Tuesday, January 8, 2013

Engineer Overview

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.
-from GuildWars2.com

The Engineer is a technological and alchemical mastermind. While limited by which "conventional" weapons they can use, an engineer has access to several kits that each provide a new unique of skills. While primarily a ranged profession, the Engineer is equally capable of providing control, damage, or support within a group through their diverse capacities.

Armor
The Engineer is one of 3 adventurer professions (along with the Ranger and Thief), meaning they wear medium armor.

Weapons
Main Hand weapons available:
Pistol - medium-range attacks that can inflict several conditions.
Off Hand weapons available:
Pistol - medium-range attacks that can burn or immobilize foes.
Shield - defensive abilities against both melee and ranged foes.
Two-Handed weapons available:
Rifle - long-range attacks that affect movement.
Aquatic weapons available:
Harpoon Gun - ranged weapons with explosives AoE's.

Engineers are the most restricted in terms of the types of weapons they can use, and like elementalists, they cannot swap their normal weapon sets during combat. However, these limitations are greatly offset by their various utility skills, each of which have a supplemental Tool Belt skill, and most of which also provide 5 new weapon skills.

Tool Belt
An engineer has a Tool Belt that is unique to this profession. It has four ability slots that are activated with the F1-F4 keys. These four abilites depend entirely on what healing and utility skills the engineer has equipped in slots 6-9. For example, changing to a different healing skill in slot 6 will change the Tool Belt skill for F1.

Generally speaking, healing skills provide a self-heal in the Tool Belt and turrets get a self-destruct option, but every healing and utility skill available to engineers has its own unique Tool Belt skill that goes with it. At level 1, an engineer starts with the healing skill "Elixir H," which normally heals the engineer and grants a random boon. Because of this, the starting F1 ability is "Toss Elixir H," which allows the engineer to grant boons to allies instead.

Device Kits
Device kits are utility skills that, when used, temporarily replace the engineer's equipped weapon. Each of the four weapon kits has a unique set of five weapons skills that can be used while the weapon kit is active. Weapon Kits, like all Engineer non-elite utility skills, each have a unique Tool Belt skill associated with them. Each of the kits can be toggled off at will in order to regain use of the engineer's original weapon. A weapon kit doesn't start its recharge until it is unequipped, and currently there aren't any limitations on how frequently weapon kits can be swapped.
Bomb Kit - AoE burst damage and conditions, most of which are on a timed countdown.
Grenade Kit - similar to Bomb Kit, but inflicts different conditions focusing more on damage-over-time.
Med Kit - support abilities that heal allies, remove conditions, and grant boons.
Mine Kit - proximity mines that can also be detonated remotely. Up to 5 mines can be placed at once.

Weapon Kits
Weapon Kits are very similar to Device Kits. Each of the three weapon kits has a unique set of five weapons skills that can be used while the kit is active. Weapon Kits, like all Engineer non-elite utility skills, each have a unique Tool Belt skill associated with them. Each of the kits can be toggled off at will in order to regain use of the engineer's original weapon. A weapon kit doesn't start its recharge until it is unequipped, and currently there aren't any limitations on how frequently weapon kits can be swapped.
Elixir Gun - medium-range abilities that can inflict or remove conditions, as well as provide healing.
Flamethrower - short-range abilities with burst damage that can inflict Burning or affect movement.
Tool Kit - melee-range abilities can inflict conditions, affect movement, and repair turrets.

Elixirs
Elixirs represent a subtype of skills that often have random effects associated with them. Some elixirs are associated with a specific Weapon or Device Kit, such as the Elixir Gun. Most elixirs have 2-3 conditions or boons listed as possible effects, one of which is randomly applied when the elixir is used. While makes them rather unpredictable, it also gives an Engineer a long list of buffs and debuffs that can be available to them. For example, "Toss Elixir B" grants Fury, Might, or Swiftness to allies in the area.

Turrets
Similar to a Ritualist's spirits from the first Guild Wars, turrets are stationary allies that can help control or defend an area by healing allies, damaging foes, or controlling enemy movement. Once deployed, each turret can also overcharged by using its utility skill again. Every turret skill can be manually detonated with its corresponding Tool Belt skill in order to damage nearby foes. While immobile, turrets can also be packed up by the engineer and moved to a new location. However, doing so will cause a short recharge before the turret can be deployed again.

Gadgets
Engineers also have access to certain technological devices that can be equipped, such as Rocket Boots and Utility Goggles. As utility skills, they all have a Tool Belt skill. Gadgets usually affect movement, immobilizing foes or freeing the engineer from stuns. In addition to this, gadgets damage foes and are capable of inflicting conditions or granting boons. However, while certain gadgets can apply conditions to several foes, any boons granted by a gadget are only ever applied to the engineer, making gadgets focused more on control rather than support.

Trait Lines
Explosives - focuses on Mines, Bombs, and Grenades (increases Power and Expertise).
Firearms - focuses on conditions and Weapon Kits (increases Precision and Malice).
Inventions - focuses on damage mitigation and Turrets (increases Toughness and Compassion).
Alchemy - focuses on boons and Elixirs (increases Vitality and Concentration).
Tools - focuses on Tool Belts and Tool Kits (increases Prowess and Ingenuity).

For more info on the effects of different attributes, check out this article. General information about Traits and Trait Lines can also be found here.

Complete lists of Skills and Major & Minor Traits coming soon!

By Mothyames
http://www.guildwars2journal.com/_/gw2-class-guides/engineer-guides/professions-engineer-overview-r175

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