The Burning Mantree Festival

Mushroom Engineer

The Engineer is like a cross between Team Fortress 2 and a Mad Alchemist

As promised

This previous and final Beta Weekend Event for Guild Wars 2, I decided to ditch the Mesmer for the Engineer. I had wanted to do a better Engineer write-up than the previous quick-hit on the profession that I did before. So, I rolled a Sylvari Engineer with a mushroom top, and grouped up with my friends.

I had a few simple goals with this playthrough: get a better feel for the profession, spend more PVP time with the Engy, and see how the Engineer worked in large scale combat. The third part is important, because large scale combat is a heartier part of Guild Wars 2 than it is in other MMOs.

I Am The Midnight Bomber

I suspected from my previous experience with the Engineer that the profession really opens up once you acquire some kits to use. This proved to be very true from my experience, as the Engineer’s weapon choices are limited to just three choices.

By level 4 or 5, I had gained every weapon the Engineer could use and gotten their skillbars filled out. Last BWE, I really enjoyed the pistol and shield combo, but unfortunately, the Magnetic Inversion aspect of the shield was broken in BWE and the shield far less effective and fun. This ended up pushing me towards the Rifle weapon, but this was not a sad turn of events. The Engineer’s rifle plays more like a shotgun than a Winchester. You fire of hip-shots from a distance, shoot nets, but most of all, you use the mighty kickback and force of a shotgun-feel to launch yourself in the air, spray buckshot in an enemies face, and then fly backwards off the kickback of the gun.

The first kit I obtained was the grenade kit, and as mentioned, this opened up my playstyle. While the pistol and rifle gave me basic offense and some wacky fun, the grenade kit became the AOE choice, allowing me to lob grenades that froze, dazed and shredded my opponents. Of course, with all Engineer utility skills, the grenade kit gave me a new Function key skill that allowed me to lob a large mass of grenades.

The interesting bit about the grenade kit is that all five weapon skills are aoe targeted. There has been some debate upon this, and I can understand making at least the spammable 1 skill target-based, but being able to spam an AOE does have some advantages of its own. For one, if you throw grenades at a player, and you suspect the player may dodge backwards, you can aim your grenade behind them and hit them at the end of the dodge. A target-based grenade lob would always miss on a dodge, but a ground targeted grenade can anticipate a movement and negate a dodge.

The second kit I obtained was the Flamethrower and this is where the real fun began. I didn’t expect to like the Flamethrower as much as I did, but the ability to swing a stream of flame back and forth over a group felt great in a MMO. I rarely used targeted attacks with the flamethrower. The kit also includes a projectile flame burst that can be detonated with a second click. This was quite hard to pull off at close range, but with some range the ability made for a lot of damage. It hits a target when passing through and then does aoe damage on detonation. Overall, the Engineer featured a good amount of skillshot abilities.

The final kit I attained was the Bomb Kit and this kit, along with the Flamethrower, became my go-to tools. The Bomb Kit is held back by all of the bombs being a dropped skill, meaning there are no range abilities with bombs. Each time the player uses a bomb, the explosive is laid at the players feet. The F-skill for this kit is The Big One, which is a large, hard hitting bomb. Combining The Big One with the flamethrowers F-skill, and a few more of the bombs in the kit, creates a little pbaoe nuke. Every Dynamic Event and enemy zerg rush at my friends and I resulted in an oppurtunity to blow things up.

Outside of the kits, there were turrets that I used a bit of, and elixers and strange tools like a battering ram. Overall, everything had a sense of wacky, explosive fun to playing the game.

Flamethrower Action

Sometimes a plant just wants to watch the plant life burn down

Blowing Up Other People

For PVP, I had picked out a healing based Engineer build. Namely, I was using the bombs heal allies trait, along with a lot of vitality, toughness, healing and touch of condition damage. The skillbar was highly similiar to my PVE skillset, and this was done to be familiar with the tools I was using. The build itself was moderately successful. In group situations, the constant bomb laying provided many combo fields and some aoe damage, and the small heals helped my allies, as did the med kits I would drop. Outside of group combat, I was able to last for a long time, but struggled to take down enemies on my own. The build was mostly a cap holding and group support build.

I did want to try a power based build, featuring the rifle and flamethrower, but never got to trying it out. If you want to see some good use of a power-based Engineer, then I suggest watching Quark’s sPvP engineer Twitch video here:

Quark’s Engineer sPVP

The Toolmole Tailor

The only drawback to my Engineer time was that the medium armor I got access to was far less enjoyable than the style my Mesmer had. I got a lot of cool looking weapons, but for some reason, the Sylvari starting area had less exciting medium armor aesthetics. For a good while, I was being teased for looking like a fishmonger.

Having seen some of the dungeon sets, I imagine the dredge-based Sorrow’s Embrace armor would look scary and scary fantastic on an Engineer.

A Convincing Experience

My time with the Engineer made me reconsider my primary class choice for the start of the game. I had been set on Mesmer, but the profession still has a lot of issues with its mechanics, and has honestly gotten progressively worse with each BWE. Meanwhile, the Engineer seems improved overall, and I greatly enjoyed playing it even though the shield skill was broken.

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