GW2 Engineer PvE Class Guide by Element

GW2 Engineer PvE Class Guide written by  Element of [rT]. This is the final guide in a series of class guides written by members of [rT], an European dungeon speed clearing guild. Last Updated: December 5th 2015

Introduction

Engineer is an incredibly versatile class with meta condition and power builds. Although it may take a vast amount more effort to achieve what other classes can, let alone surpass them, in my experience it is a very rewarding and satisfying class with probably the highest skill ceiling in PvE.

This guide acts as an introduction to both the class but also to meta PvE builds and tactics. Although this guide does not go into much detail about specific dungeons and encounters, there is a wealth of information available at www.gw2dungeons.net

Terminology/Glossary

  • Stack – all party members stand closely on one spot, usually to share boons or to help control mob aggro
  • Aggro – slang for aggression or aggravation, usually referred to a mob being aggressive towards you, attacking or following you
  • Mob – an enemy or creature
  • LoS/Line of Sight – usually referred to the act of breaking the line of sight a mob has towards you, causing them to run towards you to regain line of sight (e.g hiding around a corner)
  • NPC – Non-player character. Computer controlled characters. You are usually accompanied by one or more NPC in every dungeon path
  • LFG – Looking for Group
  • Pug – Pickup group. A group made up of people who you do not know, usually via the ingame LFG system
  • DPS – Damage Per Second
  • AoE – Area of Effect. Any skill that has more than one target is considered area of effect
  • Pull – gaining the initial aggro of an enemy
  • Boons – also known as buffs, these give positive effects to you and allies
  • Proc – Programmed Random Occurrence. Can sometimes used when talking about non-random occurrences (e.g, “proc’ing the counter attack on Riposte”)
  • Skip – Progressing without doing any unnecessary events or killing trash mobs
  • Blast – using a blast finisher in a combo field
  • Zerk – slang for berserker, a gear type
  • Wipe – when the whole party is dead
  • CoE – the dungeon Crucible of Eternity
  • AC – the dungeon Ascalonian Catacombs
  • TA – the dungeon Twilight Arbor
  • SE – the dungeon Sorrow’s Embrace
  • CM – the dungeon Caudecus’ Manor
  • CoF – the dungeon Citadel of Flame
  • HotW – the dungeon Honor of the Waves

Weapons

Rifle

The rifle is the power Engineer’s main weapon. It boasts strong offensive capabilities whilst also providing a good amount of utility. It also used to be a condition Engineer’s main weapon, however the core specialisation update pushed pistol/pistol ahead of rifle in condition builds.

image Hip shot – Despite being the autoattack of the rifle, it is the skill which will see the least use. It has low DPS meaning it is not used in any rotations, however it can be useful when pulling mobs from 1200 range, since grenade kit is now 900 range and mortar shells have a long travel time
image Net shot – Once again this skill is not used in any rotations, however it does see some use when targets need to be immobilised. Examples of this are Shoggroth in Arah Path 1, Slick and Sparki in Aetherpath, or if you’re using max-melee immobilisation tactics, as described in a little bit more detail in the miscellaneous tactics section. Similarly, you can use it to temporarily immobilise a melee boss, allowing you to resurrect a downed team-mate without pressure from the boss
image Blunderbuss – This is a high DPS skill that does both more direct damage and bleed damage the closer the target is. Because of this, it is important to try to use it in melee range as much as possible; however it is important to remember that the skill does still have a very long range of 700 – meaning you can still continue fluid rotations even when you are prevented from staying in melee range of the mob
image Overcharged Shot – This skill is a good mix of DPS and both offensive and defensive utility. This can be used in the DPS rotation with a combination with the Healing Mist toolbelt skill provided by Elixir Gun to immediately stun break the knockback. Other uses include Defiance stripping, interrupting bosses or cleansing immobilises, cripples and chills. It is also important to be wary when using this, as if the boss has no stacks of defiance you may end up knocking them across the room, preventing melee DPS and Deep Freeze
image Jump Shot – Another skill with a good mix of DPS and utility. Jump shot will do damage both on takeoff and landing, making it another skill which you should aim to use in melee range. It can be used to reposition yourself out of AoEs or cleaves during combat, and also for travel out of combat, especially when combined with a weapon swap to prevent the short after cast period where you cannot move

