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GW2 Engi Pvp Guide (Team Paradigm)

Ludakrit

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Engineer PvP Guide - Azshene & Teldo

Fri 4th May 2012 - 1:28am
GUILD WARS 2
The engineer is the profession which immediately caught my eye when I first read up on the details of Guild Wars 2, it’s hasn’t truly been pulled off successfully in any of the recent top MMOs to my knowledge, and it just seems like one of those professions which is genuinely fun and rewarding to play, because let’s be honest, who doesn’t love explosions? Throughout the course of this guide I’m going to give you a short description of how the engineer functions and what types of abilities it has available to it. In short, what defines the engineer, and is it for you? Then I’m going to give you a few of the builds which worked out I’ve through my time of playing the beta, and found to be some of the best ones available currently, as well as a few tips and tricks I’ve picked up which might come in handy down the road.
hero-engineer.jpg


Contents
1. Profession Overview
2. The Engineer’s Weapons
3. Builds
-Well rounded dual pistol
-Bomberman (My personal favorite)
-The Node Defender
-Elixir Gun Support
4. Tips & Tricks

1. The Engineer’s Weapons
The Engineer has very few normal weapons available to it due to the nature of the profession which I will explain in the next section.
Rifle: Clunky and burst-heavy, it practically functions like you would expect a shotgun to. It’s quite strong for keeping enemies at a distance and for dealing a ton of damage all at once if they get too close.
Pistol: This is the engineer’s condition-based weapon; it can be used both in the main hand and the offhand. In the main hand it can apply bleeds, poison, confusion and blindness. As an offhand it can apply burning and shoot a glue puddle on the ground for immobilizing foes.
Shield: Can only be used in conjunction with the main hand pistol. As opposed to the off-hand pistol the shield is very defensive, it adds a projectile reflect which also functions as a knockback and a stun, which also functions as a ranged daze effect.

2. Profession overview
The engineer's real strength lies in mid-range combat, excelling in keeping melee opponents just out of reach in order to not only avoid taking damage, but to maximize their own damage output. With a plentiful selection of knockbacks, cripples, immobilizes, escape tools, and turrets the Engineer is a true master of mid-range and it wears medium armor to go along with its quite mobile style of play.
Let’s have a quick look at what the engineer is all about:
Elixirs: Being a master of chemical concoctions, the engineer has a large variety of elixirs at its disposal which may grant boons or remove conditions upon consumption. Many of these elixirs have random effects, and can be tossed on the ground with their tool belt skill, which I’ll go into more detail on later. The tool belt skill typically applies a similar boon to that of the utility skill and can be used in order to give help out allies.
Gadgets: The engineer can use rocket boots to blast itself into the horizon, utility goggles to cover its eyes from blindness and analyze its foes, giving it increased critical chance and applying vulnerability to its foes. It even has a concealed ram’s head up its sleeve which can be used to knock back enemies; you can’t have an engineer without experimental gadgets.
• Turrets: Ranging from the common rifle turret to the volatile rocket turret, the engineer has quite a few of these babies available to help it hold its ground and to deter enemies from getting too close. Along with the more offensive-oriented turrets it also has a few utility-based ones at hand, like the healing turret which can apply regeneration to all allies in its vicinity and be triggered to purge all conditions from them as well, or the net turret, which immobilizes enemies. All of these turrets can even be triggered to blow up whenever you please, and be traited to have these effects knock your foes back. Turrets work particularly well with the tool kit, which can be used to repair your turrets amongst various other things.
• Explosives: Mines, grenades, bombs, the engineer has them all, capable of turning any battleground into a blistering inferno.
- Grenades: The grenades are your typical ranged projectiles with travel-time; they have varying condition based effects in the form of blinding, bleeding, poison and chill effects. They can often be quite hard to hit in the heat of a mobile fight, (especially when far away) but with a high payoff as most of those effects also leave a combo field on the ground for allies to use or for the condition to stack in duration if foes remain within it.
- Bombs: Bombs as opposed to grenades rely on you actually being in close to your opponent. Once you place a bomb on the ground it detonates after about 1 second, triggering its effect. A lot of the bombs are control-oriented, making them particularly effective at damaging groups of people as well as keeping them respectively immobilized, dazed and blinded. Bombs, when traited for applying burning upon critting can really pack a punch, since a lot of the bombs tick more than once, having several chances to apply burnin. This is especially deadly if you’re aimed towards condition damage, making them an even higher risk, higher reward type of explosive than the grenades.
- Mines: Lastly there are the mines, which are placed down on the ground, then triggered either remotely or by proximity. The remote trigger has a larger area of effect and deals slightly more damage, whereas the proximity effect can be traited to trigger a knockback effect, which is an extremely effective method of controlling enemies. Put these down on the ground and they can be used by everyone to kite across for some breathing room. Place them all over before engaging in a fight for utmost efficiency.
• Devices: Barbeque your enemies with the flamethrower, or soften them up with your elixir gun. You can even charge at them with a wrench and cogwheel in hand, whichever suits your style. These device kits all have abilities which vary greatly from your typical weapon sets, and can even be used together if you’re traited for it.
The engineer is, along with the elementalist, one of the more unique professions in that it can only have one active weapon set available to it at a time. The engineer makes up for this by having a variety of weapon kits available to it from utility skills, and extra abilities from its tool belt. Whereas the elementalist only has one weapon set but 4 different stances with 5 abilities each for that one weapon set. This means that ultimately, the engineer can actually have a larger amount of skills available to it at a time than every profession other than the elementalist.
The weapon/device kits are effectively weapons which you store in your utility skill slots; they each have 5 abilities available to them. Some examples of these are the flamethrower kit and the bomb kit, you can use however many of these as you like at a given time, giving you up to a total of 4 effective weapon sets to swap between. If you have more than one active however it’s important that you pick up the major trait in tools which reduces the recharg between swapping weapon sets or you’ll often end up being locked out of your weapon sets as they’ll be put on a 5 second recharge whenever you swap from a weapon kit back to your main weapon set.
The tool belt is basically an extra set of skills, located above your weapon skills.
The abilities available to you from your tool belt are dependent on your heal skill and your 3 utility skills. Say you choose Elixir H as your healing skill; you get a thrown variant of that elixir which can grant boons to yourself and allies in an area, on your tool belt. In the case of the flamethrower you get an ability which makes your next 3 attacks apply burning to your target upon activation, each utility skill has its own unique tool belt skill associated with it.

