PDA

View Full Version : Engineers! What are some viable playstyles?



Alaris
25-05-2012, 19:52
The engineer is complex and will take time to get used to. In the spirit of understanding that profession better, I'd like to know how you played it, and/or are planning to play it.

When I played it, I aimed for a more healer role, mixing healing and dps. It'll need some tweaks but it seemed to work well. I liked being able to switch to healing when needed (though with cooldowns you can't heal 100% of the time) while being able to dish out damage without risking running out of energy.

I have not tried engineer in PvP though. I'd be curious to learn what works there.

Malhavoc Adhamar
25-05-2012, 20:52
From what I've played of the engineer, I've been leaning towards a flamethrower/elixir gun or bombs/grenades for PvE. What I like about the flamethrower/elixir gun mix is it gives me some versatility in what role I take in a group. While things are good I can be dealing the damage with the flamethrower, then when things start to look shaky, switch to the elixir gun and throw some regen/boons around.

Downside in PvP land is that kits/turrets in general lack DPS because they don't benefit from any weapon mods you might have equipped. While I don't expect to have massive DPS because of the ability to hot switch my build, I also don't expect for someone to sit in my flamethrower and treat it like a warm shower.

Alaris
25-05-2012, 21:24
Oh I don't know the dps of kits... I liked the elixir gun for its healing abilities, but it's pretty bad at killing stuff. The vulnerability might be nice combined with other weapons (yours or those from allies), but I didn't play with that enough to get a good feel for it. I would assume that kits would do at least as much damage as rifle or pistol/pistol, otherwise what's the point? Grenades recharged fairly quickly so you could use them pretty frequently.

I like the idea of turrets, but in my experience they were cumbersome. I think they may be nice to use in long fights though.

Mawgleah
12-06-2012, 11:35
In the first BWE I tried out a couple of different professions, but kept being drawn back to the engineer until I played it to the exclusion of all others. I didn't touch any of the other characters during the second BWE. I didn't have as much time to devote to this BWE due to rl commitments and while I agree that the turrets can be difficult to learn to use (at least for me), it's like any other skill. You will get better at it over time. What I like to do is set my turret up before the fight starts and sort of draw the mob in towards it. When I activate it, it does quite a bit of damage to a good number of the mob. As soon as it's cool down period is up, I set up another.

I read where someone was having issues leaving their turrets behind and I will admit I did the same early on. But eventually, I started to remember to either "pick it up" or detonate it before leaving the area after the fight.

It's odd how I sometimes will settle on a profession that when I have read about it think "I'll never play that one" only to discover that it's the one profession that I truly enjoy playing.

Alaris
12-06-2012, 14:54
Managing turrets will be a skill. I'm fine with it, though I guess having a mechanism like ritualists would be fine too.

Planting turrets and waiting for cooldowns might be effective, but it might be slow as well, like ranger trapping or ritualist spirits. Ok, may the improved spirit rit was fast. Still, I tended to keep the turrets for larger groups where I was fairly confident I'd be fighting in place for a while. I would tend to dispatch single foes without turrets.

hotdogtesting
28-08-2012, 21:42
Melee Engineer. Or as I call it the Assault Engineer.

It works surprisingly well for "tanking" that is mob control. Especially when you realise that there isn't a huge difference in armor between the classes (about 6.8% increase from medium to heavy). This is an insignificant amount when you consider that at least 50% of your armor is from Toughness. So it works out to actually be less than 3.5% difference in armor.

Anyways...

The short of it:


Tool Kit
Healing Turret
Rocket Boots
Personal Battering Ram
Elixir X or Supply Drop (depends on your tanking style)


Weapon skills are more or less frosting. I like taking Pistol + Shield for the initial charge in. That extra Static Shield while running in is handy. It is also handy to have an "oh ****" to jump to when you need an extra blocking skill.

For traits, I stacked Invention for Toughness. You primary mode of healing is Healing Spray first then turret. Your wrench easily keeps the turret alive for the entirety of fights.

Ram and boots are excellent escape options when you need to juggle the target to someone else. You also have a large amount of disable skills at your disposal (if you remember that you can drop your kit at any time to get at your pistol skills), but really your pistol skills are mostly just used to pull and deal the initial burst of damage...

Alaris
29-08-2012, 01:23
Hahah well that is creative!

Is tanking actually useful?

hotdogtesting
29-08-2012, 09:32
Well... GW2 tanking is all about mob control.

For that, a melee engineer has in spades. My personal favourite combo is Ramming the enemy away to knock them down, then leap in with either a dodge or Rocket Boot Kick (which actually also works as a charge). Between that, Gear Shield, Magnetic Shield (knockdown) and Static Shield (stun or confuse), you have some very solid disable skills.

