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A Case for the Engineer, and how to play it (more for less experienced players).


Baron Martin.7584

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Alright listen up you bunch of magic wielding, mace bashing animals - ol' Engineer here needs to have a rant.

First of all, let me outline why Engineer players I meet are often some of the best WvW players I know, and why they always survive the fight:

  1. Engineers know their limits. All too often I see the following: Guardian who think they are near invincible (even decent players) and charge mace and shield into the fray and end up being dead within the first minute of a fight. Warriors are equally cocky, but generally stay alive. However, spinning in circles isn't an effective way to play. Additionally, my god do some poor warriors get kited ALOT. Finally, thieves often will try to take on two or three roaming players that more often that not are way too based and end up giving dear thief a good thrashing. My point is, Engineers often know when to fight, when not to, and how to approach and adapt to each fight - because they have to if they want to survive any WvW encounter
  2. Versatility. Engineers have so much versatility. To avoid repeating myself, read below to see why. Other professions often stick to 1 or 2 main builds which they rarely switch between in WvW, the Engineer should be switching all the time to best suit the situation.

"Alright you cocky lead belly, how does one play the "Ever Effective Engineer"?. Glad you asked, my simple guide below will show you the tactics and approach the budding Engineer should take. I won't go over specialisations, but rather more situation based tactics.

Skirmishes:

Alright, this includes any small-scale fights that are usually anything from 1v1 to 4/5 players max. Usually either in the form of getting ganked while moving from place to place or outside forts.

  1. On your own. If you are alone, the first thing to do is gauge your enemy!. Don't be a fool and think that highly skilled Mesmer you just saw mash 2 warriors is easy game - it ain't. At that point, rocket out of there and pick another target. If the enemy is melee based (often warriors or guards) then you should be in for a chance.

X20TA1M.png

You'll be kiting and tossing the salad as I call it. It depends on what works best for you, but roughly:8 - 2 - f2 - f1 - 3 then either (9, f4, 7 or 4). Get some distance, after 1/2 runs of that, might want to hit 6 when you get distance, then rush back in for another run. This give you higher mobility, while enough stun/immobilise to blunderbuss and then ram/rocket boot out and cause some extra damage. You can use (5) jump shot as well to create extra distance if you need to escape or get health. For this reason, I would save rocket boots, because you can use: 7 - 5 - 7 or 4 - 7 - 7 and you'll be amazed at the distance you'll get.

  1. With allies. I actually can barely advise on this one. Some say turret spam, some say flamethrower. Chances are, small skirmishes don't usually have any healers going about, and are pure damage focus. In light of that, a more supportive role might suit better:

YMkWgww.png

You'll want to be circling most of the time, routinely buffing and healing (medkit on pic should be turret). Slap down a medturret at start, its one less slot you have to worry about so you can focus on buff/immobilise.

Basic: 7 - f2 - 8 - 2 - 5 - 3 - 9 with that you'll prep with buffs, then proceed to disable the enemy as much as possible so high DPS buddies can work their magic. If your allies are more AOE minded, you might want to swap out the Mine (8) and Ram (9) for something else as it will push the enemy out of AOE circles. Don't Forget When you arrive I would slap the turret set down in the centre. Not so much useful, but it will add to disabling (net turret) and healing (heal turret). Main reason for Supply Crate is using F5 Med Drop to mass heal if things are getting tough. Can also use this for Zergs but you be the judge.

DEFENDING

Aye, you've been waiting for this, TURRET TIME. Defending encompasses defending walled forts/smc. Basically, yes, turrets will serve you reasonably well.

zz49od2.png

Rotations on this one are a bit for personal and not too important. When the angry mob are outside the walls, use the Grenade Kit to rain some AOE down below (ensuring you have a healing turret back a bit from wall edge to fall back on) also, F3 (Rocket) and F4 (Grenade Barrage) will add to AOE. You might want to add in 8 (Rocket Turret) for good measure, but unless the enemy are a bit mentally vacant, they will hard bomb the fuck out of anything on walls - so ya know. Basically you are going to rely on duking, heal turret and big balls to be effective.