Pistol Main Hand

Although this is the main weapon in a condition build, a power build may also run it if the player feels they need the extra defensive provided by an offhand shield, and they are also unable to run a condition build, or at an encounter where a power build is more appropriate

Fragmentation Shot – The auto attack of pistol. Applies a small bleed and does low damage, meaning it is not used in any DPS rotations
image Poison Dart Volley – This skill sees some use in DPS rotations if you are traited for Chemical Rounds, which will be explained in depth in the condition builds section
image Static Shot – This skill has such a short cast time that there’s not even one listed on the tooltip. It applies confusion and can bounce allowing you to stack large amounts of confusion on 2 targets. Because of this, it should always be used when off cooldown when playing a condition build. It can also be saved to be used as a blind, if you are in a situation where blinds are more important than maintaining perfect DPS

Pistol Offhand

image Blow torch – Although this skill used to be largely irrelevant, changes from the core specialisation patch pushed this skill’s DPS through the roof, and as such is used off cooldown in the standard group condition build DPS rotation
image Glue Shot – This skill is entirely utility with no DPS, meaning it has niche uses. Examples are similar to Net Shot from rifle, however since it is an AoE it can also be used to slow down groups of trash mobs which are chasing your group, assuming you are already in combat from those mobs

Shield Offhand

image Magnetic Shield/Magnetic Inversion – Primarily used as a blast finisher, however it can also be used to reflect projectiles and to strip defiance. In a group it will mostly see use in a pre-combat might stack
image Static Shield/Throw Shield – This is a 1.5 second channeled block and the main reason for taking shield defensively. It can also be used to strip defiance. Blocking a hit with the block up and then throwing the shield will strip 3 stacks, provided the shield does not hit a wall, preventing the projectile from returning

Utility Skills and their uses

Grenade Kit

imageA core component in both power and condition builds. Be sure to set your ground targeting to instant or fast from the general options menu to increase the lifespan of both your keyboard and fingers

image Grenade – The basic auto attack of the kit. It does moderate DPS, but since it hits 3 times it also applies vulnerability 3 times and has 3 rolls for on hit effects such as Shrapnel and Sharpshooter
image Shrapnel Grenade – The grenade with both the highest direct damage and condition damage, making it the grenade with the highest use priority
image Flash Grenade – A grenade with low damage and a moderate duration blind. Because of the low DPS it is important to use this only when you absolutely need the blind it provides
image Freeze Grenade – The joint second highest direct damage grenade along with poison grenade, however it does not also provide condition damage unlike Poison Grenade, meaning it is the 3rd priority grenade, except in situations where chill is more important than poison (e.g. Lupicus Solos)
image Poison Grenade – This grenade used to do almost no direct damage and leave long poison fields on the ground for half of eternity, however the core specialisation made the poison application immediate and direct, and also put the direct damage on par with freeze grenade, making it now the 2nd priority grenade
image Grenade Barrage – The toolbelt skill provided by the Grenade Kit. It is an AoE with high DPS, whilst providing at least 6 stacks of vulnerability due to traits

Bomb Kit

imageA core kit in condition builds, but also has plenty out of in combat and out of combat utility

image Bomb – The autoattack of the kit. It does moderate damage even without traits, however it is still not enough to be used in a DPS rotation for a build also running grenades.
image Fire Bomb – A skill with great DPS and utility. It provides a 3 second long fire field on a 10 second cooldown, making it great for in combat and out of combat might stacking. The updates to conditions also means that the burning is a large DPS increase when used in a condition build, so it is used off cooldown in the rotation
image Concussion Bomb – A bomb which applies 5 stacks of confusion, making it good in a condition build but largely irrelevant in any power build
image Smoke Bomb – A bomb which does no damage, however it provides a pulsing smoke field, making it useful when fighting hard hitting groups of trash mobs and for blasting stealth. If you plan on using it as a blind, you should always try to drop a Fire Bomb before a Smoke Bomb so that the fire field will take priority and your group will not blast stealth whilst fighting the mobs. When combined with Short Fuse and Elixir S you can chain large durations of stealth
image Glue Bomb – This skill is entirely utility with no DPS, meaning it has niche uses. Examples are similar to Net Shot from rifle, however since it is an AoE it can also be used to slow down groups of trash mobs which are chasing your group. This skill is also unblockable, meaning it is very useful during Imbued Shaman shield phases
image Big ol’ Bomb – The toolbelt skill provided by Bomb Kit. It is a hard hitting AoE with a blast finisher attached, making it great for stacking might and stealth out of combat, or might in combat if you’re running a build which uses Bomb Kit in combat. It can also be used to strip defiance. It is important to watch a boss’ Defiance stacks when you use this, to prevent the boss being knocked across the room, as well as knowing how large the AoE is to prevent you getting revealed when blasting stealth

