Xephenon, on 11 February 2013 - 02:08 AM, said:
Hello.
I'm looking for a very versatile profession to play when I'm sick of playing my "OP" professions (Guardian & Mesmer). I instantly limited this to Ele & Engie. Having a Mesmer & Necro, Ele wasn't on the table so I'm looking to start an Engineer.
I shall not lie, I tend to know a lot about all the professions. But Engineer? Not a sodding clue.
I constantly hear "Engineers suck, nobody should be them" or "Engineer has no place in dungeons or WvW". This has always worried me, as I don't want to be a profession because they're "OP", but I certainly don't want to be a profession that is downright useless. Of course, I know Engies take a long time to master, so perhaps this is where all the negative feedback is from.
Looking past all this, I'll be looking to play around with Grenades most the time, but would also like to try out Bombs & Flamethrower. Turrets, Elixirs etc. don't concern me. But will kits provide me with the versatility I seek, or are they just a gimmick to create an excuse for a different profession?
Finally, for the sake of not wanting to be useless, where does an Engie excel at that other professions fall below? I have heard they are competent ranged AOE dps, and can provide some incredible support, but where does this lie in comparison to what other professions bring.
I've been contemplating trialing an Engineer for about 2 months now, but I couldn't enjoy it if I am constantly kicked from groups. This is why I am asking the latter question. Thanks for your time.
Ok I'll go all out on this one
First of all, there's two types of kit engineers out there. There's the guys like me who believe that one kit defines your role and who believe that more than one kit spreads you too thin. Others believe that 2 or more give you the flexibility that's required.
Both are valid, it's down to what you prefer. Personally I prefer taking one kit and filling the rest with elixirs or, rarely, gadgets (gadgets are more useful in PvP, as they are situational).
Here's my breakdown of kits and their uses:
Grenades: best AoE DPS in the game as far as I am concerned, especially once you trait to get 3 grenades per toss with 1500 range. I normally go.for condition damage because you can easily stack bleeds, poison and fire (if.traited). Stacking vulnerability is easy too, more so on crits. Great for WvW too thanks to extra range and AoE.
Bombs: my tanky kit. Immobilize and perma 5 second blinds? Yes please. Can be used for healing too if traited.
Flamethrower: half way between bomb survivability and grenade flexibility. It's mid range AoE with a constant stream of burning. If traited, you get extra toughness and a permanent stack of 7power (8 if you put points in boon duration). Can push, blind (once) and only condition that damages is fire, so most go beserker for that kit. Those numbers sure fly high on crits
Tool kit: very situational and mostly used with turrets, since it allows to repair them. Has decent cc, I mostly used it as a bunker.
Elixir gun: conditions and healing, elixir gun is the support kit, but can be also used for condition damage do a.degree. I mostly use it when AoE healing is necessary and condition (weakness, poison, bleeding) is necessary.
Now, some may not agree, but I tend to prefer elixirs for PvE, since they are less situational than gadgets. My favorites being elixir b (fury, haste and power) and grants one of these three to others when thrown via toolbelt and elixir s, giving you complete immunity to everything for four.seconds, but I admit it's thrown version sucks.
Main weapons are quite straightforward. Rifle for.crit builds, dual pistols for conditions (bleed, burning, confusion, blind, immobilize, poison), pistol and shield for tank (shield gives projectile reflection and stun).
hope it helps a bit
Edited by Coren, 11 February 2013 - 07:29 AM.