How is Engineer 1v1?
Engineer is excellent for 1v1. I generally don’t fear anyone except for Necros (hard counter for condi builds) and very good Eles.
Standard condi build is 6/2/0/4/2 with Pistol/Shield and running 2-3 kits (Tool/Grenade + Bomb + EG/Rocket Boots. This is the one I use, as I mainly WvW. Has good mobility and very survivable, but susceptible to CC. You can probably substitute the Shield with an offhand Pistol with similar effectiveness, but I like the shield to counter Thieves.
wolfineer.com has some good guides.
M O A M E T A L [ Necromancer ][ Staff + D/F ][ Power DS/Wells ]
Y U I M E T A L [ Engineer ][ 3kit P/S ][ Havoc Roam ]
(edited by Treble.1563)
Ty very much:) But why running 2 or 3 kits? It looks so complicated for me:P I’m looking for something simpler. I like Bombs, but i suck with Grenades and i’m also not a fun of Toolkit, when i run with Bombs … What about Elixirs and Gadgets?
sry for eng …
With Tool Kit, you get a really awesome 4-second block (which is extremely important against Thieves, especially since you’re not using Shield). You also get a Magnet that you can use to keep people from running away and/or interrupt an ability. Pry Bar does a ton of damage and stacks a high amount of Confusion (works REALLY well with Pistol 3 and Bomb 3). It’s by far the best kit we have in terms of 1v1.
Bomb Kit has a nice AOE burn, AOE Confusion, AOE Blind (with stealth on Blast finisher), and AOE Immobilize.
Elixir Gun has a nice AOE heal, a decent Regen, and Acid Bomb does very nice damage while breaking stun and getting you out of harm’s way.
It does take practice, and it’s definitely not for everyone, but it’s the strongest way to play Engi currently (in WvW) unless you wanna do a Rifle SD build.
Single kits are somewhat viable, but they’re usually Grenade builds that focus on group play. I haven’t seen any successful 1v1 single kit builds outside of Rifle users.
2 kits is the minimum I’ve seen, replacing Elixir Gun with Rocket Boots. You lose some utility but gain mobility.
M O A M E T A L [ Necromancer ][ Staff + D/F ][ Power DS/Wells ]
Y U I M E T A L [ Engineer ][ 3kit P/S ][ Havoc Roam ]
There’s a high risk high reward condition build I like to play with when I’m feeling roudy.
http://gw2skills.net/editor/?fdAQJAqalUUpkr1VxvLseRCbBNqxA6NUhMIqN+xIEAA-TJxCwAAeAAU3fYbZAGnAA
Disclaimer: this is not a beginner build. As you have no stun breakers.
Tips:
-Your Net Turret tool belt ability can be fired at your target regardless of what direction your facing. Use this to help kite warriors and thief’s who think you are fleeing.
-Your Turrets will knock back, make sure to fight nearby them to knock around would be aggressors.
-Rocket Boots cool down is perfect for Healing Turrets tool belt ability as their cool downs synergies well and make for nice sustain against opponents who don’t rely on soft CC.
-You have Many forms of control. But immobilize will be your most important for combo’s as it will now cripple and apply vulnerability. These two conditions will act as a buffer, protecting your valuable burns from removal.
-Rocket Boots may not break stuns, but it opens gaps like a boss! particularly useful for breaking stun locking builds, as it will even get you out of harms way before a hammer warrior/Sword & Pistol thief can get off their second stun locking combos. When stunned remember to spam Rocket boots.
-Your Net Turret is your ace in the hole but it does come at a price, a lengthy cool down that can ruin your day in a bind. It is a good practice to pick it back up after it’s first shot when engaging in quick skirmishes or where blast finishers/Knockbacks arnt needed. This will allow you to put the turret/overcharge back on cool down adding more control over this skill.
-Don’t forget! Your Net turrets overcharge can make CC happen. As it fires a Stun AND an immobilize. This will almost guarantee your opponent to stop/and blow his removal or stun break so make it count when in a bind as Stability will be countered by your immobilize and your Stun will counter your opponents condition removal/resistance.
