Post your tips for any situation in WvW

Post your tips for any situation in WvW

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Posted by: Rezzet.3614

Rezzet.3614

Do not use Flamethrowers to defend gates: why because if theres mesmers they ll spam Phantasms and what not wich have Permanent Retaliation wich means you’d take 3 retaliation hits per mesmer and flamethrower hits about 10 times with the auto attack.

kinda want others to post tips on this thread for the fellow engies for any situation in WvW Roaming capping camps Defending/Attacking keeps etc.

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Posted by: Kardiamond.6952

Kardiamond.6952

Use Omnonoberry pie.

Heals you on crit.

Flamethrower is the best weapon for this food, especially versus multiple opponent. If they have retaliation, you will prolly cancel the damage with your heal on food.

Rotthen (Necro) / Zhyx (Engineer) /Inglorious Beasterd (Ranger)
Server : Anvil Rock (Since Release!) [SOLO]

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Posted by: Ayestes.1273

Ayestes.1273

Kardiamond has it right, if you are gibbing yourself on Flamethrower anti-ram usage just eat the pie.

One thing I just considered though, has anyone ever tried Mortaring the door from inside the keep? I’ve never actually tried it and I’m surprised it only just occurred to me.

Virydia – Hearld
Tirydia – Scrapper

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Posted by: Kardiamond.6952

Kardiamond.6952

@Ayestes

The damage output of mortar is so low, except for the number 5, I don’t find it to be really effective.

It’s not that bad, I sometime use it for fun on the gates. But I can simply do better with Grenades.

Also it’s kinda buggy in keep fights. Sometime on breakable object, it doesn’t damage any player near.

Rotthen (Necro) / Zhyx (Engineer) /Inglorious Beasterd (Ranger)
Server : Anvil Rock (Since Release!) [SOLO]

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Posted by: Ayestes.1273

Ayestes.1273

Oh I already use Mortar as a makeshift siege weapon to tear down opposing siege or play around with some defense, I was just curious if it hit the rams through the door. Yeah the damage output is low, but I figured it’d be a safer way then using the flamethrower if I ever lacked pie and they actually had retal.

Virydia – Hearld
Tirydia – Scrapper

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Posted by: Devinchi.2756

Devinchi.2756

As a flamethrower engi primarily, I was disappointed with just how devastating retaliation was. Although, I still spam it through the gate until the retaliation is too much.

Other tips:

-Mortar is actually helpful during sieges. Although grenades can potentially outdamage the mortar, the mortar has that high arc that allows you to fire it while keeping a safe distance from the edge of a wall. Also, the number 5 skill is an absolutely devastating zerg-buster

-The toolkit’s Magnet will ruin an enemy’s day in zerg vs zerg fights, especially when paired with a rifle. Pull, net shot, the overcharge them right into your zerg for a quick kill.

-With proper traits, you can set up 3 turrets on a dolyak supply route and they alone can take it out without you being even close to them. This is probably even easier now that turret condition damage scales with your stats, but I haven’t tested to what extent because my current armor has no condition stats. By dropping 30 points into inventions for the obvious turret traits and 10 into firearms for the cripple on immobilize, a rifle, rocket, and net turret are capable of soloing the dolyak with almost no condition damage investment. When your turrets start hitting their target, you will be considered “in combat”, an easy notification that you should start overcharging them until you get the Event Success notification. This strategy works best deep in enemy territory, where few people will ever pass by your turret nest. Also, this only works if there are no caravan guards. I haven’t gotten around to testing other turret combinations yet, but I imagine that flame could replace net if your burns really hurt.

Heavy Charrtillery – lvl 80 Engineer
Sorrow’s Furnace

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Posted by: Daigle.8497

Daigle.8497

The problem I find in WvW is that Mortar suffers both from lack of range and requirement for LoS. In effect, as a defender on a wall, I only practically get a little band around the wall, offset by a little bit.

The toolkit magnet is great in a ZvZ situation, but the mesmer’s version, Temporal Curtain, and the Thief’s, Scorpion wire, equally as buggy, is SO much better during sieges, and have a much better chance of pulling people off walls.

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Posted by: Medazolam.3058

Medazolam.3058

The lack of range on the mortar is pretty rediculous IMO. Coupled with the poor damage makes it a poor elite skill.

Still love playing am engineer though

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Posted by: Ayestes.1273

Ayestes.1273

Mortar with improved Range and Radius would be okay. The #1 could certainly use a damage boost though.