Just before they break through, have the 0 (Supply Crate) dropped a little back from entrance, as well as 8 (rocket turret) and 7 (Thumper Turret). Make sure those turrets aren't in the immediate way of the wall, because that area will first be hard-bombed and second the initial rush will push past that point and engulf your turrets. That will give a healthy balance of immobilising and heal which are the two most important things when stopping a wall gap surge. Obviously, use F5 when needed, but wait until the fight has become static (i.e they aren't moving forward/back) to ensure it is actually picked up. You'll want to keep yourself high up and out of the way. If your team is getting mulched, bail, you aren't going to be able to do much if you can't stop them at that point. You aren't a hero.

ATTACKING

Zerg, wall rush, capture, all these things. Firstly, if you are alone, don't be, that's silly. So now you are with a group, lets see how you might be set-up. Note: the phrase, "Ask 6 different people the same question, get 6 different answers" comes to mind. In regards to Zergs and captures, I wouldn't say there is any right way. Why? Simply because it is so dependent on how you play, what role you prefer, and what other players you have with you (i.e. you may have barely any healing in the group so you might want do that). Therefore, this is just what I run with, mostly.

loQE3jD.png

First of, have 9 (Flamethrower) equipped all the time. Many people will often suggest Grenade Kit, bomb kit...blah blah blah. Anything that is AoE won't be too effective. You need to be mobile and able to push. Don't be the guy who drops turrets the second a wall is down only for the enemy to have already moved away and therefore rending those turrets useless.. Go with stuff that keeps you moving.

Again, cycles are personal, but always prep if possible with 7 - F2 - F4. This is obviously buff up but the last one will make your initial attacks way more effective (with a 45 second effective time can do this way before you break in the wall for example if you want).

So, once you engage, try: 2 - 3 - 5 - 6 - F3 - 8* - back out (to heal turret or heal if nearby) - F2 - repeat . This will get in a bit of damage, but the main focus is disabling and breaking apart the enemy group. Heal is thrown in their because the first few seconds of the fight are going to be massive condi/aoe shit-fests, so you'll need that for both. Use 8 (Battering Ram) when needs rather than automatically. If things are getting hot and heavy, catch some respite by booting the heavies (warriors/rev) out of the fight for a bit. Apply F5 when needed, although you probably won't have much chance if it is a moving fight.

"yEaH bUt a GoOd Guard/Mes/Necro/Ele iS mUcH BeTtEr!!!!"

Silence whelp. Yes, if you want be the god of WvW, Engineer will put a glass ceiling on that. However, if you want a class that is versatile, hella fun to play, and pretty darn good if you get good at it, Engi might be for you. I could tell of the tales of single-handedly stopping a siege after the wall was down through 'nades n' turrets. Or kiting salty warriors who are probably much higher levels than me.

"I hAvE a BeTtEr wAy oF DoInG iT!"

Maybe you do, maybe you don't. This guide is for those getting into WvW with an Engineer, and need a good starting place. When you actually get good, then you wouldn't be looking for guides because you'll have your own ideas and know what works for you. DON'T reply with hate, unless there is a critical mistake I have made. If you have a good tactic which works for you, feel free to post it below :)

From Soviet Mother, the only comrade you need.

Whisper/Mail me: Baron Martin.7584

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The sentiment is good (yes, engineers tend to know their limits and play smarter in WvW rather than just YOLO-ing in like a heavy class, and yes, engi is versatile and can be effective).

But.

(in no particular order)

  • Flamethrower - don't use this in WvW. It's a condi weapon, but you want to be running power. You don't get enough stab from Juggernaut to survive a zerg fight. It hits so many times per second, you'll wreck yourself by attacking into retaliation. It's easily kited by players that aren't brain dead. It will hit a lot in a group, but again, retaliation will hurt you too much.
  • Always use Healing Turret - it's the best heal for all situations. AED is okay, but not great. If you like, I can lay out the numbers for you. Ultimately, it comes down to HT being more reliable, on a shorter cooldown, more flexible, blasts fields, damages enemies, comes with 2 water fields, heals/cleanses your allies too, and doesn't give any control to your enemy. Medkit is sadly garbage tier right now.
  • Always use an elite spec. They're just better. The power creep is real, and the skills (especially elite skills) are SO MUCH MORE USEFUL for wvw than base engi. A well-timed Prime Light Beam with full might stacks can turn the tide of a zerg fight. Sneak Gyro and Function Gyro will win almost any small engagement.
  • You didn't mention reflect or projectile hate at all. As an engi in wvw, this will be your worst enemy. A lot of your main damage skills (grenades, mortar, rifle, etc.) are projectiles and WvW fights are FULL of projectile hate. You'll need to play around bubbles/walls, ele auras, shield reflects, and more.
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@Dawdler.8521 said:When I saw the medkit I almost threw up a little.

