[WvW] Questions about Engineer
1. yes
2. theres a 3 sec water field on healing turrets overcharge, 15 or 20 sec cd
3. fire and smoke fields on bomb kit, grenades make a good back line and great aoe utility, good blasting
basically, a grenadier sits where an ele would, but has better sustained dps, massive poison, and worse water. a bomber/flamethrower would occupy a warriors spot, but does most things worse and has blinds.
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There’s also the regenerating mist toolbet skill, which counts as a 1s water field every 25s (-CD if you have pnts in tools traitline). You can also trigger the healing turret’s cleansing burst (3s water field) immediately after deployment. Pick up the turret right after and you’ll have a reduced 15s CD to deploy it again. Or optionally detonate the turret for an extra water blast combo with a 20s CD.
Bomb kit is a run and gun kit, but grenades do require practice. You’ll be running in circles, adjusting your view camera, and throwing grenades in the direction you believe the enemy will be in when the grenades land. It can get pretty tense when you’re in a tight area, such as in some of the towers with a roof or when defending Bay in the lord’s room and you’re chasing people running along the back. The camera can be a bit unforgiving in those areas.
Engineers also excel at immobilizing. Riffle net shot and blunderbuss, net turret net shot with stun overcharge and toolbelt net shot, and elite supply drop for 2s stun + free net turret. Very handy in small skirmishes, not so much against a zerg though.
Engineer smoke bomb can also be used to generate stealth. With a rifle and mines (for blast combo), you can generate a quick 9s stealth combo all by yourself (big ol bomb + mine + riffle leap). Fire bomb also gives your team might.
And perhaps not as useful, but medkit does let you drop med packs for others. If you’re on the defensive, you can drop like 9 of them + 3 condi clenses before the fight, which offers over 10K health ready for anyone.