The criteria used for all the open worlds builds is here.
Open World PvE Engineer Group Builds
HHH (Harrier's Healing Hammer) Scrapper
- Alchemy: HGH - Elixirs (and their toolbelt skills) each grant 2 stacks of Might.
- Healing Turret.
- Healing Turret: Regenerating Mist (Toolbelt).
- Alchemy: Health Insurance can be taken with Heal: Med Kit when unable to reliably blast Water Fields.
- The Cleric's Trinket Pieces can be swapped out for any other primary stat Healing combination.
Elixirs can be taken for the additional boons / utility as needed.
- Elixir B: Grants Stability + Random Boon.
- Elixir C: Converts Conditions into Boons.
- Elixir R: Refills Endurance and Revives Allies.
- Elixir U: Provides Quickness, Stability and Vigor and breaks stuns on allies.
Note: Only need about 95% Boon Duration as Alchemy: Compounding Chemicals increases Concentration by +240.
Pistol + Shield Harrier's Protective Healing Engineer
- Alchemy: HGH - Elixirs (and their toolbelt skills) each grant 2 stacks of Might.
- Healing Turret.
- Healing Turret: Regenerating Mist (Toolbelt).
- Shield Skills.
- Inventions: Experimental Turrets - Thumper Turret provides Protection when first placed.
Open World PvE Engineer Solo Builds
Damage is dealt directly and takes effect immediately.
Explosions cause Vuln and a 33% chance to cause cripple and bleeding you deal increased damage to Vuln foes. Crits on foes within 300 range grants you Fury and Fury grants you Ferocity. Equipping a kit provides Swiftness.
Use Flamethrower between foes to pre-stack some initial Might, Can use Bomb Kit (instead of Grenade Kit) for Melee Range as Fire Bomb provides a Fire Field and Big Ol’ Bomb (tool kit) is a blast finisher. Rifle Turret can be swapped for Thumper Turret to give you more blast finishers.
Hammer Juggernaut Scrapper
Easy access to Might, Fury, and Stability. Use Flamethrower between foes to pre-stack Might and to ensure you some Stability for your initial attack. Use your Equip Gyros to suit as needed.
- Blast Finishers grant Might.
- While Flamethrower is equipped.
- Hammer auto attack chain
- Firearms: No Scope provides Fury on Crit on foes within 300 range.
- Blast Gyro (if taken)
- While Flamethrower is equipped.
- Personal Battering Ram
- Launch Personal Battering Ram
- Hammer auto attack chain
- Hammer 4: Shock Shield
- Hammer 5: Thunderclap
- Explosions from Bombs, Grenades, Mortar Kits, Turrets< Photon Forge, Exceeds.
- Rocket Turret (if taken)
- Launch Personal Battering Ram
- Can take Explosives: Big Boomer for improved sustain.
- Diviner Gear can help improve and maintain Boon uptime. 66% Boon Duration is more than ample.
- Rune of the Chronomancer for additional quickness if using mostly Gyro's.
- Sigil of Rage for a slight increase in quickness uptime.
- Scrapper: Gyroscopic Acceleration increases Gyro well size and grants Superspeed.
- Scrapper: Object in Motion increases personal damage.
- Scrapper: Applied Force Gain quickness when gain over 10 stacks of Might.
Rifle Holosmith plays very much like the Rifle Engineer but now with more Kaboom.
Deals damage over time.
Dual Pistol Sinister Engineer
All Blast Finishers grant Might and Explosions cause Vuln and have a 33% chance to cause Cripple and Bleeding. Crits have a 33% chance to cause Bleeding. Toolbelt skills grant Vigor and you deal 10% more damage while under the effects of Vigor.
Dual Pistol Viper Engineer
As per Sinister Engineer but with more Condition Duration.
- Superior Rune of the Afflicted with Sigil of Smoldering + Fancy Truffle Burger / Spicy Cheeseburger.
+ Dual Pistol Viper Holosmith
- Explosives: Glass Cannon can be swapped to Blasting Zone when unable to keep health above 75%.
- Bomb Kit can be switched for Grenades or the Laser Disk for more mobile play.
Nightmare + Trapper Runes can be replaced with Weaver Runes and a Sigil of Malice or Berserker Runes and a Sigil of Malice.
+ Rifle Viper Holosmith
Plays out the same as Power Rifle Engineer but with a greater focus on Conditions.
