Role of engineers in wvw
Pretty much anything you want, just like roaming. Support, ranged AoE nuker, heavy front liner, CC are all viable options.
what carp said. Isn’t it hard playing a profession who isn’t pigeonholed into 1 role in wvw? lol
If you want more help on specific build, you need to decide what role you want to play
There’s roles in zerging? I thought everyone just pushed 1.
Nades are really strong especially with 1500 range. We can keep walls cleared very well, punish zergs that want to just ball up in one place, and dps choke points very well. drop supply crates in open field fights to immobilize, bombs to immobilize, and we have enough mobility to skirt the zerg very well without dying.
IMO a big advantage we have over most other dps classes is our 1500 range. I maximize that to my advantage as much as possible.
You can perform any role… poorly. retal kitten s you both at range and melee, and if you go for a zerg diving role you won’t have any skills that deal enough damage to tag you bags effectively.
Go roam or scout =D
The whole retaliation thing is misleading. It’s a situational hazard and completely manageable.
And I do roam, scout, zerg dive, all of it depending on my mood, and the engineer is very effective at all of those.
You can perform any role… poorly. retal kitten s you both at range and melee, and if you go for a zerg diving role you won’t have any skills that deal enough damage to tag you bags effectively.
Go roam or scout =D
Retal now requires you to have some regen in your build to account for the damage you will unavoidably take; it’s not going to instant-kill you (you might lose a chunk of health at once though). The devs had to decide whether to make it a small amount of unavoidable extra damage or a situational boon to be applied strategically. They chose to make it a small amount of unavoidable extra damage. Flamethrower isn’t really hit any harder than grenades by it.
I don’t think bag-tagging has anything whatsoever to do with an engineer’s role in wvw, which is what the OP was about. I’m sure they do just fine at tagging if that’s what you’re looking for in a build.
If you’re zerg diving, you’re running heavy defensive traits and either a bomb kit, tool kit, or ft. the bombs have a delay and make it difficult to effectively tag, and the wrench has a very short range. the ft will kill you if you’re zerg diving with it, even with regen and backpack regen up.
the other reasons why we don’t zerg dive effectively are our lack of a stunbreak with stability. we can run elixir b’s toolbelt all day, but you don’t know when or if a stun is coming and it has a long cast time/throw animation. our stun break options in a zerg diver’s build are speed shoes, regenerating mist, rumble, utility goggles, or elixir s. all of which have CDs above 40s, and aren’t particularly useful as you just get stunned again. except elixir s, where you make yourself no use to your group for 3s (4s?).
and running defensively enough to tank in a zerg dive on an engi really screws up your damage output. to the point where you’re better off rerolling to a guard to see what it feels like to actually zerg dive and be a help =/
I think the best role for an engi in wvw is that of a zerg splitter. Much like an ele not using staff, you do NOT want to be on the frontline. Many ppl might argue that the frontline on the tag is the best place to stand but i strongly disagree.(but thats also my style of play) Theres too much stun and cc and marks etc etc on the frontline because thats where the tag always is and ppl try to keep the “ball” tied down. like egorum said we have a lack of stability and stunbreaks on a low CD so you need to either be running with a guard in your group or be a “sniper” and break the enemy zerg apart.
We have the single best elite in the game(my opnion) for breaking a zerg in half and cutting off the tail from the front line madness. Also add in the ability to be able to spam conditions with nades and bombs and p/p… cripples, immobilizes, etc etc. We have great aoe control.(which we should and hopefully always do).
Youll do good in a zerg with any spec honestly. condition or SD or even turrets and elixirs. Its all about control :P
Watch for stability on the enemy ball and hit them in the right spots to break their lines.
Asura Ele- Sir Im afraid youre short. Why is it always short jokes. No, youre short on the bill.
(edited by Treborlavok.3504)
If you’re zerg diving, you’re running heavy defensive traits and either a bomb kit, tool kit, or ft. the bombs have a delay and make it difficult to effectively tag, and the wrench has a very short range. the ft will kill you if you’re zerg diving with it, even with regen and backpack regen up.
the other reasons why we don’t zerg dive effectively are our lack of a stunbreak with stability. we can run elixir b’s toolbelt all day, but you don’t know when or if a stun is coming and it has a long cast time/throw animation. our stun break options in a zerg diver’s build are speed shoes, regenerating mist, rumble, utility goggles, or elixir s. all of which have CDs above 40s, and aren’t particularly useful as you just get stunned again. except elixir s, where you make yourself no use to your group for 3s (4s?).
and running defensively enough to tank in a zerg dive on an engi really screws up your damage output. to the point where you’re better off rerolling to a guard to see what it feels like to actually zerg dive and be a help =/
Sorry, I miscommunicated a bit. I meant that getting more loot bags is not a concern in a competitive build. It would be like using magic find gear in a wvw build (back when magic find was on gear). It really doesn’t affect the engineer’s effectiveness or role, which is what this thread is about. If you’re concerned about getting loot, that’s fine, it’s a valid concern I guess. It’s just not really relevant.
I’m not an expert zerg diver, so I can’t comment there. I personally think engineers are better at zerg kiting than zerg diving. Nades and supply crates really mess up a backline.
If you’re zerg diving, you’re running heavy defensive traits and either a bomb kit, tool kit, or ft. the bombs have a delay and make it difficult to effectively tag, and the wrench has a very short range. the ft will kill you if you’re zerg diving with it, even with regen and backpack regen up.
the other reasons why we don’t zerg dive effectively are our lack of a stunbreak with stability. we can run elixir b’s toolbelt all day, but you don’t know when or if a stun is coming and it has a long cast time/throw animation. our stun break options in a zerg diver’s build are speed shoes, regenerating mist, rumble, utility goggles, or elixir s. all of which have CDs above 40s, and aren’t particularly useful as you just get stunned again. except elixir s, where you make yourself no use to your group for 3s (4s?).
and running defensively enough to tank in a zerg dive on an engi really screws up your damage output. to the point where you’re better off rerolling to a guard to see what it feels like to actually zerg dive and be a help =/
Sorry, I miscommunicated a bit. I meant that getting more loot bags is not a concern in a competitive build. It would be like using magic find gear in a wvw build (back when magic find was on gear). It really doesn’t affect the engineer’s effectiveness or role, which is what this thread is about. If you’re concerned about getting loot, that’s fine, it’s a valid concern I guess. It’s just not really relevant.
I’m not an expert zerg diver, so I can’t comment there. I personally think engineers are better at zerg kiting than zerg diving. Nades and supply crates really mess up a backline.
yep, we have the control!!! :P
Asura Ele- Sir Im afraid youre short. Why is it always short jokes. No, youre short on the bill.
Actually I prefer the bomb-kit to throw a backline into chaos
googles to ensure that everything of the following hits > rocket-boots into the backline, then BK 5 > BK 4 > BoB > BK 3 > BK 2 > rifle 5 (if my zerg is nearby: point-black, else: as fast as possible out of the red circles appearing under my feet) > supply-crate into the mess I just created.
Bonuspoints if you have 3 engis doing this on the same time to nearby spots.
Extra-Points for having a guardian that spends stability to you before you fly off
Gear: PVT for armor and Weapons, Berserker for Backpack / jewelry
make sure to put 30 into explosives and 20 into tools. the rest is up to you