Gw2 engineer builds

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Guild Wars 2 Engineer Guide, Build - Let's Use Some Crazy Machines!

GW2 Engineer Guide

Guild Wars 2 is set 250 years after the events of its predecessor. Among other things, there was a substantial technological development during this time. It’s only fitting, that Engineer is one of the new, playable professions. Engineers usually play the role of a direct DPS with explosives or condition DPS using bleeding and the burning flame, but with some specific setups, they can also play a more supportive part. In this GW2 Engineer Guide, you can read everything that is important.

Engineer’s Possibilities

This class has access to various technological marvels, like firearms, elixirs, explosives, and turrets. The unique profession mechanic of Engineers is their tool belt. This feature grants them extra abilities, predetermined by the healing, utility and elite skills on their skill bar. It’s really important to consider the tool belt additions when choosing between two abilities for a certain slot.


GW2 Engineer Skills

The mechanics behind the Engineer’s skills are actually quite complicated. You not only have to manage the weapons skills and the extra toolbelt skill slots, but there’s plenty more. Engineering kits are special tools that can be placed in the utility slots (and there’s one elite too). They replace the weapon that you’re using with a special one – exclusive to that kit. At the same time, it means switching all of your weapon skills to ones associated with the new weapon. This mechanic lets Engineer players do not worry that much about their skills cooldown. There's always another kit to swap to bring some damage. That's also why Engineers don't auto attack that much, even in a long combat. Of course, the recharge of the elite skill might still be a problem.


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This gives Engineers lots of possibilities, but at the same time makes this profession difficult to master. Different builds require using specific kits and learning all of them might be quite overwhelming for a new or casual player. All the available ones are Bomb Kit, Grenade Kit, Med Kit, Tool Kit, Elixir Gun, Flamethrower, and Elite Mortar Kit.


Other Engineer skills include various utility abilities called Gadgets and stationary Turrets. The next type is the Elixirs. They can be used in two ways – you can either drink them or toss them at allies or mobs. The Holosmith elite specialization also has access to special Exceed skills for the Photon Forge.

Engineer Gear

The engineer is one of the adventurer classes, which makes them wear medium armor and makes them slightly tankier than scholars. This class has an extremely small pool of available weapons, but it’s made up for in the various engineering kits. They effectively provide an additional seven unique weapon sets available only to this profession. This is also the reason why Engineers don’t have access to conventional weapon-swapping, they can simply use a kit and get a new set of skills.  


Two-handed – Rifle, Hammer (Scrapper elite specialization only)

Main-hand – Pistol, Sword (Holosmith only)

Off-hand – Pistol, Shield



Specializations and Traits

To make your build work, you’re going to have to select the best specializations and traits for the specific playstyle. Each of the five core Engineer specs enhances another part of the technology that they use. They are Explosives, Firearms, Inventions, Alchemy, and Tools. As always, the elite specs introduce some new unique mechanics and skills. Engineer’s choices are Scrapper and Holosmith.


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Explosives – this specialization enhances the usage of bombs, grenades, and mines. It synergizes really well with Bomb Kit and Grenade Kit. It can greatly increase the damage output of your team with vulnerability*. It can work with basically all kinds of aggressive Engineer builds.


Minor traits enhance dodging, make your bombs cause vulnerability and give extra damage to vulnerable targets. As for major ones, in the first slot, Glass Cannon and Blasting Zone are two good options for damage dealing. In the second position, Big Boomer provides extra health and crit chance, while Short Fuse empowers your bombs. As the final trait, you can either go for Orbital Command for more direct damage or Shrapnel for better condition DPS.   

*vulnerability – stacking debuff that makes the target take more damage


Firearms – this specialization synergizes with pistols and rifles. It can significantly increase the damage of any condition-based setup. Firearms tree also enhances critical hits and empowers the Flamethrower engineering kit. With applying and amplifying tons of bleeding and burning, it’s a must-have for any condi DPS and condi support build. It’s also often used for power DPS with different traits.


You get guaranteed empowered bleeding and crits with the minor traits of this tree. In the first major slot, you can go for extra condition damage with Chemical Rounds or increased critical hit chance with High Caliber. Similarly in the second position – Thermal Vision for condi builds, No Scope for more crits. In the final slot, you might either get Modified Ammunition for extra direct damage for each condition on your target or Incendiary Powder for more burning duration. This tree might significantly increase a power DPS output if you have other people on your team who can spam conditions.


Inventions – this tree is focused on utility, defensive tools, and zone control. It enhances turrets and shields. It also increases your healing and condition removal capabilities. It works really well in defensive support builds.