These make use of High Toughness (vs direct damage), Vitality (vs Conditions) or Damage Resistance.
Evasive Knight Scrapper
High Toughness with high endurance regeneration, damage and condition damage mitigation and basic barrier generation.
- Bowl of Orrian Truffle and Meat Stew provides Might on Dodge and +40% to Endurance refill rate.
- Bowl of Curry Mussel Soup for 10% Damage Reduction + 5% Condition Damage Reduction.
- Runes of Durability / Leadership for some additional boon duration.
- Berserker/Commander Version
- The Wanderer Version has more vitality to further improve survivability at the expense of damage.
Boons / Support / Healing / Condi Cleanse
Power Rifle Berserker/Commander Engineer
Power Hammer Berserker/Commander Scrapper
Rifle Berserker/Commander Holosmith
Rifle Holosmith plays very much like the Rifle Engineer but now with more boons.
Sword + Shield Berserker/Commander Holosmith
Shield Skills provide a good source or reliable protection as well as additional defence and CC. The Elite Mortar Kit skill 5 - Elixir Shell provides a Water Field that can be blasted with the thumper turret on activation and detonation as well as the toolbelt skill rumble. The Thumper Turret also provides an additional source of Protection. Try to maintain over 100% Heat to maximise the effectiveness of the Sword skills and Quickness from Radiant Arc + Elixir U.
- Hard Light Arena provides another source for Boons in addition to some Condi Cleanse.
Dual Pistol Condi Seraph Holosmith
Support / Healing
Providing support / healing for the benefit of others.
Pistol + Shield Elixir Plaguedoctor Engineer
- Healing Turret can be taken for an additional strong burst heal.
- Med Kit 3 provides a water field while Med Kit 5 provides a Blast.
- Sigils can be changed to use Transference, Water or Renewal for more Support.
- Consumables can be changed to Delicious Rice Ball and Bountiful Maintenance Oil to improve Outgoing Healing.
- Plaguedoctor Holosmith
These builds are focused around a particular theme and include gear suggestions (where feasible) for those who appreciate the theme and look of their characters over a dry DPS build.
Dual Pistol Afflicted Charr Engineer of the Iron Legion
- Flame Turret can be swapped out for the Laser Disk or Bomb Kit as needed.
- Holosmith Version
Swiftness / Movement Skills
- Tools: Streamlined kits when equipping any kit.
- Rocket Boots
- Scrapper - Use a Blast Finisher on the Lightning Field from Hammer 5: Thunderclap.
- Scrapper - Hammer 3: Rocket Charge.
- Holosmith - Sword 3: Radiant Arc
- Utility: Elixir C, Healing Turret (Cleansing Burst), Elixir Gun - Fumigate / Super Elixir, Elixir R (Toolbelt) - Toss Elixir R
- Elite: Overcharge Supply Crate.
- Scrapper: Purge Gyro
- Holosmith: Cauterize (Toolbelt skill of Coolant Blast)
- Traits: Inventions - Anticorrosion Plating (when you grant Protection) / Cleansing Synergy (on Heal)
- Elixir S provides a stun break and 3sec evade + Toss Elixir S provides 5sec Stealth.
- Slick Shoes toolbelt provides Superspeed while Slick Shoes itself provides a Knockdown.
- Rocket Boots can be useful in getting you of a bad spot / AoE.
- Elixir R refills your Endurance + Toss Elixir R can be used to remove conditions, revive allies or if timed correctly to self revive / rally.
- Tools - Optimised Activation (Minor) provides Vigor on Toolbelt use.
- Tools - Adrenal Implant increases Endurance regeneration by 50%.
- Alchemy - Iron Bloodied reduces incoming damage and condition damage by 2% per boon on you.
- Alchemy + Inventions provide sources of Protection.
- Scrapper - Bulwark Gyro damage reduced by 33% + Defense Field (toolbelt) reflects.
- Scrapper - Recovery Matrix grants Barrier on Heal
- Scrapper - Decisive Renown grants Barrier on Revive / finish enemy.
- Scrapper - Adaptive Armor grants Barrier when struck (3sec ICD) and reduces incoming condition damage by 20%.
- Scrapper - Medic Gyro > Reconstruction Field (toolbelt) provides some Protection and a mobile Water Field.
- Endurance has a base regeneration rate of 5% per sec and a max rate of 10% per second allowing for an extra dodge every 5 secs at maximum.
