one of the slowest classes?
engineers can actually sustain swiftness permanently with “speedy kits” adept trait in tools. the 4-5 engis that get left behind usually don’t have this trait or are to lazy to swap kits
I wish engineers had more / better movement skills
engineers can actually sustain swiftness permanently with “speedy kits” adept trait in tools. the 4-5 engis that get left behind usually don’t have this trait or are to lazy to swap kits
Alright, I see that now. Although that forces me to use kits, its not TOO bad I guess…. Though that does leave the problem of no gap closers. If I engage an enemy that decides to run, theres not much I can do about it… I know theres the magnetic pull thing, but from personal experience, its not very reliable.
You can also swap to medkit, drop the stimulant, and then switch back to your healing skill of choice if you want. This can help a lot with macro-mobility, such as roaming across a map.
You can also swap in slick shoes and use the super speed for a short burst of extra speed, and then swap them back out.
Obviously this won’t work in the middle of combat, but it’ll help you keep pace with the zergs.
Otherwise, 10 points in tools is all you need to meet your map roaming needs.
As for micro-mobility, meaning mobility during combat, we’re pretty much the worst. If it’s any consolation, guardians aren’t much better, and necros are probably just as bad as we are.
You can also swap to medkit, drop the stimulant, and then switch back to your healing skill of choice if you want. This can help a lot with macro-mobility, such as roaming across a map.
You can also swap in slick shoes and use the super speed for a short burst of extra speed, and then swap them back out.
Obviously this won’t work in the middle of combat, but it’ll help you keep pace with the zergs.
Otherwise, 10 points in tools is all you need to meet your map roaming needs.
As for micro-mobility, meaning mobility during combat, we’re pretty much the worst. If it’s any consolation, guardians aren’t much better, and necros are probably just as bad as we are.
Yeah my main is a guardian and its pretty hard to catch up to a running ele/thief even with a few gap closers. Sucks that engi doesnt really have any….
Engies may not be good at running away, but we’re not slow. Medkit alone can give 50%+ swiftness uptime, and with speedy kits its insane how much swiftness we can stack. Otherwise, Elixir B, plus toss B, plus Elixir H used on cooldown has pretty good swiftness uptime (though it is partially RNG based).
Hardly anyone uses it because speedy kits is better, but Power Shoes (Master inventions) is pretty good combat mobility, with the downside of being slow out of combat.
Lastly you can use centaur runes, the mesmer workaround, which you can use with any heal, though medkit or turret is the best for it.
We don’t have many gap closers, but we do have an absurd amount of control. Traited Wrench cripple, Net shot, net turret, magnet, freeze grenade, glue shot/bomb, throw mine, etc are all fantastic at keeping an enemy from getting away.
Borlis Pass
You can also swap to medkit, drop the stimulant, and then switch back to your healing skill of choice if you want. This can help a lot with macro-mobility, such as roaming across a map.
You can also swap in slick shoes and use the super speed for a short burst of extra speed, and then swap them back out.
Obviously this won’t work in the middle of combat, but it’ll help you keep pace with the zergs.
Otherwise, 10 points in tools is all you need to meet your map roaming needs.
As for micro-mobility, meaning mobility during combat, we’re pretty much the worst. If it’s any consolation, guardians aren’t much better, and necros are probably just as bad as we are.
Yeah my main is a guardian and its pretty hard to catch up to a running ele/thief even with a few gap closers. Sucks that engi doesnt really have any….
I’m confused by this thread.
Engineers have multiple different traits that give enhanced movement speed: two of which allow permanent 33% movement in Swiftness both in and out of combat.
And Engi doesn’t have any gap closers? Between the Rifle and Net Turret, you have more than plenty immobilizations to slow down if not completely ensnare your target. Not to mention Magnet is arguably the best gap closer in the entire game.
If you really want to get ahead, bind a key to make your turn around, then flip your camera and use rocket boots/overcharged shot/acid elixir, to cover some ground. xD
Easy aces Swiftness.