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Inventions minor traits provide your healing spells with extra condition removal, healing power, and protection. For major traits, Over Shield, Soothing Detonation and Medical Dispersion Field provide even more extra healing and protection. Anticorrosion Plating can be chosen for more condition removal (but it’s usually overkill) and Experimental Turrets are an interesting utility option.


Alchemy – the second supportive option. It has a strong inherent synergy with Inventions because it provides extra boons and other effects when removing conditions. It enhances Med Kit skills and of course the elixir usage. This tree is used almost exclusively in the support builds.


Minor traits give you extra self buffs and survivability through self-healing and turning conditions into boons. Alchemy is basically always used in tandem with Inventions. This makes choosing the right major traits much easier. The best ones are Health Insurance, Comeback Cure and Purity of Purpose. The first one enhances your healing and Med Kit skills. The other two let you turn your allies’ conditions into boons and grant them extra regeneration while doing so.


Tools – the last Engineer core specialization enhances their unique profession mechanic – the tool belt. Some of its traits can also help with endurance* regeneration and empowering gadget skills. This tree can be used in various DPS and versatile builds.


The minor traits empower your tool belt skills, giving you extra damage and endurance regeneration. In the first major slot, most builds use Static Discharge – it strikes nearby enemies with a bolt of lightning, every time you use your tool belt. Takedown Round in the second slot can provide some additional, delayed damage. The other option – Streamlined Kits further empowers tool kit abilities. Kinetic Battery provides a very powerful mobility boost as the final trait.


Scrapper – the Heart of Thorn's elite specialization provides access to hammers and a new category of abilities – wells. It also unlocks Function Gyro. It’s a new class mechanic that allows for finishing downed enemies or reviving allies from a distance. This tree is often a part of supportive builds, due to the great utility of Function Gyro and wells.


Minor traits are focused on Function Gyro and applying barriers. Combine Shocking Speed and Rapid Regeneration to empower your wells, get extra mobility and health regeneration. In the final slot, Kinetic Stabilizer provides stability and even more mobility when disabling enemies or using Function Gyro. It’s a recommended choice since it reduces the possibility that you’ll get interrupted when reviving an ally.


You can also use this tree in a completely different setup. Combine the major traits Perfectly Weighted, Mass Momentum and Applied Force. With this setup, you can actually equip the hammer and deal decent power DPS, while remaining relatively safe and durable and still having access to Function Gyro.

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Holosmith – the second Engineer elite spec requires buying Path of Fire expansion. It gives you access to swords and a completely new feature called Photon Forge. It’s a transformation mechanic that gives you access to a new skill set.


There are some new mechanics that come with it – heat and Exceed skills. While Photon Forge is active, your character starts to accumulate heat. Overheating results in deactivating the Photon Forge. The heat is generated both passively and through the replaced weapon skills. At the same time, the Exceed abilities grow more powerful when you are above 50% heat. This tree is often used in various DPS build, often alongside Firearms and/or Explosives.


Your minor traits provide healing when losing heat and extra damage above 50% heat threshold in the Photon Forge. In the first major position, you can go for condition removal with Prismatic Converter or extra burning with Solar Focusing Lens.


Light Strike – Storm can provide extra damage in the second slot, but it also increases your heat generation. On the other hand, Crystal Configuration: Eclipse won’t increase your DPS, but provides a barrier that can soak incoming attacks. For the last position, the Enhanced Capacity Storage Unit increases your heat limit to 150%. Photonic Blasting Module is the second viable option because it deals powerful AoE damage when you overheat.


Engineer Builds

Every Guild Wars 2 profession has multiple different builds and playstyles. You’re never pigeonholed into playing a single role, every time you want to do something difficult. The same can be said for Engineer. Granted, they excel at dealing and increasing DPS and it’s their most popular job as a part of the Dungeon team, but there are some other options as well. An overview of these meta PvE setups will help you create your personal best GW2 Engineer Build.


We're not going to go in-depth about runes and sigils. In general, for power DPS goes with Superior Rune of the Scholar and Superior Sigil of Force. For condition damage setups select Superior Rune of the Renegade and Superior Sigil of Malice. Remaining sigils come down to personal preference and the location you're going to clear. We're going to skip over WvW and other PvP modes because some of the abilities are balanced differently there. The builds also have different goals to accomplish than in PvE.


Core Elixir Bomber

Core Elixir Bomber Build

Let’s start with a casual build, available to every player, even without the expansions. It’s a fun, high direct damage, general-purpose setup for adventures in the open world. It’s good for learning the possibilities of the profession and getting the hang of core Engineer mechanics.