Hard CC Skills
- 4 - Magnetic Shield > Magnetic Inversion
- 5 - Static Shield + Throw Shield
- Battering Ram / Personal Battering Ram, Supply Crate, Slick Shoes, Big Ol’ Bomb, Flamethrower 3, Thumper Turret, Net Turret, Throw Mine / Detonate
- Scrapper Only - Hammer 5, Blast Gyro.
- Pro Tip:** You can deactivate Photon Forge by switching directly to a kit, though there is a 5sec hard cooldown upon entering Photon Forge whereby you cannot exit. The exception to this is if you become downed or are able to mount up.
Guild Wars 2 Wiki Guide
Heal: Coolant Blast: Exceed
Utility: Spectrum Shield: Exceed, Photon Wall: Double use/ Exceed, Hard LIght Arena: Exceed, Supply Crate: Turret
Traits: Inventions: 1/2/3, Tools: 2/2/3, Holosmith: 1/2/1
WvW Pew Pew Luke (Holosmith) by Kaimick
Hybrid build. This is a Condi power build. Use the outskirts of the fight to do your damage, although with this build you have to understand your positioning and be able to get to the commander at a moments notice. Vipers is a must for this to work 100%. It is a high risk high reward build. Since you are constantly on the outskirts of the zerg, you risk the chance of being focused out. What is also tricky about it is, you flip between your Grenades and Bombs. You have to know when to run through the zerg, placing Bombs and run on the side throwing Grenades.
Heal: AED: Gadget (Removes conditions: Burning, Bleeding, Confusion, Posion, Torment). Largest heal in the game. Lethal heal of 12,280
Utility: Grenade Kit: Kit, Bomb Kit: Kit, Laser Disk: Exceed, Prime Light Beam: Exceed
Traits: Explosives: 3/3/2, Tools: 1/3/2, Holosmith: 3/1/3
GW2. Celestial Core Engineer Roaming Build.
The Celestial Core Engineer it’s a very balanced build that does hybrid damage while stacking Might to boost the damage. The sustain and the mobility is great, however this variation with only one stunbreaker will demand you to use the food shown as mandatory, alternatively you can give up Rocket Boots for Elixir U if you prefer. Be aware the main cleanse is the sigil that you proc entering or leaving the kit, and two extra from Transmute trait. Celestial stats are very powerful now but the critical chance still feels low, using Fireworks runes, Fury traits and the increased chance while enemies have Bleed condition will compensate. Grenade Kit is still very overpowered, will do big hybrid damage, and due to Sanguine Array trait you will easily stack 25 Might. Toss Elixir X is the peak of the build! (Remember to use the Instant option on Ground Targeting to be more effective landing Grenades)
Build Template Chat Code
EngineerPvE | DungeonPistol/Pistol | DamageEngineer Condi P/P - PvE
96% (70) Approval76 Votes - 24946 Views
This build has one purpose: give Engineers a valid alternative to Berserker gear. And it does it perfectly.
You will be able to do around 8k-12k per tick with conditions, remember that even if you don't have Ferocity you will still have a good amount of Power and Precision, giving you a lot of damage.
Although I have not compared properly the damage between Berserker and Sinister I am safe to say that this build is on the same league of Berserker.
Relatively easy to play, might be found a little harder to deal with moving targets.
Rotations are definetely not complicated and you can always experiment new ones without too much difficulty.
The build itself is fun to play and is a nice change from Berserker.
I hope this encourages everyone to experiment with builds because the meta can change only if people want to change it. Have a good one.
Edit: IntoTheMists hasn't implemented new stats yet, if you have HoT go Viper armor and weapons instead of Sinister to get max Dps.
I. Weapons and Skills
Weapon and Skill Details
Pistols are the perfect choice, Grenade Kit too, Bomb kit also, and Flamethrower is a really nice Add-On.
Healing Turret and Supply Crate are really good for your party with those AoE heals but can be changed if Tools is.
Tool Kit is not recommended since his "Pry Bar" 5stacks of confusion can't compete with Flamethrower's "Incendiary Ammo"/"Air Blast"/"Napalm".
Elixir Gun is a viable alternative to Flamethrower, it exchanges some stacks of burning with party utility (Condition clear, AoE heal).
Having that said Flamethrower is still the best option, but Elixir Gun can find its uses if you/your party have trouble staying alive.
Explosives, Firearms are a must.
