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GW2 List of Guild Engineer Builds!(Release Version)

When it comes to building my Engineer, I'm quite torn. Right now I think I'm going to go for a more turret oriented role, with a bit of help for offense. More specifically I'm Going Rifle, 4 Turrets, and Mortar. For traits, 20 in explosives (Adept: Empowering Adrenaline, Master: Accelerant Packed Turrets) , 20 in Firearms (Adept: Hair trigger, Master: Rifle Mod), and 30 in Inventions (Adept: Metal Plating, Master: Power Shoes, Grandmaster: Rifled Turret Barrels). Of course, all of this is subject to change because I love pretty much every skill and trait the Engineer has access to.

Also, can I just say that I'm quite impressed with the real in depth looks into different builds you guys have been coming up with for every profession; not just Engineer. When I look at skills I feel like a little kid, because I tend to pick the skills that make me go, "WHOA! That's so cool!" (which happens a lot, actually) instead of calculating builds that maximize my effectiveness.
 
Yeah, in WvW slick shoes are one of the best escape tools out there. I do still tend to roll elixir B in WvW too, for Swiftness if nothing else. Since they added retaliation it's a pretty nice pick now, especially in a tanky build. And let's face it...if you want a tanky build you're going to have to use alchemy. Might as well learn which of the elixirs work consistently so those traits can work for you.
 
The saving grace in all of this is that it's a breeze to re-adjust a character to any play style. Most likely I'll be changing skills on the fly, re-rolling my traits on a regular basis, and just generally messing around with different builds.
 
I would NOT recommend turrets in WvW. They are terrible in team fights as they all pick different targets, not to mention the pathetic damage (about 400 damage every 2s to a L80 with at least 16k). The CC turrets, net and thumper, are more useful though (but mainly in PvE).
 
The non-CC turrets definitely fit better within structured PvP and PvE, however, I feel that even in WvW hey could be useful, mainly by providing cover on a groups flanks and rear. Also, turrets can be more useful if you were playing solo or in a small group since you wouldn't be engaging the enemy's main forces anyway.
 
I disagree, damage turrets have no place in sPvP in the current environment. They are simply a waste of a limited resource for insufficient reward.

Outside of brutal efficiency calls, they have their use, particularly when fighting enemy NPCs without player support - I was able to solo every skill point challenge in WvW using a turret build (and some of them took AAAAAAGES on my own).

In reality they don't protect anything in WvW - either the damage is too small for people to care about, or they get AoE nuked, or players just go around them, or they quickly get left behind. There's hope they'll be buffed by launch, but if that's not the case I'd recommend everyone stay clear in PvP scenarios.

When there are players around, the only damage turret I'd recommend is the Thumper, for it's massive AoE knockdown on toolbelt activation. That turret alone justifies its inclusion in a build but no others do.
 
But it can also be looked at in a different way. Instead of trying to have the turret deal the damage and/or soak up damage, it's there more to support the player. I could see turrets like the rifle turret be much more effective if the player is distracting enemies, say, with a flamethrower. Granted, smart enemy players will take out the turrets, but that would be difficult to do if an engineer is all up in their grill shooting fire in their face. Ambush or delay tactics could also make use of any turret. The key will be tactics.
 
In my opinion it's not. The turret in that case compliments the engineers choice to use flamethrower. The flamethrower is not there to justify the inclusion of the turret. There's also placement to consider. Putting the rifle turret in melee range would be foolish, but if it's placed just outside a capture point, near enough so it will do damage, but far enough to be out of the main fight, it will be much more effective. I think the dissatisfaction people have with turrets is similar to the dissatisfaction with pets. With a little love and thought, turrets can be used with success. Even more so if ArenaNet buffs them before release.
 
