How an engi can escape from zerg?
http://youtu.be/fMpx_fV_hrg
http://youtu.be/Ay8TUQZhTGA
This guy uses 3 kits (grenades, toolkit, exilir kit) with the healing turret to great affect. It may not involve a huge zerg, but these tactics could still work.
We have tons of escape routes. I’ve used supply crate to escape lots of times the aoe stun is priceless. Another escape method is toss elixir S not to mention just normal elixir snow I know the invis is not 100%reliable but its saved my kitten enough that I know its worh it. Big ol bomb works wonders to blow up a trailing Zerg as well as just dropping glue shot or glue bomb. If I’m running flamethrower the aoe knock back is great. If I’m running E gun the self knock back is great. Hell just tanking it up with shield 4 followed by gear shield works wonders. In reality we have probably more get always then most classes.
http://youtu.be/fMpx_fV_hrg
http://youtu.be/Ay8TUQZhTGAThis guy uses 3 kits (grenades, toolkit, exilir kit) with the healing turret to great affect. It may not involve a huge zerg, but these tactics could still work.
:d
perfect
the comment is very funny as well.
how can that guys walk underground? I think he’s a very good player by the way. Do you know what build is he using?
So you played the 3 most popular and possibly overpowered WvW classes and now you look down at us peons and our ‘cattle’ classes?
Well us, Engineers, instead of using grossly overpowered blink or stealth abilities we throw annoying stuff behind us, which are Nails from the Tool Kit, Slick Shoes ability + toolbelt ability or sometimes Supply Crate if there aren’t way too many players.
You can also try some homemade stealth if you use the Bomb Kit, combining Smoke Bomb with any blast ability like Supply Crate, Big Ol’ Bomb, or Rocket Boots. Rocket Boots would be most efficient here since it also grants you a massive knockback while stealthed. But the time for you to set all that up there are strong chances that you’re caught and killed.
you are right, but i think engineer is the funniest class of the game….am i wrong? XD
How can he go underground? Is it a nerfed ability?
How can he go underground? Is it a nerfed ability?
Wrekkes-Engineer Kore Rok Thief-Asraithe-Ele
Engineers don’t escape in the same sense that the classes you’ve played before do. Instead of blinks, shadowsteps, and stealth to increase our mobility, the engi relies largely on hindering his opponents mobility. Engineers have a ton of snares such as glue shot, glue bomb, box of nails, net turret, net shot, freeze nades, etc. Combine that with easy access to perma-swiftness, and very few classes will be able to keep up.
Sorrow’s Furnace
Cloaking device can help, leaping/blasting a smoke field can help, using freeze grenades/glue shot/glue bomb/box of nails/BoB/etc. as you run can help. There will still be some situations you simply cannot walk out of, though.
To successfully get away in WvW you need Power Shoes (Inventions-Master), and Explosive Descent (Inventions – Adept). The reason being is that you absolutely need to ignore the in combat movement speed penalty, and you will need to take some dangerous falls to really get away.
I’ve run from zergs for upwards of 60-90 seconds straight, and they all eventually caught up with me because of the ridiculous number of short cooldown gap closers that classes like Warriors, Guardians, Rangers, and Thieves have coupled with their speed boosts and cripple, and immobilize effects.
The best advice I can give you is to know where your nearest friendly fort it and make for it. You won’t last more than a minute or two when being chased by badge hungry kitten.
Drop a supply crate between you and the zerg to distract and use swift kits to run away. Then drop glue shot behind you as you run.
Ty all for your suggestions. I think these method are all functionally but in the same time i feel that engineer miss an evasive way like thief, elem, also guardian! In these days i run a lot behind many guardian….they never go down XD! And they run so much that they can reach often a friendly point.
Gear Shield + Super Speed aaannndd….. you’re gone
I’ve run from zergs for upwards of 60-90 seconds straight, and they all eventually caught up with me because of the ridiculous number of short cooldown gap closers that classes like Warriors, Guardians, Rangers, and Thieves have coupled with their speed boosts and cripple, and immobilize effects.
This. I think they keep after you for so long because you are frustrating their attempts to kill you right away. Speaking from personal experience. If they really want to chase you all over the entire map, they deserve your loot bag. LOL!
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
Engineers dont have as much in the sense of escapes. In order to truely escape a zerg you need to be faster then them. That means not just outrunning Swiftness, but also people spamming their Charge and RTL to chase you down.
And when you get into combat, you are slowed. Then the rest of their zerg can much easier catch up and savagely beat you to a pulp.
Thieves are amazingly good at escaping because they have a ton of teleporting abilities. The shortbow has one that has no cooldown. Combine this with long durations of Stealth, in which no one knows where you even went (and hey, that 50%! speed boost sure is cool aswell), and giving a whole zerg the slip is easier done then said.
Mesmers got their blinks and also quite a lot of Stealth. Pretty similar story to a Thief. Blink away, vanish, and throw of your persuers with decoys.
Ele is actually not that good anymore. RTL has a looooong cooldown now, and Flash does aswell. So they rely on getting a quick opener and hoping people give up, but they cannot under any circumstances outrun a zerg that is really out for his blood.
Also, dont underestimate Warriors. Most arent always build for it, but with the right skills and weapons they are chaining a bunch of charges, most of which with fairly short cooldowns.