3rd trait line, on the other side, is to user's discretion; I personally recommend tools for "Adrenal Implant" and "Excessive Energy", Mechanized Deployment" is also very useful..
III. Stat Specifics & Effects
- Health 15922 (+0)
- Vitality 1000 (+0)
- Armor 2158 (+40)
- Toughness 1040 (+40)
- Attack 3001 (+921)
- Power 1921 (+921)
- Critical Hit 50% (+50%)
- Precision 1961 (+961)
- Agony Resistance 70 (+70)
- Bleeding Duration 78% (+78%)
- Burning Duration 53% (+53%)
- Condition Damage 1922 (+1922)
- Condition Duration 50% (+50%)
- Damage 1080 (+0%)
- Defense 1118 (+0)
- Endurance Regeneration 50% (+50%)
- Experience from Kills 20% (+20%)
Fields & Finishers
Stat and Effect Details
Thanks to "Adrenaline Implant" you will have the same effect as having perma-vigor.
"Streamlined Kits" gives us perma-swiftness which is always nice.
A lot of bleeding, burning, vulnerability and poison; these four conditions will be permanently on our target, giving us DPS comparable, if not superior, to Berserker gear.
Confusion will be able to do a good amount of damage but we won't be able to keep it permanently.
"Glue Shot","Glue Bomb" gives us immobilize and cripple.
"Freeze Grenade", "Endothermic Shell" will provide chill.
"Flash Grenade", "Smoke Vent", "Flash Shell" are good blinds.
Be careful when using "Air Blast" to not push your target away from "Napalm", to prevent that you can go on the enemy's side in order to push just a little further down the line.
Fields & Finishers
"Fire Bomb","Napalm" are fire field which can help our party stack might/launch burning bolts.
"Mortar Shot" is a 100% Projectile finisher.
"Smoke Bomb" can provide some stealth, if you are solo and you need to do a skip I recommend switching "Grenade Kit" with "Rocket Boots" in order to help yourself.
"Healing Turret", "Regenerating Mist", "Elixir Shell" will give us a water field, be careful with "Regenerating Mist" since his field will last only 1 second.
As for Blast finishers we have "Big Ol'Bomb","Detonate Healing Turret", "Flame Blast".
IV. Food, Armor, Trinkets & Upgrade Items
Armor & Runes
Armor Stat Totals
Rune BonusesSuperior Rune of the Krait
- Condition Damage: 25
- Bleeding Duration: 10%
- Condition Damage: 50
- +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
- Condition Damage: 100
- +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Accessories & Jewels
Weapon Set Sigils
Weapon Set ISigil of Superior Earth
60% chance to do a 5s bleed on critical.Sigil of Superior Smoldering
When you apply burning it lasts 20% longer.
Water Weapon ISigil of Superior Earth
60% chance to do a 5s bleed on critical.
Upgrade Item Details
"Sigil of Superior Earth" adds a really good amount of bleeding to our build
"Sigil of Superior Smoldering" helps us keeping perma-burning on our target, increasing our burning damage in the meantime.
I do NOT recommend any sigils/runes that focus on might stacking, might is not required and putting upgrades into it means wasting them.
V. Basic Gameplay
Rotations are welcome, but not needed.
Just by staying on Grenade Kit and sometimes switching to Pistols we can keep an incredible amount of damage on our target.
One thing to be careful about is to remeber to use "Glue Shot" before using "Fire Bomb"/"Napalm" if the target is moving.
Main Skill Rotation
First time - Full rotation
Second time - Skip what's on CD
Third time - Full rotation
After finishing the rotation you can keep using "Grenade" until "Grenade Barrage" has a 4s cooldown, then restart the rotation.
"Incendiary Ammo" is used everytime it is available, I recommend starting with it just for his cooldown to come back as soon as possible.
Thoughts on rotations
You can build a way more complex rotation than this one, this one is useful for normal mobs/veterans.
I could go on and write it down but it would be long enough to be truly hard to remember and follow; I suggest to go on and find the most suitable for yourself.
Builds gw2 engineer
Guild Wars 2 Engineer Comprehensive Guide
Guild Wars 2 Engineer Comprehensive Guide by Sleepy
Hello everyone, I’m vVv Sleepy and welcome to “So you wanna be an Engineer?”! Today I’ll be teaching you everything you need to know about one of GW2’s adventure professions, the Engineer. This guide will go over all the mechanical mayhem that is the Engineer’s skills and Toolbelt. We will also be looking at the pros and cons of the Engineer, basic builds, traits, and much more! So, enjoy the wild ride, and please watch out for bombs!