Yeah if you read, I put it there by mistake.

@Samug.6512 said:Flamethrower will get you killed. As simple as that. 1st skill, Flame Jet, deals 10 packets of damage. VS one person with retaliation it means 2,5k damage dealt back to you. 4 people is 10 000 damage, with a single autoattack.

Don't use it.

I agree, not sure what I was thinking.

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@coro.3176 said:

  • Always use Healing Turret - it's the best heal for all situations. AED is okay, but not great. If you like, I can lay out the numbers for you. Ultimately, it comes down to HT being more reliable, on a shorter cooldown, more flexible, blasts fields, damages enemies, comes with 2 water fields, heals/cleanses your allies too, and doesn't give any control to your enemy. Medkit is sadly garbage tier right now.

Agree with everything you put but this. Healing Turret is the best option for most situations - but I wouldn't say for all. For example, in the skirmishing alone build I put, the focus is entirely on mobility for survivability. For example, in a Zerg, you can always drop out the back and slap down a turret, heal up and go back in. In small fights, it can often turn bad very quickly with an immobilise then couple of crits on you. Also, its very hard to get away from small encounters. Therefore, placing a healing turret while trying to put as much distance between you and certain death won't do. You have to wait at least a couple of seconds before you get decent health back. With AED, at least you can use it then blast away - hopefully it might also save you from death because of the res healing.

*Medkit is sadly garbage tier right now.

As said, it was accidental that I put that in, supposed to be turret.

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@Baron Martin.7584 said:

  • Always use Healing Turret - it's the best heal for all situations. AED is okay, but not great. If you like, I can lay out the numbers for you. Ultimately, it comes down to HT being more reliable, on a shorter cooldown, more flexible, blasts fields, damages enemies, comes with 2 water fields, heals/cleanses your allies too, and doesn't give any control to your enemy. Medkit is sadly garbage tier right now.

Agree with everything you put but this. Healing Turret is the best option for
most
situations - but I wouldn't say for all. For example, in the skirmishing
alone
build I put, the focus is entirely on mobility for survivability. For example, in a Zerg, you can always drop out the back and slap down a turret, heal up and go back in. In small fights, it can often turn bad
very
quickly with an immobilise then couple of crits on you. Also, its
very
hard to get away from small encounters. Therefore, placing a healing turret while trying to put as much distance between you and certain death won't do.
You have to wait
at least
a couple of seconds before you get decent health back.
With AED, at least you can use it then blast away - hopefully it might also save you from death because of the res healing.

I have to wonder if you're using HT correctly. HT is always either dropped and picked up immediately (15s cooldown) or dropped and blasted immediately (20s cooldown). Either way, you don't have to wait a few seconds.

In the situation you describe, you're trying to escape an outnumbered fight. You want to heal and get away. Both have a 0.75s cast time. HT's overcharge + blast combo is automatic and instant, so if you have good muscle memory, you can get its full heal in the same time it takes AED to go off. However, HT also gives you a backup plan if your heal is interrupted. You use the toolbelt skill for a water field, then blast it (eg. with Rocket Boots). That gives you a small heal and some regen to keep you alive. If your AED is interrupted, you're stuck with nothing for a few seconds.

Also note that AED doesn't help you with Immobilize. HT does, as it clears 2 of ANY condition when it goes off. AED only clears damaging conditions once you die. This doesn't help you if you're stuck in place in the middle of a group.

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Engineers are a very strong roaming class. With maruader armor and rifle / grenade kit I usually 1 shot mesmer thiefs and warrior. I have 3 chances to 1 shot.

Engineer is a very DPS risky roaming selfish class. You generally are a loner and don't fit in zergs.

Their damage is quite high possibly the highest in the game. The best way to beat engineers is to catch them off guard or burst them before they burst you.

I play core engineer only but holosmith is probably worse / more deadly

Scrapper works alright in zergs but overall engineer doesn't offer much support outside scrapper.

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