Before I start, I should say that I’m writing this as someone who isn’t that experienced on Engineer, but has seen what they’re capable of in terms of decapping far and wanted a go for myself.
I am doing this as much as a learning experience for myself as for the benefit of others, as such I encourage discussion of other choices that I do or do not mention below. When doing so please bear in mind that this for a solo decapper whose sole role is to run to the enemy point and contest it for as long as possible, without receiving aid other than in exceptional circumstances. It can also be used to hold home, but stays away from team fights.
While this build has not quite broken into the meta at the highest tier, at everything below ESL it can be very effective. It either accomplishes capping far point or at least keeping it neutral, or it pulls away enemies from team fights, giving your team an advantage. In either case, it normally reduces the pressure on homepoint too.
Contents
- Weapon Choice
- Utilities
- Kit Skills
- Traits
- Equipment, Combos and Tips
1. Weapon Choice
Pistol/Pistol
Despite the immobilise, this isn’t really an option. There is far more utility in terms of keeping a point contested and survival on the other two sets.
Pistol/Shield
I would love to say that this is a viable option. By far my favourite set on the Engineer, the bouncing blind has excellent utility, the long poison helps with pressure. There is also a knockback and a block to boot.
Rifle
While the rifle seemingly lacks some survivability, it offers a lot of invaluable control when attempting to contest a node. Here’s a brief breakdown.
1 Hip Shot
Standard auto attack, you won’t get much use out of this
2 Net Shot
This is the main reason this weapon is taken over Pistol/Shield. A ten second cooldown on a 2 second Immobilise is excellent, and can be easily combo’d with knockbacks for instantly neutralising points if you time it right. It has a long range, meaning its also very useful for slowing down enemies trying to escape or get to a capture point ahead of you. It is a slow projectile though, and easily dodged, best used in conjunction with knockbacks.
3 Blunderbuss
Another one you won’t get much use for. For the most part, this build puts out no pressure, use it if you’ve got nothing else to use, but as you’ll learn that’s pretty much never the case. It can be useful against thieves that you actually are trying to kill though.
4 Overcharged Shot
This knockback has a reasonably short range. It takes some getting used to if you havent used the rifle before. Even though it knocks back quite a long distance, its best to wait until your opponent is on the edge of the cap point, taking account of the direction your facing. By doing that you can ensure that you stay on the point when knocked back and start capping. This knockback will only hit one target, regardless of how many enemies are infront of you.
5 Jump Shot
This really has two purposes in this spec, mobility and as a leap finisher. I’ll get onto the combos later, but in mobility terms, I suggest you familiarise yourself with this tip for most effective use of this skill.
(edited by jonnis.2946)