“Hey look, buddy. I’m an engineer, that means I solve problems.
Not problems like ‘What is beauty?’ because that would fall within the purview of your conundrums of philosophy;
I solve practical problems.” — TF2 Engineer
– Table of Contents –
III. Weapons and Kits
- Main Weapons
- Device Kits
- Weapon Kits
IV. Utility Skills
- How to make a good Engineer Build
- Starter Builds
VII. Useful Resources
VIII. Tips and Tricks
Hello and again, welcome to “So You Wanna Be An Engineer?”! Before we go more in depth, let’s start with the basics of the Engineer. This class immediately caught my eye when it was unveiled; it just looked so much fun with guns, elixirs, and explosions. Perhaps it also appeals to me because I’m a long time Team Fortress 2 fan
The Engineer’s excels at mid-range combat, being able to keep melee opponents just out of reach in order not only to avoid taking damage, but also to maximize their own damage. With a plentiful selection of knockbacks, cripples, immobilizes, and stun breaks, the Engineer is a true master of mid-range combat and because it is an Adventure profession, it wears medium armor to go along with its mobile style of play. The class features for the Engineer are Kits and the Toolbelt. You gain a different Toolbelt skill depending on what Utility skills you have equipped. Kits are much like weapons, but the cost an utility slot and give a corresponding Toolbelt skill.
AreneNet’s description of the Engineer is: “Masters of mechanical mayhem, engineers tinker with explosives, gadgets, elixirs, and all manner of deployable devices. They can take control of an area by placing turrets, support their allies with alchemic weaponry, or lay waste to foes with a wide array of mines, bombs, and grenades.”
History of the Engineer:
Engineer technology really developed with the Charr first and foremost. And it’s one of the specialties developed by the Charr Iron Legion. When we talk about the Engineer, he is very much a Combat-Engineer and good in inventing things that are useful in a combat situation. The Iron Legion is the start of all of this, and the Engineer profession has spread to the other races from there. The People of Tyria have seen it in combat over the past few years and have seen the effectiveness of an engineer. And so you are going to see Engineers of all races although it is a little bit more common to see a Charr Engineer than anybody else. So it all started with the Charr and their technological development.
- HUGE amount of CC available to them
- Can be very defensive if traited correctly
- Can be a very good support
- Though damage isn’t too high, it offers more control
- Guns and EXPLOSIONS! :3
- You’re an Alchemist! (Did I mention I’m also a complete Fullmetal Alchemist nerd?)
- Not that great of damage compared to other professions
- Some kits are worthless at best (I’m looking at you Tool Kit)
- Though being descried as “versatile”, the lack of weapons does hurt the Engineer if no kits are slotted, and even then we lose a Utility slot.
- Has to go with a “Glass Canon” build to get enough damage
- No Signets (Utilities with a passive and active effect) like other professions
- No viable long range weapons for WvW (A weapon with 1200 range)
The Toolbelt is the Engineer’s class feature; for every Heal and Utility Skill you have, you get a corresponding Toolbelt skill on F1-F4 (Or whatever you have it keybinded to). For example, say I had Elixir H for my heal, and Flamethrower, Slick Shoes, and Rocket Boots as my Utility Skills, then my Toolbelt would look like this:
- Toss Elixir H: A ground-targeted skill that throws Elixir H at the target area, randomly granting Vigor, Protection, or Regeneration to allies in the area.
- Incendiary Ammo: Your next three attacks cause Burning.
- Super Speed: A very short but powerful speed boost.
- Rocket Kick: A kick that causes AoE fire damage.
As you can see, these skills are completely different than the Utility Skills with different effects and cooldowns. Some are completely “meh”, but others are really great to have, such as Elixir R’s Toolbelt, Toss Elixir R, letting you revive down teammates or even yourself if timed right. Now are they so important you change your Utility Skills for them? Well I guess it comes down to personal preference, but some builds do rely on Toolbelt skills (Like a Burning build relies on Flamethrower’s Incendiary Ammo).
Also, the Tools tree mainly focuses on reducing Toolbelt cooldowns, so if your build does use them a lot, that is a great way to go.
