Engineers in wvw w/o stab
what do you mean?
correlation of what? engineers effectivnes to zerg correlated by acces to stability?
Only use for engineer in zerg vs zerg = tool kit pull on enemy zerg leader.
healing bombs
blind-spamming + 4k autos on up to 5 targets
nade-spamming (backline-build)
s/d (focus build)
FT badge-farming (blobb-build)
and these are just the ones I like to use.
I guess others have other preferences as well.
But we already had this discussion multiple times, so here are the short-ndes of the current consensus:
Cons:
- low/no stab, needs a guardian to be carried
- mid armor, needs more defensive cd’s than GWEN
- GWEN-stuck commanders will discriminate engis / not open for experiments.
Pros:
- Extremely versatile / gap-filler for all possible roles (focus, melee, backline, support, you name it)
- superior melee cleave and dmg, while still maintaining the necessary survivability
- loads of aoe-cc, perfect in combination with a WoC or Null-field.
- surprise-factor. engis are rare in zergs / GWEN-stuck enemy commanders will avoid meteor-showers and wells, but ignore nade-barrage, minefield, BoB, similar skills.
- superior mobility. we can enter, drop skills (minefield after empower f.e.) and leave a enemy-zerg before they (could) react.
can we make a difference in correlation to zergs?
Engineers are more situationally useful in WvW, similar to mesmers. A well-timed Slick Shoes or Magnet can create a lot of havoc for the opposing zerg. If you’re worried about stability, party up with some guardians.
Everyone without good stab should party with 1-2 guardians. That’s just how it goes. WvW zergs is a team effort, and trying to cover all corners on your own is gonna fail anyways.
for there you have been and there you will long to return.