Hey all. This is Tallman (Briggs). This guide is intended to cover the basics of the Engineer for people trying to break into the sPvP setting. I plan on covering the pros and cons of the Engineer’s weapons, traits, and utilities, as well as share some general tips and tricks.
This guide is a work in progress, so please treat it as such! Let me know if you find any errors or have any suggestions!
Index
Weapon Choices
Rifle
Main Hand Pistol
Off Hand Pistol
Shield
Utilities
Elixirs
Weapon Kits
Gadgets
Turrets
Elite Abilities
Traits
General Tips and Tricks
Weapon Choices
The Engineer profession only has access to 3 types of weapons (outside of Weapon Kits, which we will discuss in the skills section) – Rifles, Pistols, and Shields. In the following section, I’ll detail their strengths and weaknesses.
The format is as follows:
Weapon
Brief Synopsis.
1. Number One Ability (Cooldown, In Seconds) – Skill Description. Skill Analysis/Opinions.
Rifle
The Rifle is the Engineer’s only weapon that scales well with power, and is phenomenal for kiting, control, mobility, and burst damage. It is a versatile weapon that takes awhile to get used to, but rewards mastery of its skillset.
1. Hip Shot – Deliver a quick rifle shot from the hip that pierces targets.
This is your bread and butter auto attack ability. It deals decent damage, has decent range, and has a decent attack speed. Don’t forget that it pierces targets! Your positioning is paramount to maximize your DPS in PvP teamfights.
2. Net Shot (10) – Immobilize foes with a net shot.
Net Shot is a great control skill that can be used in many ways. For example, immobilizing a foe off a point can secure a capture or a neutralize, immobilizing a foe in an AoE can ensure more damage, immobilizing a foe and running away is a great tactic for kiting, etc. However, Net Shot’s projectile is slow, and can easily be dodged at max range by strafing (not even a real dodge!). If the target is far enough away, you can manually aim by holding down your right mouse button and firing net shot in that direction instead to hit strafing targets.
3. Blunderbuss (10)- Fire a cloud of shrapnel that causes more damage the closer you are to foes.
Blunderbuss does a massive amount of damage in melee range, and rewards aggressive plays. That’s essentially all there is to it.
4. Overcharged Shot (15)- Fire a blast so strong it launches your foe as you fall backward and cures immobilized, crippled, and chilled.
Overcharged Shot is great for knocking people off of points, kiting, and even a bit of burst damage. Use it to get out of Throw Bolas, Entangle, or Devourer’s Venom to ruin enemy’s burst, or use it to interrupt enemy heals! You can interrupt your own personal knockback with a stunbreaker, as well, so use this ability to your advantage.
5. Jump Shot (20) – Blast the ground, damaging nearby foes and leaping to your target.
Jump Shot is a very versatile move that deals massive damage and applies vulnerability to enemies it hits. You can use it to move between points (Say, from the point on Clocktower to the windowsills or the upper levels of the Keep), kite (jump away from people), combos (it’s a leap finisher!) or burst damage. Landing on people does a huge amount of damage, especially when followed up by a Blunderbuss!
Main Hand Pistol
The MH Pistol is a medium-range condition weapon that applies three of the four damaging conditions in the game. While it is relatively straightforward, it’s very effective!
1. Explosive Shot – Fire a shot that explodes on impact, bleeding nearby foes.
Plain and simple. Stack those bleeds! Keep in mind that this is a minor AoE, so keeping enemies clumped up is a plus to increase your damage. This doesn’t bleed in an AoE mind you – it only bleeds your target.
2. Poison Dart Volley (10) – Fire a volley of darts that poison foes.
Once again, relatively straight forward. This fires a series of poison darts which stack poison on the target. Try to use this when your target hits around 60-50% health (depending on the target, maybe wait even longer) in order to help negate their healing ability. Since it’s a volley effect, targets can dodge and negate most of your poison duration, so watch out!
3. Static Shot (15) – Discharge a lightning shot that bounces between multiple foes, blinding and confusing them.
An AoE blind and 2 stacks of confusion on one ability is great. This is a great opener to some combo classes (warriors, thieves) to mess up their combo. Make a warrior miss that bullrush so he can’t knock you down for the hundred blades with this move! For damage, use this on cooldown. Otherwise, save the blinds to negate critical disables.
Representing Legit Guild [LG] for life on Fort Aspenwood. Send me a tell in-game!
(edited by Tallman.5193)