Weapons and Kits
The Engineer has access to the fewest options in weapon selection and is limited to only one weapon set at time. There are only three possible combinations available to the Engineer, but kits and the Toolbelt skills help make up for it. The Engineer could decide to go with three kits, having more skills than an Elementalist (That is, an Elementalist with no Conjured Weapons).
Rifle – The Rifle is the only 2-handed weapon available for the Engineer. It feels clunky, has moderate damage, and it’s not a viable long range weapon; in fact, it acts much more like a shotgun in nature. With a jump, a stun, and a knockback, you would think this would be a great control weapon for sPvP, but it just pales in comparison to Pistol/Pistol or Pistol/Shield. Thus, I usually just use the Rifle for PvE when I want to kite Mobs around my turrets.
Pistol – Ah, the Engineer’s bread and butter for sPvP and WvW. The Engineer has a main-hand Pistol and an off-hand Pistol (Yes, you can go akimbo!). The Pistols focus on condition damage and have a 900 range, though some skills are better used closer due to their nature (I.e Poison Dart Volley). Main-hand Pistol is better than the Rifle for sPvP because the damage can be done at range most of the time and it is much higher and consistent than the Rifle. Off-hand pistol is used less often than the Shield IMO, but it still has a nice AOE stun and a close range burn.
Shield – The shield is the Engineer’s other Off-hand. As opposed to the off-hand pistol the shield is very defensive, it adds a projectile reflect which also functions as a knockback if activated again, and a ranged stun. The cooldowns are not the greatest (35s and 40s), but can be reduced by 20% if you go 20 points into Inventions. The Pistol/Shield combination is great in a large number of builds because you still get good damage from the main-hand Pistol and the amazing CC of the Shield.
- Flamethrower: This is a mid to close-range kit. With the Flamethrower’s auto-attack, you can do some great AOE. Unfortunately, it is hard to aim in the heat of sPvP, and to be honest, the damage just doesn’t compare to other mid-range (Dagger Elementalist) or close-range (Warrior, Greatsword Ranger, etc.) attackers. However, its ability to push, pull, and create a combo field is very nice. And let’s not forget the Toolbelt, which make your next three attacks cause burning (Great for condition builds!). All in all, if your going with a condition build in sPvP, this is a great control weapon to bring along. And if you’re PvE, it can help your friends clear a large pack of mobs.
- Elixir Gun: The Elixir Gun is a Support Weapon. The first attack would be good, aside from the fact that the damage is basically nothing and the RNG. But you do get a team speed boost with a Cripple, a jumpback, and a very nice AOE heal. For sPvP, many take the Elixir Gun solely for the extra heal on the toolbelt, but the AOE heal is nice in support builds.
- Tool Kit: Ah, the Tool Kit… Its cool because if you hit a turret with the wrench, it heals them. Unfortunately, the damage is terrible for a melee weapon and the Flamethrower is just better control wise. Hopefully the Tool Kit will be fixed in the future, because right now I don’t see it being worth it in any build.
- Bomb Kit: The Bomb Kit lets you drop bombs that go off shortly after you place them, so you could say this is a close-range Kit. One of the best sPvP builds right now focuses on the Bomb Kit (Scroll down and check out that build!) and it offers a large amount of damage via conditions and CC for group fights. And its Toolbelt is great for denying an area or if a melee is chasing after you.
- Grenade Kit: Not much to say about this kit, because I’ve never really used it besides in WvW spamming grenades. :3 But in sPvP and PvE, clicking and directing the attacks every time is very hard to do while staying on the move (And the damage isn’t worth all that trouble). So I say, make it a directed AOE like some of the Elementalist’s attacks, and I would be a very nice kit.
- Now this would be where the Mine Kit is located, however, John Peters announced in a recent interview that Mine Kit is being removed and replaced with a single mine Utility skill. “Mine Kit is no longer a kit. It is a single mine that works as the elements of the kit did, but now, when you detonate that mine, it knocks enemies back and removes boons. This means that you can throw it at your feet and then blast people away from you, or you can throw it past a fleeing enemy and detonate it to blast them back toward you. The tool belt has been replaced with a “drop mine field around my location” skill, which toggles to “detonate mine field.” Quote from this article.
- Med Kit – The heal being in the toolbelt is very nice because it can be effected by the Tools line and is on a 20 second cooldown. Also, the medkits heal for around 1,000 a piece, which is helpful while running away and it comes with a speed buff on a 20 second cooldown.