From experience, I have no problem maintaining mob attention and staying alive. Wrench seems to do an obscene amount of damage especially when stacked with expertise. As for useful, I think it's pretty handy since it tightens up mob packs.

harniq
29-08-2012, 09:44
Personally I use pistol//shield, mostly because of the versatility of the shield. As for utility I never leave without Elixir S (the one with 4 buffs) and at least 5 points so this elixir automagically triggers at 75% health. Furthermore a single turret which is useful as crowd control and aoe and whatever kit I feel like using at the time.

Use a lot of strafing, and as soon as you hit 75%, use the elixir S skill to double stacks. That gives you a window of god mode to decide the fight. It is good for big groups since there is plenty of aoe between the 2 shield skills, electric pistol shot, turret explosion and 1 or 2 toolbelt skills. Also good survivability because of the shield, while the elixir S also gives a useful toolbelt skill that can keep you and a team alive (escort event!!). It is overall a very solid build leaving choices for which kit, turret and elite you want to use. Also traits are mostly up for grabs except for 5 points. Basically jack of all master of all.

RabidCoqui
29-08-2012, 13:59
I'm finding I use the rifle most often... I like blasting enemies away. :)

harniq
29-08-2012, 14:03
I'm finding I use the rifle most often... I like blasting enemies away. :)

Me too, but it's not so much fun when it knocks me down at the same time :) Shield blast does the same in aoe, and has an anti-ranged alternative. Far superior to rifle imho.

Alaris
29-08-2012, 16:09
Dual pistol and elixir gun were my choices. I just liked them (rifle was fun too). I have no clue what was best...

Alaris
29-08-2013, 20:44
My build... please criticize...

I really like using kits. I usually carry two kits with the third optional being a turret or running potion. I put mortar for WvW use, but in PvE I usually bring something else as elite.

http://www.gw2build.com/builds/simulator.php#1.4.6.0.19.0.0.0.0.0.79.92.96.95.104 .0.0.0.227.232.236.244.0.0.0.0.0.272.279.277.0.0.0 .30.10.0.30.0

wendyToor
25-04-2014, 10:38
hello !!! i like this forum...

Alaris
14-05-2014, 00:24
I'm now having fun with a turret build in sPvP... I forget the traits, but I hope you can come up with decent ones based on the skills...

Pistol + Shield... shield is great to push people off of capture points, giving you some time to regen health, or push people off of the edge (mostly for the Skyhammer level).

Elixir H + Elixir Gun: good for staying alive, and the elixir gun has skill 3 for good damage and cond remove, and skill 4 for good damage and evasion.

Rifle turret + rocket turret + supply crate: the idea is that since you stay on a capture point, turrets are actually pretty decent at damage over a stationary area. You can play around with which turrets you prefer, but I find these ones to give a good dps. Plus, the supply crate summons a net turret so you don't need an extra one.

Use your traits to boost turrets. Spread your turrets around otherwise they get hit too much with AoEs.

- - - Updated - - -

I'm now having fun with a turret build in sPvP... I forget the traits, but I hope you can come up with decent ones based on the skills...

Pistol + Shield... shield is great to push people off of capture points, giving you some time to regen health, or push people off of the edge (mostly for the Skyhammer level).

Elixir H + Elixir Gun: good for staying alive, and the elixir gun has skill 3 for good damage and cond remove, and skill 4 for good damage and evasion.

Rifle turret + rocket turret + supply crate: the idea is that since you stay on a capture point, turrets are actually pretty decent at damage over a stationary area. You can play around with which turrets you prefer, but I find these ones to give a good dps. Plus, the supply crate summons a net turret so you don't need an extra one.

Use your traits to boost turrets. Spread your turrets around otherwise they get hit too much with AoEs.

sorudo
15-05-2014, 16:30
weapon: rifle
healing skill: elixir H
utility skills: rifle turret+flame thrower+rocket launcher
elite skill: supply crate

it's actually a good build for general PvE, you can keep whole groups alive while nuking the crap out of enemies, even waves of them.
don't always rely on the turrets them self tho, when you fight one enemy at a time use your F key skills and start with the rocket to do massive damage from the start.

Alaris
15-05-2014, 20:56
I have to learn to use those F skills more. Apparently unloading those when engaging then plomping those turrets is a pretty solid move.

Though in sPvP you also have to be careful because your foes might have solid AoEs (meaning you need to space those turrets) or solid KDs (meaning you don't have all day to use all your skills, you'll get interrupted a lot).

- - - Updated - - -

I have to learn to use those F skills more. Apparently unloading those when engaging then plomping those turrets is a pretty solid move.

Though in sPvP you also have to be careful because your foes might have solid AoEs (meaning you need to space those turrets) or solid KDs (meaning you don't have all day to use all your skills, you'll get interrupted a lot).