- Speedy kits ( trait)
- Med Kit #5
- Elixir B
Engineers focus more around control than mobility, if you have tool kit on you. use #5 to pull them to you and then just CC the kitten out of them. Rifle is specially good for this.
engineers can actually sustain swiftness permanently with “speedy kits” adept trait in tools. the 4-5 engis that get left behind usually don’t have this trait or are to lazy to swap kits
Alright, I see that now. Although that forces me to use kits, its not TOO bad I guess…. Though that does leave the problem of no gap closers. If I engage an enemy that decides to run, theres not much I can do about it… I know theres the magnetic pull thing, but from personal experience, its not very reliable.
If you aren’t using a kit, something is wrong.
Message me any time in game.
We don’t have many gap closers, but we do have an absurd amount of control. Traited Wrench cripple, Net shot, net turret, magnet, freeze grenade, glue shot/bomb, throw mine, etc are all fantastic at keeping an enemy from getting away.
The rifle jumpshot is probably the kittentiest gapcloser in the game, since you are rooted in the air before landing, which pretty much negates the movement boost you got from the skill in the first place.
And all those nifty cripples, pulls and immobilizeses dont help you if your enemy isnt in attack range to begin with.
That’s why fighting eles and thieves is so frustrating. If you don’t manage to constantly impair their movement abilities they are gone.
most slow class 100% not have blink/ chardge +1 kill elexir S stupid gadget not used turels(in www) after patch moust suck klass arena TY you kill engi
I guess I’ve never wanted a gap closer on my Eng.
Then again, I play Grenades, so I just need them inside range 1500…
Rifle #5, Elixir Gun #4, Rocket boots (it’s still a disengage even if it CC’s you). I think those are your three disengagers and 1 gap closer I guess.
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I wish engineers had more / better movement skills
gadgets and the leg enhancement trait could easily make us faster or have a passive ooc movement speed. that way we wouldn’t have to nerf ourselves to keep swiftness up.
Jump shot, rifle #5, is not an effective disengaging skill. Try it with the rifled barrel traits (yes, it is bugged and Anet refuses to fix this super slow bugged animation). The animation is so slow, you can walk the same distance during that time.
The fact is engineer lacks tools of disengagements, while most other professions get them easily via weapons (rush, ride the lightning, infiltrator’s arrow, swoop etc). The 1500 grenade range requires the grandmaster trait and at so long range they can only hit immobilized targets, except in underwater combat. And even there usually just 1 or max 2 out of the 3 grenades hits the target. In fact I find grenades most powerful at melee range where you can make all 3 grenades hit the same target. Yes, using them almost like a bomb kit.
The recent patch changes dropped my engineer survivability tremendously. I die now 3 times more. Elixir S is useless and I am gonna swap it into something else, after test runs.
Low health response and cloaking device traits got nerfed.
I usually run with perma swiftness by chaining :
Medkit #5
Elixir B
Elixir B, F skill
most slow class 100% not have blink/ chardge +1 kill elexir S stupid gadget not used turels(in www) after patch moust suck klass arena TY you kill engi
I don’t even….huh???
Near constant swiftness is important to me. So I trait Speedy Kits in like every build. Being able to keep up with a zerg, maneuver in & out of range, escape red rings, and just run to the next point quickly is so useful. If you run a multi-kit build you’re guaranteed to swap for swiftness in-combat.
Not to mention our medkit #5 & elixir B.
Wish the Tools grandmaster trait for increased in-combat speed weren’t a 30 pointer.
[TTBH] [HATE], Yak’s Bend(NA)
We can maintain permanent Swiftness, high-uptime Swiftness, and/or have access to leaps. Our leaps are a little less frequent and less used than other classes though, so we tend to rely on Swiftness for mobility.
We pretty average for mobility. Not the top, but definitely not the bottom either.
Tirydia – Scrapper