away all in a matter of a few seconds.

I’ll be the first to admit that this combo is totally impractical in that it is very difficult to pull off on a moving target. in particular, the initial pull and aiming the mine cause problems. If you do pull it off, however, it is an instagib.

One way to make the combo easier is to delete the mine field portion. This allows you to use the magnet pull later which causes the bob knockback to occur immediately after the pull. When this happens, it is much easier to predict where you opponent will land.

What are some other (more practical) combinations that people use with the engineer beyond the standard rifle combo (net, skill 3, skill 5, skill 4)? Are there ways to improve the combo above?

(edited by Twenynge.8520)

Crazy Ping Pong Combo

in Engineer

Posted by: obtuse.8291

obtuse.8291

Yeah.. I like this combo… but what I’m doing is netting them after rifle 4 overcharge.. then getting ready to knock them again with flamethrower 3. by then i can do an elixir gun 4 jump back, cripple them with 2, and get ready to net and overcharge again.. hopefully during all this they have drained heftily from my condition pain and burns, and havent had a whole lot of uptime to clear anything

I am the super thief

Crazy Ping Pong Combo

in Engineer

Posted by: StevoSupremo.4037

StevoSupremo.4037

He already used mine, toolkit, and bomb kit in the combo. No room for flamethrower sir. Funny kitten though OP.

Crazy Ping Pong Combo

in Engineer

Posted by: LoreChief.8391

LoreChief.8391

If Deployable Turrets worked in PvE like it did in SPvP, I would try to master the ping pong combo with explosive turrets. Throw all 4 out in a pattern that will allow the enemy to get caught within a back-forth field of exploding turrets, followed by an overcharged shot to the face. Left right left right, BAM, net, drop the crate and dance.

Crazy Ping Pong Combo

in Engineer

Posted by: Ulfyr.7925

Ulfyr.7925

LOL that combo looks hilarious… going to have to give it a shot. Thanks OP!

It’s also nice to see constructive use for one of my favourite kits (tool kit – sooooo undervalued/utilised)

Crazy Ping Pong Combo

in Engineer

Posted by: Casia.4281

Casia.4281

I mentioned in another post I wanted to consider an accelerate packed build.
after playing a mesmer alt, and playing with temporal curtain, I was feeling pretty down on my engi. (feedback/null field, etc as well)

Grenades are great for just raw damage. but the disruption my mesmer can unleash is unparalleled. and wins fights more then just raw damage.

Bombs, accel turrets, wrench. shield offhand, rifle.

One of my main concerns is the melee nature of most of engis skills. So, offhand shield, as largely written off due to this. As well as being locked in place when using.

Bombs do offer alot of combos, good damage, etc. A good option to make use of.

Accel packed turrets.
Turrets are a hit/miss.
They do not scale with stats, for better or worse. it means you can build purely vit/tough and they deal as much as you would in zerker gear.
Two main traits needed are deployable and accel packed of course. They all have a 900 range deploy. 5 targets on explosion. deals 1207 exactly to 2600 armor. no crits. no variance. 1500ish to light armor. (I did not check to see if rifled barreled 15% effect accel. or explosive powders +10%)
Rifle and heal turrets have a 20s cd, making them both ideal for making use of the aoe knockback at range. Other, better turrets also have longer cooldowns. Net is a very good one as well. 30s CD, and also very good toolbelt skill, as well as basic cast. 3s immobalize on toolbelt. and stun/damage/immobilize on overcharge of net turret. Rocket is best damage, but large CD. thumper has nice kb, but long cd as well. flame would work well as well. 40s cd, overcharges for smoke field, and has a decent aoe burst/burn toolbelt skill.
3rd slot then is either a 3rd turret, or wrench. smokefield
projectile is blind. And blast stealth. Accel packed is a blast combo. heal toolbelt is also a water field. which is an aoe HEAL with a blast combo, and regen on projectile.
Wrench.
primary melee, which is meh. however, magnet. single target only. but still, good troll, and good for assassination. A pull, into a prybar hit+confuse, and a net shot. Deadly.
Bombs in the place of wrench might work too. More combo fields, more blasts you can do off of them as well. and better damage scaling.

Main weapon. pistol or rifle.
Not sure really. Pistol would offer blind/confuse with static shot. Adding to the massive CC, trolling. Glue shot as well, another ranged aoe cripple/immobalize.
Rifle on the other hand
Another aoe melee knockback.

supply drop ranged aoe stun. (and blast)

http://gw2skills.net/editor/?fcUQJAqalIqyUnrSyF17IxIFMW0heg/7v4PKeLdB;TwAgyyuEcJ5S1liLKYM+I8xOjDG5MA

Largely this is more about just being massively disruptive. And less about actually dealing damage yourself. Maybe even elixir gun for last slot, and its healing. swap kit refinement for wrench trait. now you have a light fieldx2, and massive healing.

Something I would like to look into.