Engineer

engineerEngineers are technological and alchemical masterminds. They employ turrets, grenades, elixirs, a variety of other impressive devices, and concoctions to overcome their enemies. As an adventurer profession, engineers wear medium armor.

I'd explain it all to you, but a demonstration would be more useful.
--Engineer

Abilities

The engineer's tool belt is this profession's mechanic. It appears above the profession's skill bar, granting each equipped utility and healing skill a corresponding extra skill. For example, when paired with the Grenade Kit, the tool belt allows a Grenade Barrage; with the Med Kit, it adds Bandage Self.

Weapon Kits
A weapon kit is a special type of utility skill exclusive to the engineer profession. Using a weapon kit replaces the currently equipped weapon (and its skills) with a special weapon. Weapon kits can be toggled, allowing characters to switch back to their original weapon. This will cause the skill to go into recharge.

Elixir Gun bullet_go Healing Mist
Flamethrower bullet_go Incendiary Ammo
Tool Kit bullet_go Throw Wrench

Device kit
A device kit is a special type of skill exclusive to the engineer profession. When used, the character equips a device that replaces the current weapon (and its skills) with specialized ones. Device kits can be toggled, allowing characters to switch back to their original weapon set, while the device begins recharging.

Bomb Kit bullet_go Big Ol' Bomb
Grenade Kit bullet_go Grenade Barrage
Med Kit bullet_go Bandage Self

Turret
A turret is an immobile device that can be deployed by engineers using healing or utility skills. Turrets can be overcharged to create a special effect; overcharging does not destroy or damage the turret. However each turret comes with a corresponding detonate skill on the tool belt, allowing the engineer to destroy the turret, causing AoE damage. Although the devices are stationary, engineers can pack them up and (after a short recharge) redeploy them.

Engineers can deploy one type of each turret, up to a maximum of four; Supply Crates do not count towards this limit.

Flame Turret bullet_go Throw Napalm
Healing Turret bullet_go Regenerating Mist
Net Turret bullet_go Net Attack
Rifle Turret bullet_go Surprise Shot
Rocket Turret bullet_go Rocket
Thumper Turret bullet_go Rumble
Mortar

Elixir
An elixir is a special type of skill exclusive to the engineer profession. They generally have an unpredictable nature to them, often granting randomized effects out of a limited pool when used. Different elixirs may be slotted as utility, elite, or healing skills, or fired by an Elixir Gun

Acid Bomb
Super Elixir
Elixir B bullet_go Toss Elixir B
Elixir C bullet_go Toss Elixir C
Elixir H bullet_go Toss Elixir H
Elixir R bullet_go Toss Elixir R
Elixir S bullet_go Toss Elixir S
Elixir U bullet_go Toss Elixir U
Elixir X

Equipment

Armor

  • The engineer is an adventurer profession, and thus wears medium armor.

Weapons

Main HandOff HandTwo-handedAquatic
PistolPistolRifleHarpoon Gun
Shield

Related

199 skills found (50 displayed) – Try filtering your results
NameWeaponSlot
A.E.D.
Heal
Acid Bomb
Weapon Slot 4
Anchor
Weapon Slot 2
Antitoxin Spray
Heal
Automatic Fire
Utility
Automatic Fire
Utility
Blowtorch
PistolWeapon Slot 4
Blowtorch
PistolWeapon Slot 4
Blunderbuss
RifleWeapon Slot 3
Blunderbuss
Weapon Slot 2
Bomb Kit
Utility
Booby Trap
Weapon Slot 3
Box of Nails
Weapon Slot 2
Box of Piranhas
Weapon Slot 2
Buoy
Weapon Slot 3
Cleansing Burst
Heal
Deploy Mine
Utility
Deploy Mine
Weapon Slot 1
Deploy Mine
Weapon Slot 2
Deploy Mine
Weapon Slot 3
Deploy Mine
Weapon Slot 4
Deploy Net Wall
Harpoon GunWeapon Slot 5
Detonate
Utility
Detonate
Weapon Slot 2
Detonate
Weapon Slot 3
Detonate
Weapon Slot 4
Detonate
Weapon Slot 5
Detonate Elixir B
Utility
Detonate Elixir C
Utility
Detonate Elixir H
Utility
Detonate Elixir R
Utility
Detonate Elixir S
Utility
Detonate Elixir U
Utility
Detonate Mine Field
Utility
Detonate Mines
Harpoon GunWeapon Slot 2
Detonate Snowman Turret
Drop Antidote
Weapon Slot 4
Drop Bandages
Weapon Slot 2
Drop Bandages
Weapon Slot 3
Drop Bandages
Weapon Slot 1
Drop Stimulant
Weapon Slot 5
Electrified Net
Utility
Elixir B
Utility
Elixir C
Utility
Elixir F
Weapon Slot 2
Elixir F
Weapon Slot 2
Elixir Gun
Utility
Elixir H
Elixir R
Weapon Slot 2
Elixir S
Utility
4 comments found
+3
By Gulfos at 2012-08-31 13:22:29
Our enemies can use magic, strength, wathever. We'll use Flamethrowers.
+3
By Mirudus at 2012-09-08 17:48:40

Engineers are possibly the most versatile class in Guild Wars 2, and certainly (to me) one of the most fun to play. PvP, PvE, WvWvW - they are valuable for any team and can adapt on the fly to nearly any given situation.