3. Builds
Below are listed a couple of the builds which I have found to be the most effective, this is by no means a final list, and every build here can be changed to tailor to your own playstyle and liking.
All of these builds are created with conquest PvP in mind, that doesn’t mean that they can’t be used elsewhere with success however.
I suggest that you open up http://wiki.guildwars2.com/wiki/List_of_engineer_skills andhttp://wiki.guildwars2.com/wiki/List_of_engineer_traits if you need more information on the skills and traits available to the engineer in order to understand the builds listed below.
You will notice that a few of the abilities, namely Slick Shoes, Elixir R, Med Kit and Supply Crate will be used throughout both of my offensive builds. This is because of the following reasons:
- Med Kit, by having the Speedy Kits trait, you can swap to the Med Kit every so often for an additional speed boost and fury. Its recharge also gets reduced by putting points into the tools traitline, making it a very good offensive heal.
- Elixir R I use simply because it’s handy to have a condition and a stun removal at hand with a relatively low recharge, also its tool belt function is incredibly powerful. If you play with a permanent support however it might be worth exchanging this for something else. If you want a more offensively oriented stun breaker, then you can always choose to play with the rocket boots instead as they’re quite effective at getting you away from battle. You’ll be losing out on the condition removal however.
- Supply Crate I use simply because I dislike the randomness factor of Elixir X and because supply turret can be used without any pause in action, chain it up as a stun along with your other abilities and it can be an incredibly powerful lockdown tool, or use it defensively for the healing it gives. It’s useful in basically any situation, which can’t be said about Elixir X and Mortar, which are both very situational.
Well Rounded dual pistol
This is one of the better builds currently available for the engineer, it has very powerful control and condition based damage. The flamethrower synergizes well with the condition damage from dual guns, and it gives you 2 powerful CC abilities in the form of Knockback and Pull.
This build can stay at range until it finds the right moment and then pull its target back with the flamethrower into a mean combo that has both high damage and keeps your enemies in place for a while.
Strength: Does very well on its own, can be left as a solo player in 5v5 without too much concern and is still very capable in group fights.
Weakness: Has a tough time against builds that are specialized for removing conditions.
Click Here for the picture of Azshene's First Build