Our example uses Firearms, Explosives, and Alchemy, with a rifle as a weapon, but there’s definitely room to make some changes. You should often experiment with your open world builds. It’s much more forgiving than endgame dungeons or fractal runs and this way you’ll definitely learn a thing or two about the game.


Traits like High Caliber, No Scope, Modified Ammunition, and Orbital Command provide a lot of crits and power DPS, while Short Fuse empowers your bomb skills. Alchemy gives you some more survivability and boons with traits like HGH and Emergency Elixir. 


In this build, you only have two kits, Bomb Kit that’s your basic source of damage and Elite Mortar Kit for tougher fights. As far as execution goes, engage with Blunderbuss and Jump Shot, then switch to Bomb Kit and keep using Bomb and Fire Bomb for high DPS. Be careful around using Big Ol’ Bomb, it deals plenty of damage but launches enemies in different directions. If your team comp has a lot of AoE, you might want to forget about this ability. Shrapnel Grenade is a great source of mass condition damage, while Rocket Boots are a great option if you need a stun break. Another interesting possibility is the Elixir S that can provide stealth. You can also consider using the Healing Turret - it's a decent option to pick up in the healing slot, especially with the Water Field effect.



Holosmith DPS

Engineer Holosmith DPS Build

We’re going to discuss both the condition and the direct damage variants here since big parts of the setup are identical or at least very similar. This build utilizes the powerful DPS provided by Photon Forge, in combination with numerous traits that amplify the damage output. Holosmith DPS setups are great for fractal runs and in raid boss fights. Agony Infusion is recommended for this setup, as it brings the agony resistance.


Both versions use the same specialization trees: Firearms, Explosives, and Holosmith. They differ in the used traits though. Condi DPS setup relies on Chemical Rounds, Thermal Vision, Incendiary Powder, and Shrapnel to inflict as much bleeding and burning as possible while making those effects last longer and hurt more.


At the same time, direct damage variant uses traits like High Caliber, No Scope, Modified Ammunition, and Orbital Command. They provide some damage boosts, but most importantly – a lot of extra critical chance.  


Weapons and skills provide even more differences. Condi build uses double pistol setup, since it provides a lot of conditions, including poison – one that has a much lower presence in this build.  The rifle is the recommended weapon for direct damage setup.


The execution of these builds (like most of the Engineer’s builds) is rather difficult because you should utilize multiple engineering kits in your skill rotation to optimize the damage output. Both versions are packed with different kits, each one uses Bomb Kit, Grenade Kit, and Flamethrower, while the power DPS also takes the Elite Mortar Kit. 


To do as much damage as possible, you have to cycle through your subsequent kits, using the strongest skills for the version you’re running. You should prioritize either bleeding and burning abilities, or go for the direct damage. After you get enough heat, you can go into the Photon Forge and start cycling through these skills, starting with Corona Burst. Both versions of these builds provide lots of powerful damage, especially against bosses. However, for the open world content, you might want to look for a more versatile, well-rounded build. The damage combo isn't actually that hard, with the most difficult part being the overheat management, with a little bit of experience you should be ready to raid. You can also use the Air Blast to knockback your enemies if you get focused too hard.



Scrapper Support

Engineer Scrapper Support Build

We’ve seen a setup optimized for damage, now let’s take a look at a more supportive build, focused mostly on defense. As most supports, it’s also mostly used in more difficult instances, like the hardest dungeons, fractals, and raids. Less demanding circumstances simply don’t require dedicated support and getting more damage usually makes you go through them faster.


To be honest, there’s not much room to experiment with specializations. Inventions, Alchemy and Scrapper bring the most utility, healing, and protection. Furthermore, they synergize with each other really well. Scrapper Support utilizes wells, turrets, elixir gun, and other kits to provide large amounts of regeneration, condition removal, and protection. The traits of Elixirs and Inventions trees are also focused on assisting your team. Scrapper gives you access to wells and the extra safety of Function Gyro as a cherry on top.


During fights, the most difficult thing is timing and placing your abilities in the right spots. You should always focus on condition removal since it grants extra regeneration, heals and boons to your allies. This setup is most efficient in condition heavy areas. Well used Purge Gyro can do a lot of work in that regard if your team is overwhelmed use Elixir Gun and the Fumigate skill for extra cleansing. You should also use Med Kit and it’s abilities to help your party stay high HP. One of its abilities is Cleansing Field that provides even more condition removal. The whole kit provides a ton of different utilities to the party and can be useful in numerous situations.