Flamethrower

imageThis is almost always the 3rd kit run when using a power build and a group condition damage build. It has a lot of utility, whilst also bringing a DPS increase

image Flame Jet – A low DPS auto attack which has a reputation for being mistaken as a high DPS skill by newer players. Your group seeing you use this may set off several alarms, so if there’s one skill you want to disable auto attack on to prevent it automatically being used – it’d be this
image Flame Blast/Detonate – The main reason flamethrower is used in combat for power builds. It provides a blast whilst also increasing DPS. This is sometimes a tricky skill to manage, and detailed use of the blast and getting the skill to hit the maximum amount of times is explained in miscellaneous tactics section
image Air Blast – Although it does extend burning duration, using it is an overall DPS loss, so its uses are limited to utility. It can be used to reposition mobs, strip defiance or as a reflect. Many players do not utilise the reflect aspect of this skill, which can result in a loss of DPS and dodges needlessly expended (e.g. Lupicus phase 2/3 autoattack)
image Napalm – A long lasting fire field which applies a large amount of burns, is good for extensive pre-combat might stacking and the main reason for taking Flamethrower in a group condition damage build
image Smoke Vent – Another skill which I feel is often under-utilised. The cast time is instant so there is no punishment for using it when you are already in Flamethrower and it provides an instant blind in melee range, making it excellent for actively protecting your whole group from trash mobs
image Incendiary Ammo – The toolbelt skill provided by the flamethrower. It has no cast time and is free DPS, so it should be used whenever possible. If you are not using a Flamethrower when in combat, you should always try to equip Flamethrower, use Incendiary Ammo and then swap out Flamethrower for your normal utility skill before engaging in combat

Elixir Gun

imageA kit almost alway used in power builds. It provides a large DPS increase as well as some extra utility

image Tranquilizer Dart – The autoattack of the elixir gun, and unsurprisingly has no practical use
image Elixir F – Another skill with no real purpose in the current metagame, however it can be used in situations where you need a quick cripple on a boss or mob
image Fumigate – A low DPS skill, however it cleanses up to 5 conditions on allies hit by it. This combined with its short cooldown makes it incredibly useful at encounters such as the Cliffside Fractal, where large amounts of conditions can regularly be applied
image Acid Bomb – The reason elixir gun is taken in power builds. A blast with an extremely hard hitting ticking AoE left behind. To maximise the DPS from the skill it is important to learn how to immediately cancel the leap after the AoE has gone off, which is explained in detail in the miscellaneous tactics section of this guide
image Super Elixir – A pulsing heal combined with a condition cleanse. Has some use for cleansing allies’ conditions after a fight, or when a clutch heal/cleanse is needed to stay alive
image Healing Mist – The toolbelt skill provided by the Elixir Gun. A small heal to you and your allies, however it has a more important function as a stun break, for example comboing it with Overcharged Short

Tool Kit

imageA kit with a good balance of condition damage, utility and defense, used regularly in condition damage builds

image SmackWhack/Thwack– This autoattack has some synergy with a thumper turret to let you auto-attack a boss to death whilst the boss is aggro’d on the turret and you’re in the kitchen making dinner. Other than that, in line with most other engineer autoattacks – it’s practically useless.
image Box of Nails – A skill with highly situation use. Examples include when you want to keep a boss permanently crippled, when you want to cripple mobs chasing you or during periods where you cannot DPS the boss (Lupicus phase transitions). This skill is also unblockable.
image Pry Bar – A skill which does high direct damage and applies 5 stacks of confusion. It is worth using in both power and condition damage rotations
image Gear Shield – A 3 second block on a 20 second cooldown (or 16 when traited), making it one of the best defensive skills for PvE
image Magnet – Useful for aggro’ing and repositioning mobs and stripping Defiance. It is also unblockable, meaning you can interrupt or reposition blocking bosses, such as the Imbued Shaman during shield phases
image Throw Wrench – The toolbelt skill provided by the Tool Kit. It’s not worth using for DPS, so you will only ever use it if you need to cripple mobs or a boss