- Elixir H – A nice heal and buff, but with a 30 second cooldown, it isn’t used as much as the others.
- Healing Turret – In PvE you can throw this turret down to give constant heals to your group and in sPvP/WvW, if you have good timing, you can pick it up as soon as you drop it, making it have the shortest cooldown among the heals.
- Elixir B – Not as good as it was before it got nerfed to a 40 second cooldown, but still can be used for helping to burst things down. The Toolbelt relies too much on RNG for my taste.
- Elixir C – Great condition remover, but the cooldown of 60 seconds is a little meh.
- Elixir S – Good for getting out of sticky situations, much like an Elementalist’s mist form. Again, the RNG kinda kills the Toolbelt for sPvP, but it’s not that bad for WvW/PvE.
- Elixir U – I haven’t really tested this Elixir much because of the RNG and how different all the skills you can get are. Just not really usable for a sPvPer like me.
- Elixir R – This skill is just amazing; its Utility is a stun-breaker and its Toolbelt is a mass revive that, if time correctly, can revive you too.
- Rocket Boots – These are useful for a high elevation places, allowing to get from point A to Point B very fast, but if used on a flat plane, enemies could use its brief knockdown to their advantage. Toolbelt is good for a burn build, but not 100% needed.
- Slick Shoes – Though a little hard to master, Slick Shoes are a great CC and really let you lock down your opponent. Speed buff is always nice too.
- Utility Goggles – Other stun-breaks are just better currently because Elixir S has a 4 second evade and Elixir R has the revive.
- Personal Battering Ram – Helps keep people away from you and has a cripple if you are chasing someone down
- Flame Turret – A short-range turret that burns; I never really got to use it due to the fact it always bugged out and disappeared.
- Net Turret – Immobilizes the target every few seconds, which is good in PvE, but in sPvP I think you need more control of your stuns.
- Rifle Turret – Short cooldown, low damage. All I can say is in sPvP, it distracts the NPCs and in PvE it gives you more damage.
- Thumper Turret – Has lots of HP and a knockback, so it can tank for you to a degree.
- Rocket Turret – Higher damage then the Rifle Turret, but has a higher cooldown and dies much faster.
- Supply Drop – The best Elite for sPvP. Stuns target if hit, medkits provide quite a bit of healing, and it give you three turrets to help control an area.
- Elixir X – The RNG attacks again, but this time in the form of an Elite… It is supposed to make you think on your toes and adapt to the situation, but the three things you can get are just so vastly different from each other, chanes are you get something that won’t help at all.
- Mortar – This is great for WvW, Has amazing range (1400) and pretty good damage. It can get a little funny with height on walls, cliffs, etc., but other than that pretty good Elite.
- +10 Power (Damage)
- +1 Expertise (Condition Duration)
- +10 Precision (Critical Hit Chance)
- +1 Malice (Condition Damage)
- +10 Toughness (Armor)
- +10 Compassion (Healing)
- +10 Vitality (Life – Max HP)
- +1 Concentration (Boon Duration)
- +1 Ingenuity (Tool Belt Cooldown)
- +10 Prowess (Critical Hit Multiplier)
The Engineer is can be so many different things; a crazy support Alchemist that throws Elixirs to buff and heal allies, a single-target damage dealer running in with akimbo Pistols to do crazy condition damage, or even a AOE damage dealer the locks down foes with bombs. That’s what is great about the Engineer; it can be good at so many different things. However, builds and gear play a stong role in this. If you build is bad, you are going to suck more so then if another classes build was bad. So us Engineer’s has to be very careful when making are builds because one wrong trait could screw us over.
First you have to think, “What do I want to do as an Engineer?” If you say, “Well I wanna do lots of damage while supporting my allies and being tanky,” just throw that idea out the window. Sure, Engineer’s can fulfill all those roles, but not at the same time. Your traits would be too spread out to really help in anything. So do you want to do lots of damage or support allies? Then make sure you have the traits for that thing and don’t half-ass it, because then you’ll be no help to your group at all.
These builds are basic and tested to help get your feet wet in Engineering before you start making your own builds. Going in depth with builds right now is pointless with all the changes happening to the Engineer currently. This section will start filling with builds once the game is out and info is more concrete. Also, you can check out GW2Codex for a great list of Engineer build. But beware, many of these are either outdated or not tested completely.