-As far as I’m concerned magnet pull should never be off cool down. As it is integral for applying control and pressure which is not only invaluable to your success but also to your survival. If you lose momentum you will lose the fight. Dont Forget! Magnet Pull is unblockable, this is particularly useful for shutting down bunkers as they often rely on such mechanics to stay on point or heal. This can devastate guardians as well as other Engineers and warriors who think they are safe behind their (gear) shields! Wait for these moments.
-Static Shot is your bread and butter, excellent for securing stomps due to its quick casting speed it is also amazing at throwing off your opponents combos. Practicing on sure shots with this skill separates the boys from the men.
-Pistol/Pistol is a very impractle weapon set in SPvP so you will be fighting an uphill battle, that’s where your smarts must come in. Use the Unblockable Glue shot in the same manner you would use your Magnet Pull as it will buy you time to regroup.
-Blowtortch has a deceptively large range, even untraited use this coupled with the fact it can fire at enemies through walls! Use this trick to gain a tactical advantage.
-Positioning positioning positioning. Always have an escape route planned, useing pillars and other line of sight to maximize your odds will only make your smile bigger and likely your opponents eyes more salty.
These are just some off the top of my head, play this if your looking for a desperado challenge. And have fun.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Hello frands! Vee Wee here, #1 Engi NA and world first rank 80!
This is Vee Wee’s P/P condi build! It works very well 1v1 and in team fights!
http://en.gw2skills.net/editor/?fdAQJAqalUUp+qlcxELseRCbBNqxAqNIyOWlPfgAkUA-TJhHwA82fAwJAAZZgAPIAA
A nice opening combo is Magnet > Prybar > Swap to pistols for geomancy proc > static shot > wait for them to dodge roll (because 90% of the time if you magnet someone they will dodge roll!) > Glue Shot > Blowtorch > Grenades!
Hope that helped! Wahoo! Bye frands!
you could run hgh hybrid, 6/2/0/6/0 strength battle energy/geomancy/whatever celestial amulet nades elixirs h/b/s nades and rifle, I use it when I go to the dueling rooms and mop people up, really good warriors and necros are the only thing that can beat it, warrior’s have to be zerker and not screw up and necros have to use there kitten properly or you can clear everything and burst them down pritty fast.
Go for alot of burning.
6-0-0-6-2
Superior Runes of baalthazar
(Always bring speedy kits)
How is engi vs S/D thieves and D/D eles?
How is engi vs S/D thieves and D/D eles?
Condi engi is fine against s/d thiefs.
Eles are always a problem. Many Ele builds have tons of condition removals and they have better mobility so they reset a fight. A fight vs an ele is hard for the engi.
I would say at same skill level
against s/d thief
7:3 for the engi
against d/d ele
7:3 for the ele
My personal point of view
I like how Vee Wee makes builds but, of course, find his just a wee bit off.
Elixir S I would change for elixir gun and I would use a shield versus a second pistol.
Here is why.
1. Elixir S is a “get away” skill but very one shot given the timer vs.
a. A very good way to perma weaken in 1v1
b. A good and much faster reset in acid bomb (which does a lot of damage too)
c. The retaliation you get from blasting a big light field
d. Easy poison which really helps 1v1
2. The second pistol gives you an immob and burn vs:
a. A long reflect
b. A push
c. A blast finisher
d. A stun and Daze
e. A Short Block
There is a lot of defense particularly 1v1 that you lose.
A more aggressive 1v1 option would be bomb kit (my favorite just look at my name).
Use it and you lack a stun break or “oh kitten” button BUT. . . .
a. You can in 1v1 start or reset a fight with a quite long stealth using smoke bomb (which you can do ONCE only with Elixir S versus often doing both a start stealth and a reset stealth with the kit).
b. Have a nasty pulse blind for melee
c. Immob with glue bomb (great with pull/pry/glue) allowing you to have the shield without much sacrifice.
d. BoB which has soooo many uses.
e. Mega stack confusion (great 1v1) between pry bar and concussion bomb and your pistol shot!
Elixir S is much better in a group fight where you can use it to res down. It isn’t a bad option. Vee Wee is never way off just a wee bit off.
How is engi vs S/D thieves and D/D eles?