If you don’t have Path of Fire and still want to play a supportive Engineer you could replace Scrapper with Tools and get more turret skills instead of wells. This way you’ll get slightly less condition removal, but a better zone control and damage support. Tools tree also empowers your engineering kits.



Guild Wars 2

That should do it for our Engineer guide and builds. If you’re interested in another profession take a look at the Guild Wars 2 Classes Guide. You can also check out our guides for specific GW2 classes. The remaining ones are Warrior, Guardian, Revenant, Ranger, Thief, Elementalist, Mesmer and Necromancer.


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Guild Wars 2 is an MMORPG developed by ArenaNet. After its release in 2012, GW2 created a loyal and friendly community of players. The living world presents the advancing story of Tyria that keeps a lot of people invested in the game. 


EngineerPvE | DungeonPistol/Pistol | DamageEngineer Condi P/P - PvE

by Last Updated:

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.





                                          Trait Details

                                          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

                                          Primary Stats

                                          • 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)

                                          Secondary Stats

                                          • 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

                                          • 1118
                                          • 614
                                          • 45%
                                          • 315
                                          • 315
                                          • 30

                                          Rune Bonuses

                                          Superior Rune of the Krait
                                          1. Condition Damage: 25
                                          2. Bleeding Duration: 10%
                                          3. Condition Damage: 50
                                          4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
                                          5. Condition Damage: 100
                                          6. +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

                                          Accessory Totals

                                          • 426
                                          • 466
                                          • 692
                                          • 40
                                          • 30

                                          Weapon Set Sigils

                                          Weapon Set I

                                          Sigil 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 I

                                          Sigil 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 Method
                                          First time - Full rotation
                                          Second time - Skip what's on CD
                                          Third time - Full rotation


                                          Second Method
                                          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.

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                                          The following is my current Healing build for my Engineer along with brief explanations of why I chose various aspects of it:


                                          Gearing Stats
                                          -The goal of this build is to maximize healing output as much as possible while having the option to offer supplemental DPS and a few boons when healing is not needed. Healing Power is obviously your primary attribute and Condition Damage will benefit your damage from Pistol/Elixir Gun when your group is topped off. The added Toughness will offer some extra survivability from Power-based attacks. You could swap in a few pieces of Magi’s gear if you want more Vitality but the build includes plenty of condition removal so you really won’t need much.

                                          Sigils & Runes
                                          -Superior Sigil of Transference: A must have for maximizing your outgoing healing.
                                          -Superior Sigil of Water: Offers a small AoE heal on a 5 second cooldown. It also scales up from your Healing Power.

                                          -Superior Rune of the Monk: Without question. Maximum Healing Power, %10 outgoing healing from the 6 piece bonus, %15 Boon Duration for your Regens and Elixir buffs, and the self heal from 4 piece scales with Healing Power. You’ll have to run Ascalionian Catacombs for them so Superior Runes of the Water is a solid backup choice if you don’t already have the dungeon tokens.

                                          Pistol + Shield:
                                          -Most of the time spent in this build you will be using Med Kit and Elixir Gun. Pistol in main hand synergizes best will Elixir Gun as the traits and bonuses to condition damage and duration will apply to both weapons when healing is less of a priority.
                                          -One could choose Pistol for offhand slot, but if your priority is healing/support the two hard CC effects from shield are ultimately superior over Pistol’s one soft CC from Glue Shot.

                                          -Over Shield: is a nice choice for adding Protection to nearby allies to help them survive. Automated Medical Response is a good alternative. Bandage Self has a very low cooldown anyways but if you want a little extra insurance, it’s a solid choice.
                                          -Mecha Legs: Mobility can be key to both survival and maneuvering mechanics of a fight effectively. Soothing Detonation is a solid secondary choice but it doesn’t scale overly well with healing power.
                                          -Medical Dispersion Field: is the best choice here and can be a significant portion of your healing output. The other two traits are not worth considering for this build.

                                          -Health Insurance: without a doubt. At time of posting Med Kit 2-5 are situational skills and a little clunky to use, but the majority of your sustained healing will be from Med Blaster and this will boost that healing significantly.
                                          -Inversion Enzyme: All three choices for this tier are viable depending on the encounter but the extra boons from this trait will not go unwanted.
                                          -HGH: This will grant nearby party members might when you throw elixirs on them and also procs from Elixir Gun’s tool belt skill Healing Mist as well as Super Elixir (Elixir Gun 5), making it overall the best choice.