Bomb Build – http://gw2.luna-atra…aa2a6aab1b3bgk9
Burning Build – http://gw2.luna-atra…aa2a6aab1b3bgk9
There are many useful resources out there for GW2 and the Engineer class. However, since we are still in beta till the 28th of August, there are many changes and resources can become outdated pretty quickly As stated before, once the game is released, we can get you much better and concrete resources
Tons of footage of Engineer PvE can be found here and here
Tips and Tricks
– The Healing Turret’s main heal happens right when you put it down, meaning if you pick it up again immediately, you have a pretty strong heal on a 15 second cooldown.
-If you use Smoke Bomb in combination with a regular bomb, you can grant your whole team Stealth for a large chunk of time before a sPvP match starts, before you raid a point in WvW, etc.
– Incendiary Ammo’s duration is as long as its recharge; this means you can use it before you go into a fight so you don’t have to worry about it later.
-Signets on weapons do not apply to kits right now, but it is looking to be fixed in the future.
-Turrets don’t cale with gear, meaning if you went for a Tanky or Support build, they still do the same amount of damage.
-Opponents can be knocked down several time by Slick Shoes, so if you run back and forth correctly, you can stun-lock them for awhile.
-Rocket Boots knock you down, so make sure you have the time to get back up!
-You can swap Utility Skills if you’re not in combat and they aren’t on cooldown (Cooldowns within the kit do not count), so you could have a Bomb Kit equipped to get the AOE stealth and then switch to Flamethrower before the fight starts or something along those lines.
And so the tour of the Engineer is over; hopefully you did not lose any body parts or drink a bad elixir that turned you into a chicken. I thank everyone who read this, whether it was people who have never even thought of playing an Engineer or some of my fellow Engineers try to get a better idea of what their class is all about.
And remember, don’t give up, fellow Engineers. Many might lose hope when that first build they make doesn’t go as planned. Keep trying to make it better. That is the whole idea of the Engineer. Just keep building bigger and better things, no matter how how crazy it may seem.
We Engineers adapt; we’ll build a bigger gun, we’ll concoct a better elixir, and we’ll craft explosions that’ll make ‘yer ears bleed. So, you wanna be an Engineer? Trust me, you won’t regret it.
Gw2 engineer build wvw
Frequently Asked Questions
Which is the best engineer in Guild Wars 2?
For a skilled player, Engineer (particularly condition damage (“condi”) builds) can be an impressive opponent and team asset. We recommend Snow Crows builds, as these are carefully-tested and kept up to date with the current meta. Turret/Flamethrower Engineer has long been regarded as the best class for famring mobs.
What's the leveling experience in Guild Wars 2?
Guild Wars 2's leveling experience is a fun series of exploration, story, dungeons, and learning experiences. Post-80, much of that remains the same.
How to build havoc commander in Guild Wars 2?
Having an even appeal to damage and tanky is the key attributes for a Havoc commander. Hybrid build. This is a Condi power build. Use the outskirts of the fight to do your damage, although with this build you have to understand your positioning and be able to get to the commander at a moments notice. Vipers is a must for this to work 100%.
Is the engineer metabattle build a good build?
The community gave this build a rating, making it top-tier: Great. Focused on: Leveling. It is strongly advised that you review our Leveling Tips Guide before proceeding with this build. Engineer can be an extremely complex or an extemely simple class to play based on your own preferences.
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The Engineer or “Engi” is generally considered the most complicated class to play in GW2, which is saying something. The multiplicative nature of Engineer skills makes it seem like the possible combinations are almost infinite.
Best Engineer Builds
The Engineer’s effectiveness as a class depends almost entirely on the player. In unskilled hands, the Engineer is almost useless. For a skilled player, Engineer (particularly condition damage (“condi”) builds) can be an impressive opponent and team asset. We recommend Snow Crows builds, as these are carefully-tested and kept up to date with the current meta.
Farming Mobs With Engineer
Turret/Flamethrower Engineer has long been regarded as the best class for famring mobs. However, I put it in second place. Read all about it in our article on the Best Builds for Farming Mobs.
The Engineer’s Flamethrower is extremely fun, bit sadly underpowered. However, it is useful for tagging mobs
Engineer Elite Specializations
Scrapper: The Scrapper’s gyros act like turrets that follow you around, which is convenient.
Holosmith: The Holosmith ability to overcharge attacks can be impressively powerful.