As an Engineer, and as anyone that isnt a Thief or Mesmer, you wont escape because you will simply get caught by a Thief or Mesmer. And while they delay you, the rest of their zerg catches up.
To escape a straight up zerg in WvW, I use elixir H, elixir U, elixir R, trait elixir S and 409 and speedy kits, and use supply crate. You might want to throw in the goggle gadget for stun break. The 409 will cure immobilization right after you stun break with a potion if you get snatched off your feet. Also I never jump from a height. I just run off cliffs since jumping will increase your targetable time. If you jump into deep water and have a zerg chasing you, supply crate will work there just as well, and mashing harpoon gun skill 5 is really great verses close pursuers since most classes don’t have good long range attacks like engies do underwater.
Also that video was kitten. Gonna follow that guy
I levelled up my engi in WvW, most of the mindless pug zergs can be rid of by simply elixir S – gear shield with speedykits. If it’s an organised guild group then the story might be a bit different…
I think the main difference is this:
those other professions can escape with one button or a simple combo.
While engineers can only escape by using longer button combo’s.
Can we escape? Yes.
Can we do it as easy as ‘others’? No.
And in the end: as mentioned your chasers often have too many gap closers… they WILL catch up to you unless they simply stop bothering.
But in WvW that is the main mechanic of escaping: outrunning them till they stop bothering.
Think most ‘escapes’ boil down to that.
Engineers can do this, if we are good on the combo’s.
Swap to elixir gun – rotate charakter 180° – press elixir gun #4.
Our only real escape.
kit swap jumpshot trick for rifle builds. Start inside any kit, press weapon swap and one millisecond after spam #5 with ground target into distance past the max range. This will let you do jump shot without any ground target constraint giving you much longer range that you normally can achieve.
I can’t think of anything, ANYTHING, as fun as doing the jump shot trick from cliffs for 2k range death from above jumps on enemies.
We don’t. We pray that most people in the zerg go after someone else. That or use rifle up to jump a gap.
Step 1: Rifle 5 as far away as you can.
Step 2: Swap to elixir gun in mid-air.
Step 3: Angle camera towards zerg.
Step 4: Queue up 4 before you hit the ground.
Step 5: ???
Step 6: Die because you were chilled/crippled and only moved 3 feet.
Our main escape tool is our feet. To that end, speedy kits can be a valuable survival tool.
You have to be able to take some hits for long-distance zerg escapes. Other professions have means by which that can teleport, hide, or move great distances in a short amount of time. Zerg escape for us will come down to blocking, avoiding, and hindering the opponents rather than a “hard” escape mechanism.
However, elixir S still be very helpful, and we’re the only profession that has access to super speed.
I prefer the shield for zerg escape, although offhand pistol and rifle can provide some escape utility as well.
Step 1: Rifle 5 as far away as you can.
Step 2: Swap to elixir gun in mid-air.
Step 3: Angle camera towards zerg.
Step 4: Queue up 4 before you hit the ground.
Step 5: ???
Step 6: Die because you were chilled/crippled and only moved 3 feet.
It’s funny, Rocket Boots gets you to do all of that, and even if it removed anything that affects your mobility, it will still be there to destroy your immense knockback and move 3 feet before the removal, and end up with Step 6.
It’s funny, Rocket Boots gets you to do all of that, and even if it removed anything that affects your mobility, it will still be there to destroy your immense knockback and move 3 feet before the removal, and end up with Step 6.
Except then you’d be using rocket boots, and immediately feel really bad about your life choices.
It’s funny, Rocket Boots gets you to do all of that, and even if it removed anything that affects your mobility, it will still be there to destroy your immense knockback and move 3 feet before the removal, and end up with Step 6.
Except then you’d be using rocket boots, and immediately feel really bad about your life choices.
Although gaining the ability to set people on fire by kicking them is better than some of my life choices…
It’s funny, Rocket Boots gets you to do all of that, and even if it removed anything that affects your mobility, it will still be there to destroy your immense knockback and move 3 feet before the removal, and end up with Step 6.
Except then you’d be using rocket boots, and immediately feel really bad about your life choices.
Although gaining the ability to set people on fire by kicking them is better than some of my life choices…
the toolbelt of Rocket Boots is actually pretty darn good indeed.
It’s the self stun of the skill itself basically that seems the issue.
Remove that, and all the rest sorts itself out.
you guys forgot the best video:
http://www.youtube.com/watch?v=lDkY-V84MK8
you guys forgot the best video:
http://www.youtube.com/watch?v=lDkY-V84MK8
Funny video. Great play from Teldo, like usual.
Similar things happens to me all the time. I do solo roaming in busy prime time tier #1 and I can tell you the enemy zergs sometimes chase me across half of the map can be much much bigger. If I die, I know I just wasted enemy side’s precious time. And if the chasing team is smaller than our main force, oh well, then I am so evil that I am gonna inform their location in map chat or pop on the commander tag. In other words: you kill me with a roaming team, I am gonna soon do total wipe with the main group. Or even better if I know that the main group is nearby, I will run towards them and lure the chasing team into their own doom.
Lesson #1: “Never chase an Asura engineer too far”.
Except then you’d be using rocket boots, and immediately feel really bad about your life choices.
It was valuable, with a P/S setup where you crucially needed that burning damage and would make excellent synergies with the Static Shield. For the rest; yes, I felt really bad about my life choices. But there is much worse, like human Thieves in full CoF armor.