Virydia – Hearld
Tirydia – Scrapper

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Posted by: CriSPeH.8512

CriSPeH.8512

Omnonberry Pie
Do not have FT equiped
Use Elixir U and use Elixir S
Switch to FT and Spam #1
At the end use knockback and smoke
back up and wait to do it again.
(having you kit equipped when Elixir S kicks in will make it take longer to re-equip the kit and by using Elixir U then S you wont suffer the negatives of haste)

The more Engineers the more that can cycle doing this and its pretty annoying.
But not much more than that.
Wont get many bags you’ll just be annoying.

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Posted by: Lord Aargadon.4135

Lord Aargadon.4135

Mortar chill field is actually really good on siege since chill does affect the recharge time of siege skills, using rams becomes rediculous as chill makes its 5s recharge become 8s+cast. Keep that in mind, also does retaliation still get you through mortar?

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Posted by: Yamsandjams.3267

Yamsandjams.3267

I think if 50 engineers all deployed their mortars, it might make for pretty good defense for a tower.

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Posted by: Siofra Crumble.2098

Siofra Crumble.2098

You can magnet ele’s using ride the lighting.
Start casting when you feel they are about to bolt and just switched to lighting.

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Posted by: Malvado.1460

Malvado.1460

Mortar with improved Range and Radius would be okay. The #1 could certainly use a damage boost though.

This trait does not work
As for the ft on gate, it’s not completely useless and there is always a way around retaliation, but be careful you’ll need to stand still to hit the rams.
But any pistol with coated or a few nades spams on the ram would do much more damage than a ft, thing is you can interrupt the ram users.

(edited by Malvado.1460)

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Posted by: Ejiofor.4801

Ejiofor.4801

I run a Turret/Bomb Build in WvW, with 30/0/30/0/10…

Some see the turrets as underpowered and weak. It’s true, they are. They melt easily but can do wonderful things. Turn that weakness into a Strength! On of our guildies in NERF brought this to our attention…

Using Supply Crate and having the Accelerant Packed Turrets Trait can ruin a zerg’s day, due to knockback and knockdown, as well as the two second stun from the Dropped Crate. Thief went all Shadow Refuge on you? Drop the Crate in that big ol’ target, then lay waste to that Regen Zone!Also, for some fun, swap to Throw Mine…AoE Boon Stripping! With other Engineers, it’s like playing Pinball. Also traited to help the team are Elixir Infused Bombs(why solo when you can run with a group and have fun with others? )

Just a few things I do. Also, we may not be the biggest damage dealers, but we do have other tricks…

Gearstrip Jones, Engineer, Borlis Pass, [KPUP]
“Which Lo Pan? Little ol’ basket case on wheels, or the ten-foot-tall roadblock?!”
-Kurt Russell, Big Trouble in Little China

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Posted by: Ayestes.1273

Ayestes.1273

Mortar with improved Range and Radius would be okay. The #1 could certainly use a damage boost though.

This trait does not work

I wasn’t even talking about the trait. I had completely forgotten about the existence of that trait.

Virydia – Hearld
Tirydia – Scrapper

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Posted by: ikiturso.4026

ikiturso.4026

You can magnet ele’s using ride the lighting.
Start casting when you feel they are about to bolt and just switched to lighting.

thanx thousands! i really love magnet. Usually run infront of zerg pull somenoen in and get back and let melee take prey and start SD all other. Magnet fix really helped engineers.

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Posted by: Oakwind.6187

Oakwind.6187

Remember that if you are a Grenadier or P/P or P/S Engineer, your grenades and pistol shots can hit targets – and apply conditions to them – due to the “splash” effect unlike the Rifle or Bows. Even if someone takes cover behind the vertical walls on top of keep wall, you can aim for the edge and the explosions hit them and apply conditions.
This also works if your target is standing on top of a thin surface; you can simply hit the surface from below and get the effect. Works when hitting scaffolds in WvW from below, and also in – say – Caudecus Manor where one of the bosses is standing on a wooden raft. You can just dive into the water and bomb from below :P

I play Engineer.
Balthazar runes are broken.

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Posted by: Grackleflint.4956

Grackleflint.4956

My #1 Tip for WvW is: Know your surroundings.

Also, keep in mind that due to lag you will think that enemy players are further away than they actually are. If you anticipate a zerg coming your way listen to your gut. Know where the nearest safe haven is and make a run for it. Travel time in WvW is awful, so avoid death as much as possible. Sometimes you’ll run into a roaming Thief who just won’t take no for an answer though. It’s funny how they think WvW roaming = kitten stroking dueling.