One of the main complaints I hear in low-level zones about Engineers is the lack of weapon-swapping. It's true: unlike most other classes (with the exception of elementalist), they cannot swap between weaponsets on the fly with the tilde key. This is offset by the fact that you get so many "weapon kits" that completely change the way the class is played. You will need to choose whether you will be using dual pistols, pistol/shield, or rifle. From there, you can choose what kit best appeals to you.

Their traits also have numerous advantages they can provide; one of the most useful I have found is to stack on-crit conditions and debuffs whenever offered.

Rifle: Long-range, high-damage. Low damage absorption. The bread-and-butter of most Engineers, the Rifle build allows for long-distance sniping of your targets and gives you plenty of crowd control. Your '1' shot hits targets very close to the original, and your '2' net immobilizes for a couple seconds. Very handy when PvPing with melee classes, or when assisting other melee classes in catching that damned mesmer. Also useful for keeping PvE mobs away from you. '3' is a powerful shot that causes bleeds. '4' is a knockback that will knock you back for about a second, and the enemy a good distance away and down for 3 seconds or so. EXTREMELY handy for interrupting finishers, putting distance between you and melee, and generally causing a hell of a lot of damage. '5' will launch you into the air to the targeted location, doing moderate damage at point of liftoff and high damage at landing. If you liftoff and land in the same space, you will damage the targets on both. Suggested rotation: '1' until they close to melee range, '3', '5', '4', more '1' until they get up and approach, '2', rinse and repeat.

Flamethrower Kit: Melee-range AoE damage. The beauty of the flamethrower is that it 'pulses,' doing damage every half-second or so per burst of the '1' ability. Each of these pulses has a chance to crit, and thus, to apply conditions.and debuffs to multiple targets. This is also equipped with a napalm blast ability, an air blast knockback, a ground-targeted firewall (which, as of yet, seems mostly useless), and a blind.

Grenade Kit: Medium- to long-range AoE damage. The single downfall of grenades is that they take time to travel from you to the targeted area. While investing in the top trait track can enhance grenades (with the end trait offering to throw three grenades instead of two, which ups your damage considerably), this is not an issue that can be negated. Grenades take practice, but when used correctly (especially when you are not being targeted), they are your single most damage-causing weaponkit.

Bomb Kit: Melee-range AoE damage. I honestly haven't found much of a use for bomb kits. The bombs are placed at your feet and have a medium explosion radius, taking one second to detonate. For this reason, the only use I have found for them in PvP is when being pursued by melee classes. In PvE, they seem marginally more useful, but since Engineers are medium-armored and most of their play involves kiting, running, and snaring the enemy, it seems a little counterproductive for me - especially when, in the same situation, the flamethrower does immensely more damage.

Elixir Gun: Long-range single-target damage and healing. The heals on the Elixir gun are marginal at best, be warned; unless you've specced healing all the way, this is going to be a very small boon you're giving to your team. This is much like any other class, mind you, but break yourself of whatever line of thought you have from any other MMO. That said, specced correctly, the Elixir Gun can either do good damage and very mediocre heals, or mediocre damage and decent heals.

Medkit: Short-range heals, long-range if specced properly. Certain traits benefit this immensely; healing power stacking is a must if you plan on healing people much, as is the trait that allows you to throw your medkit supplies. Most of what you'll be doing is laying bandages for small-to-medium immediate heals on pickup. Unless you want to be right in the fray - which you don't - throwing these is mandatory.

I haven't tinkered with most of the others too much, but I will post more as I do.

+1
By DANEgerous at 2012-09-04 12:24:42

Likely one of the most unique classes in any MMO. It does not follow the typical "Magic user, Range non-magic, Stealth, Tank" routes and though that can be said of any class in Guild Wars 2 it is particularly true here in a class that exemplifies what Arena Net simply refer to as "Utility" they. As an engie your main goal is to aid your allies strengths and fill their week points if solo you are best setting up defenses and using stuns an condition to your advantage.

Remember you solve practical problems not problems like "What is beauty" because that would fall in the preview of you conundrums like philosophy. The answer to all things (yes even healing) is a gun. And if that don't work, use more gun. Like your heavy caliber, tripod-mounted, little 'ol number designed by you, built by you, and the other words better hope not pointed at them.

-1
By Kaiteke at 2012-09-11 23:04:51

While engineers lack the ability to switch weapons traditionally like many of the other Guild Wars 2 professions they have many Slot Skills that provide the same functionality. Device Kits and Weapon kits will alter your 1-5 Skill bar to provide you with an alternate skill set while in use.

It is important to note that because an Engineer's weapon switching is skill-based there is no cooldown between changing weapons. This allows for quick combos using skills from different weapons, expanding your combat options.

Recommended Crafting Discipline for Self-Sustained upgrades:
Huntsman
This Discipline allows the engineer to create Rifles, Pistols, and Spearguns along with Longbows/Shortbows and off-hand items for other classes.

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