Thieves of any kind (except maybe for P/D) are almost laughably easy. You can spam AOE condi faster than S/D can spam their evasions. It’s also easier to block their burst than it is a dagger Thief coming out of stealth, and instantly retaliate with a Pry Bar or knockback. 10 stacks of Confusion on top of the burning hurts them a great deal while they’re spamming those evades. I’ve had many end up killing themselves against me.
SD Engis might have a tougher time getting off an initial hit, but once you hit that first CC, you can chain CC and burst them down before they can do anything else. You can just stand next to your turret and wait for them to engage, then blow it up to knock him down and just go to town.
D/D Ele is extremely hard. The toughest part is getting them below 90% HP. Probably the hardest fight as a condi Engi, topped only by Necros.
M O A M E T A L [ Necromancer ][ Staff + D/F ][ Power DS/Wells ]
Y U I M E T A L [ Engineer ][ 3kit P/S ][ Havoc Roam ]
Thanks for the answers, I was a Mesmer main but with all the nerfs I am looking for a class to swotch to, and since Mesmer was a great roamer I wish to switch to another good one so I am looking at every class weakness’s. What is interesting it seems is that Engis have no problems with thieves, who have no problem with Eles, who have no problem with engis. At least that is how it looks to me so far.
The hardest to fight theif build as an engi is the perplex p/d condi cheese thieves.
Alright so what makes D/D ele so hard of a fight? On my Mesmer they are nothing but then again that is Mesmer.
The hardest to fight theif build as an engi is the perplex p/d condi cheese thieves.
Yeah, they’re definitely the hardest. But I’ve been having a ton of success with reflecting their conditions back at them, and dodging/blocking their CnD. Actually, just avoid one CnD and you’ve pretty much won the fight because they’ll blow their cooldowns just to get stealth back. Sigil of Energy works wonders.
Alright so what makes D/D ele so hard of a fight? On my Mesmer they are nothing but then again that is Mesmer.
Our problem with them is that Pistols do piddly auto attack damage. It’s extremely hard to get them below 90% HP, and until you do, Diamond Skin will prevent you from getting ANY conditions on them. Even if you manage to do so, they’ll just sustain their way back above 90% while cleansing your conditions along the way.
Only way to do so is somehow get them below 90%, and then CC them instantly, hoping you can drop them low enough before CC wears off to where all their heals don’t bring them above it. Even then they’ll usually just Mist Form and RtL away, and/or drop FGS to reset fight.
SD Rifle builds have a much better chance, though.
M O A M E T A L [ Necromancer ][ Staff + D/F ][ Power DS/Wells ]
Y U I M E T A L [ Engineer ][ 3kit P/S ][ Havoc Roam ]
(edited by Treble.1563)
Hello frands! Vee Wee here, #1 Engi NA and world first rank 80!
Bombsaway you thilly goothe you! How can you call my build off when it’s my build that I made for my own playstyle! You thilly bear! The reason I take offhand pistol is because my setup only has one form of burning! Incendiary Powder! Incendiary Powder isn’t really on demand burning and since burning is our strongest condition, naturally in a condi build you want more than just one form of unreliable burning! Offhand pistol gives just that without sacrificing any utilities! Shield is good if you run like Flamethrower, or Bomb Kit, or Rocket Boots, or Flame Turret because these utilities give you burning already so there’s no need for offhand pistol!
Another reason why Vee Wee takes offhand Pistol is the pretty huge burst it offers! It’s great! This is how Vee Wee likes to initiate a fight!
Magnet! > Prybar! > Swap to pistols for Geomancy! > Static Shot! > Wait for them to dodge and Glue Shot because 90% of the time if you Magnet someone they will dodge! (NPC doesn’t really dodge so I just used Glue Shot right away!) > Blowtorch > Grenade spam
It’s pretty huge condi burst! Here is the combo in action! https://www.youtube.com/watch?v=wbrPnCvpt8s
Are you really going to recommend not taking a stun breaker to a new player! With the hambow meta, the plethora of terrible turret Engis around, the crippling weakness to Terrormancers, etc! That’s just insane in the membrane!