Gun Bomber (My personal favorite)
This build can really lock someone down with a mix of the Glue Shot and proper use of the Bomb Kit, while dealing a ton of condition damage. It’s quite strong all around like the previous builds, but probably less suited for beginners.
You need to get up close and person to deal significant damage with this build, however once you truly catch someone, if they don’t have a condition removal available or some way to control you, then it’ll be a while before they can move again, and once they can then they’ll have taken enough damage that they’ll be in serious trouble.
If you prefer, you can opt to use Rocket Boots over Elixir R in this build as you’ll get the reduced recharge duration on gadgets in this one, but not the reduced elixir recharge.
Strength: High damage and control abilities, very capable all around.
Weakness: To deal its primary source of damage it needs to be up close and can therefore be kited like you would a melee more or less, it struggles against people that kite it well, mainly other engineers, as well as good rangers and mesmers.
Click Here for the picture of Azshene's Second Build

The Rifle Bomber
This build is quite similar to the gun bomber, however the rifle makes it quite different, for one it deals its damage through direct damage instead of conditions and you’re a bit more durable, you’re also one hell of a pain for melees to catch up with, even more so than with guns.
Strength: Is a very capable solo build, capable of setting up bombs more easily than the gun variant with net shot and overcharged shot.
Weakness: It deals a fair bit less damage than the condition-based variant. You’ll be in even more trouble than usual against professions that run with multiple targets, like mesmers, rangers and pet necros, as your controls which you require to set up damage will often be absorbed by the pets that keep running in front of you.
Click Here for the picture of Azshene's Third Build

Elixir Gun Support
A very capable ranged supporter, it has quite a few heals at its disposal, as well as a very short recharge condition removal. Additionally it serves to weaken opponents during combat with Poison, Cripple and Weakness/Vulnerability.
Aside from its obvious support capabilities, it also has some quite nasty control available to it which can be used either to save people or to set up a kill.
If you wish you can also trait out of packaged stimulants and instead keep down a healing turret to supply your allies with permanent regeneration at the expense of your own heal.
Strength: Is a quite versatile supporter, very well rounded and quite effective during big fights.
Weakness: None really, except for what you’d expect for a support build in that it’s not much good on its own and deals next to no damage. Also, it requires an aware team to even take advantage of having a supporter. It’s no good supporting if your team mates charge off out of your range or choose not to run into the heals you put down on the ground. It has slightly less powerful heals available to it than other support builds but it makes up for this due to its very powerful condition removal and strong control.
Click Here for the picture of Azshene's Fourth Build

4. Tips & Tricks
- It is possible, by tossing Elixir R on the ground just before you die, to rally yourself.
- The actual heal of the Med Kit is from its tool belt ability and not from its utility skill, meaning that its recharge will get lowered by putting points into the Tools traitline.
- Your Med Kit’s utility skill actually counts as a heal skill although it’s a kit, meaning it can proc gear bonuses which proc off healing skills. I’m unsure if this is intended or not.
- Picking up a turret as opposed to detonating it or letting it be destroyed, cuts the recharge duration of it from 100% to 75%. So if you see your turret is about to die, then it’s worth it to pick it up if you’re nearby, unless of course you’d rather detonate it for damage.
- The Healing Turret’s main heal happens just as you put it down, meaning if you pick it up again immediately you have a quite strong heal on a 15s recharge.
- By positioning yourself correctly, it’s possible using the #4 skill of the Elixir Gun to jump across gaps in the terrain, like at the entrance to the windmill from the middle in Battle for Khylo.
- By positioning yourself close to a ledge, and chaining Backdraft into Air Blast, you can effectively always push an enemy off unless they time their dodge perfectly.
- By running repeatedly back and forth over an enemy with slick shoes activated you can sometimes cause him to get spam-knockdowned and be unable to move for a quite long time.
- Incendiary Ammo’s duration is as long as its recharge. By using it in anticipation of a fight, you will have it up again early in a fight or even be able to chain the burning.
- With a combination of Elixir B, Med Kit, and the traits Fast Acting Elixirs, Potent Elixirs and Speedy Kits (if you have another weapon kit) it’s possible to grant yourself permanent swiftness for that extra mobility.
- As Jump Shot deals damage both as you take off and as you land it’s actually a very effective nuke.
- Overcharged Shot controls your enemy slightly longer than it controls you, meaning that it can effectively be used to ensure that your net shot can’t be dodged, which can then be used for further ability chaining.
- Turrets do not scale off any gear, only off traits, meaning that you can build completely defensively and your turrets will still deal the same damage, with the exception of condition damage, as a few of your turrets do apply Burning.
Written by Azshene with assistance of Teldo
From http://www.teamparadigm.net/articles/Guides/Guild-Wars-2/20/Engineer-PvP-Guide-Azshene-Teldo/
 
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