                                          -Chemical Rounds: A significant boost for your pistol damage.
                                          -Pinpoint Distribution: Increases your party’s Condition Damage.
                                          -Modified Ammunition: The damage boost can add up on elites and bosses. Since this build is healing focused, it’s also low Precision, making this the optimal choice for your support DPS.

                                          Healing is adaptive, so while there is no TRUE rotation this will give a general idea of how the build works.

                                          -As I mentioned, Med Kit 2-5 can be awkward and only heal 1 person per pack so most of your time healing will be spend casting Med Blaster.

                                          -Swap into Elixir Gun for Fumigate if condition removal is needed

                                          -Use Super Elixir for a surge of AoE healing, but make sure to swap back into Med Kit after casting so the healing pulses benefit from Med Kit’s 33% outgoing healing trait.

                                          -Use Healing Mist as needed. (While Med Kit is equipped)

                                          -Use Med Pack Drop on cooldown.

                                          -Toss Elixirs on cooldown.

                                          -Elixir U is nice not only for the Stun Break, but because the quickness can speed up Med Blaster spam, increasing its healing output.

                                          -Elixir B can add a little boost to your support DPS but can be swapped out for Elixir C (for condition heavy fights). Elixir R and S are not terrible choices to swap in either depending on your preference.

                                          -You can drop Supply crate as needed or save it when CC is needed. Supply Crate’s Stun + Shield 4 + 5 is three hard CC’s that can put a massive dent in a boss’ Defiance Bar.

                                          Well, that’s pretty much it. If you’ve made it this far thank you for reading this post. I didn’t see much info in the first couple pages on this subforum so I hope this helps someone out. Feel free to comment or give feedback as needed. Happy healing!

                                          Legendary Defender of Casuals

                                          (edited by Squee Squashington.5189)


                                          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 –

                                          I. Introduction

                                          II. Toolbelt

                                          III. Weapons and Kits

                                          • Main Weapons
                                          • Device Kits
                                          • Weapon Kits

                                          IV. Utility Skills

                                          • Heals
                                          • Elixirs
                                          • Gadgets
                                          • Turrets
                                          • Elites

                                          V. Traits

                                          • Explosives
                                          • Firearms
                                          • Inventions
                                          • Alchemy
                                          • Tools

                                          VI. Builds

                                          • How to make a good Engineer Build
                                          • Starter Builds

                                          VII. Useful Resources

                                          VIII. Tips and Tricks

                                          IX. Conclusion


                                          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.

                                          Posted Image

                                          Engineer’s Pros:

                                          • ​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?)

                                          Engineer’s Cons:

                                          • 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:

                                          Posted Image

                                          • 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.


                                          Weapon Kits:

                                          • Posted ImageFlamethrower: 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.
                                          • Posted ImageElixir 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.
                                          • Posted ImageTool 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.

                                          Device Kits:

                                          • Posted ImageBomb 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.
                                          • Posted ImageGrenade 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.

                                          Utility Skills

                                          Posted ImageHeals:

                                          • 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.

                                          Posted ImageElixirs:

                                          • 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.

                                          Posted ImageGadgets:

                                          • 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

                                          Posted ImageTurrets:

                                          • 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.

                                          Posted ImageElites:

                                          • 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.


                                          Posted Image


                                          • +10 Power (Damage)
                                          • +1 Expertise (Condition Duration)

                                          Minor Traits:

                                          Major Traits:


                                          • +10 Precision (Critical Hit Chance)
                                          • +1 Malice (Condition Damage)

                                          Minor Traits:

                                          Major Traits:


                                          • +10 Toughness (Armor)
                                          • +10 Compassion (Healing)

                                          Minor Traits:

                                          Major Traits:


                                          • +10 Vitality (Life – Max HP)
                                          • +1 Concentration (Boon Duration)

                                          Minor Traits:

                                          Major Traits:


                                          • +1 Ingenuity (Tool Belt Cooldown)
                                          • +10 Prowess (Critical Hit Multiplier)

                                          Minor Traits:

                                          Major Traits:


                                          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.

                                          -Starter Builds-
                                          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

                                          Useful Resources

                                          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.


                                          Engineer builds gw2

                                          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.

                                          GUILD WARS 2: The Engineer - Detailed Class Guide 2021 [What Profession (Class) Should I Play?]

                                          Guild Wars 2 Wiki Guide

                                          Weapons: Sword/Shield
                                          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.

                                          Weapons: Duel Pistols
                                          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

                                          Now discussing:

                                          Skill Bar

                                          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

                                          Grenade Kit



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