The reason why Vee Wee, #1 Engi NA and world first rank 80, takes Tool Kit over Bomb Kit is immobilize! Pin Down! Illusionary Leap! Net Shot! Whatever Dagger Earth 3 is called! Chains of Light! Venomshare Thieves! Immob stacking is just awful! Gear Shield is amazing to use when you get immobilized! Gear Shield is just amazing in general! Much better than Static Shield! Magnet also lets you Veecap a point! Losing the game? Need an instant point decap! Use the Veecap! Yippee!
Vee Wee also has never seen a D/D Ele run Diamond Skin! Don’t have to worry about that!
Hope that helped! Wahoo! Bye frands!
Oh Vee Wee, you know we would be besties in real life but you have been staring at your puter screen too long becoming the #1 NA Engineer. In all that fance combination (and it is as fance as that new prickly pear pie) you forgot that E-Gun most certainly does have a stun break and the idea was e-gun for elixir s and pistol for shield. In fact, it has a better stun break (faster timing and a bit of healing).
In 1 v 1 situations, even the #1 Engineer in NA must lose the initiative or get jumped sometimes! Or you must eat more carrots than I and have thuper special eyesight to see those thieves. I’d like those upgraded utility goggles. Nothing would get a new player a bit of recovery like the shield. Reflect, knockback, stun and daze are designed to reset after a mistake or getting jumped. Maybe I’m just a bit older with a longer beard and greyer hair, but sumtimes it takes the first big hit before I notice der’s Mag(ooners) on me. 2cd pistol works when you were going to probably win anyway. Shield lets you turn things around.
Now, I’m a bit nuts and like things that go BOOM and you certainly can make a nade/bomb/toolkit combo work most of the time. Think of all those glorious knock backs, blocks, reflects, etc. For 1v1, I’m not as scarred about the lack of the stun break. Put me in a zerg, and I hide under a Guardian’s skirt (but you know how effective throwin nades is while hiding under a big Norn?).
For most of my Glass Cannon Static Discharge Builds, Once you understand Guild Wars 2 PvP completely I find that Utility Goggles is superior than Elixir Gun as Analyze adds a much bigger punch to your burst which coincidentally is primarily what keeps you alive.
Skill based damage mitigation and Pressure. (And of course Gear Shield if your smart enough to take it)
Elixir Gun in power builds has decent scaling but no true burst making it more of a sustained damage/Support Utility Kit. This is detrimental to Glass Builds as their primary goal should be burst/control pressure or they will fall apart.
Not denying the awe inspiring utility of the Elixir Gun as it is easily one of the most potent versatile kits the Engineer has. However in Glass Builds it’s ( arguably) better to pursue more Burst Potential over sustain. It’s not difficult per say, for the Engineer profession to find and utilize one of the many hybridization builds that exsist but it is a slippery slope when trying to spread yourself too far down two roads. I have seen many solid build concepts be unraveled on the field by trying to have (for example) strong condition burst and excellent survivibility.
And through the, however brief, Blind Immunity the Utility Goggles Provide a solid Thief Counter Which is essentially all Glass Roamers natural predator. As it ensures the majority of your burst will land making thief’s recoil if they even survive long enough to fall back.
(That being said, I do feel Utility Goggles is overall quite poor in comparison to the Elixir Gun and could absolutely use some love before it finds it’s way in other builds.)
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
Do you think that Rifle Engi can do it better 1v1 than P/P or P/S?
depends on the bursts you go for…
BK/nades for example vastly profits from p/p #5
And for condi builds in general p/p is a awesome combo, but should be used at least with toolkit so you compensate for the missing block. the extra pull and confusion also synergies nicely with pistol #3.
If you rather go for cc-combos, take shield since its the best cc-chain you get.
so far about condi-bursts.
When it comes to power-bursts, rifle, throw mine, elixir S and nades is my favorite combo. Stealth with S’ belt ability, immob with netshot (does not destealth you since no dmg is applied) mine field + grenade barrage + cryo nades + shrapnell nades + blunderbus + jumpingshot. that even brings the most tanky builds reliably close or directly into downstate.
But berserker stats leave you pretty vulnerable, so if the burst fails and you get stunlocked, you run from spawn again.
For the beginning run condi-builds with p/p or p/s, they have reasonable sustain and will serve you well.