You are making a lot of situational assumptions trying to support your claim that turrets are not, in fact, bad. I grant you that in the situation you describe you'll get uninterrupted turret fire for perhaps the whole battle - but because the damage currently sucks and they target the first thing that gets near them - they're still bad. Target-less damage is awful when you need to focus an enemy down because they're on low health. Players tend to retreat to heal, typically out of turret range, meanwhile your turret is shooting the full health warrior ran in first to gain aggro and whose signet regeneration outmatches the turret damage to him - the one your team isn't even trying to take down!

The biggest issue is that turrets are still bad even after buffing them with traits. That means that they're a waste of traits to specialise in even if they have occasional situational use.

How would I fix it? Simple - have a trait with the following "Turrets target the last enemy you targeted with an attack."
 
I don't disagree that turrets have problems. In fact, you make a very good point about their targeting issues. It would be better if they implemented your solution, especially without a trait. Still, I feel that until the game is released, we won't know for sure if turrets are as effective as they should be or not. (I quite like the vigorous discussion though ;) ).
 
Yes, it takes skill to use turrets effectively, but even if you DO use them well they're merely 'ok'. The reward for your skill is not enough when you can find another build that lets you be GREAT when used with skill.

Until the targeting issue is sorted, there can be no place for turret builds in PvP. It's a question of objective efficiency. Why have an exceptionally situational build when you can have one that works in more situations. Basing a build on turrets is bad precisely because they are unreliable.

That's the same reason some elixirs are bad. Elixir X is unrelentingly bad because it gives you one of two effects, one of which will not be the one you want in a given situation. Elixir H is aweful because of it's random buff. The only reason to take it is to allow it to work with Alchemy major traits. The same goes for many of the thrown elixirs - their unreliability sucks. However, you can get consistent effects with traits to allow them to work well - equip HGH and cleaning formula. Now every thrown elixir removes a condition and grants might in AoE in addition to whatever else they do. Suddenly the unreliable became reliable.

You can't do that with turrets yet.
 
But elixirs suck for WvW defense or assault if you happen to want to do damage as well as support your teammates with said elixirs. Your range is too short to do anything on top of a wall or shooting up at a wall. You have to stick to siege equipment if you have it
 
I think the Engineer just needs a buff overall. Although I'm really looking forward to being able to use the mortar elite skill. Defending in WvW will be so much more fun.
 
Yes, elixirs aren't amazing in assaults at low level...you can simply swap skills out on the fly...but wait until elixirs give might or remove team conditions and suddenly you're supporting the battle.

And for the record, mortar is underwhelming in WvW except defensively. The currently range is far too short and it gets Firestormed 4 times in every 5, even on the walls. If you do get it right, you cause some serious pain.
 
Also, the way you build PvE character means you never truly specialize until you get your grandmaster tome, so youre never truly running an elixir build. As such, you are not penalized for switching out elixirs on the fly when say slick shoes are better. Even in the Alchemy trait tree there are non-elixir traits which are very nice to switch to on the fly. There's very little downside.
 
Yes, elixirs aren't amazing in assaults at low level...you can simply swap skills out on the fly...but wait until elixirs give might or remove team conditions and suddenly you're supporting the battle.

And for the record, mortar is underwhelming in WvW except defensively. The currently range is far too short and it gets Firestormed 4 times in every 5, even on the walls. If you do get it right, you cause some serious pain.

Oh I understand the importance of elixirs as I enjoy playing support. I just feel that merely running back and forth on the wall buffing everyone else can get old. I enjoy being support but I feel I should have a build to be able to lay down some damage from above or below the walls.
 
Grenades, (hopefully) mortar, elixir gun or extended range rifle all work well with for that purpose, and even leave 2 spare slots for support ;)


Edit: almost forgot - the elixir mortar shell is awesome! Massive AoE regen. It's almost worth considering a healing build for it...
 
A bit of a change of topic: I haven't seen or heard a lot about the bomb kit. Does anyone have experience using it? Seems to be good for up close damage or for running away.
 
I've heard good things about it, particularly with the flame turret's smoke screen to gain AoE stealth, but I haven't tried it since BWE1.
 
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