Mortar Kit

imageMainly taken for the toolbelt skill, however it still provides some utility and a small DPS increase for condition solo builds

image Mortar Shot – Briefly had its time in the spotlight as being a good DPS, viable autoattack, however it is now back in line with most other Engineer autoattacks. Along with the rest of the Mortar Kit skills, its 1500 range makes it excellent for pulling mobs from far away
image Poison Gas Shell – A pulsing poison field which is worth using when running a condition damage build, however it leaves a poison field so you must be careful when you use it to prevent 3 minutes of area weakness being blasted
image Endothermic Shell – Useful for when you need to chill a boss or mobs, but has no real use other than that. Similarly with Poison Gas Shell, you must be careful of the Ice field it leaves behind
image Flash Shell – Another blind incase you don’t have enough from Grenade Kit and Flamethrower
image Elixir Shell – Similar to Super Elixir from the Elixir Gun, however it has the disadvantage of not cleansing a condition and the advantage of being a water field instead of a light field. Only should be used when otherwise a party member or yourself will down or during periods where you cannot DPS (e.g. Lupicus phase transitions)
image Orbital Strike – This is the toolbelt skill provided by Mortar Kit. It is a hard hitting AoE blast finisher, which when traited will proc twice. It is worth noting that this skill functions somewhat inconsistently with other skill modifying traits in the game, which is described in detail in the ‘traits and variations’ section of the Grenade Triple Kit Power Build.

Med Kit

imageUnfortunately, the change to Medical Kit removed a lot of the uses for it in PvE. Currently its practical uses are limited to Arah Path 3/4 orbs puzzle solo’ing, which is described in detail in the miscellaneous tactics section

image Med Blaster – A bigger waste of time than Flame Jet with no practical use aside from perhaps using on a teammate who is running an orb in Arah P3/4
image Throw Bandages – Can be used to cleanse a damaging condition off an ally when you are out of combat and able to swap from Healing Turret to Medical Kit, such as at Cliffside Fractal. However, this is usually more impractical than using the profusion of other out of combat condition cleanses available to engineer
image Throw Stimulant – Can be used to stack a little bit of fury before engaging combat, such is in solo situations
image Throw Accelerant – The most useful skill on this toolkit. It provides 10 seconds of swiftness, which you can give to NPCs, party members, or keep yourself to reduce your kit spamming a little bit
image Throw Antidote – Can be used to cleanse conditions off an ally when you are out of combat and able to swap from Healing Turret to Medical Kit, such as at Cliffside Fractal. However, this is usually more impractical than using the abundance of other out of combat condition cleanses available to engineer. Also has the added bonus of Resistance, allowing you to use it before picking up the hammer.
image Bandage Self – The toolbelt skill provided by the Medical Kit. A moderate self heal with a long cast time

Elixirs

image Elixir H – A fairly weak heal which isn’t helped by the inconsistency of the boon application. You can Toss Elixir when using HGH to stack might
image Elixir B – The toolbelt skill sees more use than the actual utility. Throw the elixir on your team mates in areas where you may need a small amount of stability, such as the wind tunnels at Cliffside Fractal. You may also need this to solo or duo Simin in Arah Path 4 for the stability, in which case you will have to take this instead of a 3rd kit. when solo you can also Toss Elixir B on NPCs in hope that it will give them swiftness
image Elixir C -The toolbelt skill is one of the more practical ways to cleanse a condition on an ally whilst you yourself are not in combat. The total of 7 conditions converted between the utility skill and the toolbelt skill mean that it is useful in situations such as running a wisp in Swampland Fractal
image Elixir R – Another elixir where the toolbelt skill is better than the actual utility skill. Throw the elixir onto an ally if they are still downed after the mobs die or if you are not yet in combat for a faster res. Other uses include self-resurrection when soloing the Thaumanova heat room, or having a teammate down before you are in combat and getting in the wombo combo of toss Elixir S and Elixir R
image Elixir S – The toolbelt skill can be used for a quick stealth for trash runs, or it can be chained with Smoke Bomb for longer trash skips. The active itself has a few uses, such as when on a pressure plate in a trio of the Dredge Fractal, you may need to chain it with your other blocks to avoid downing whilst the gate controller is being channeled.
image Elixir U – 50% chance to create a Smokescreen, 50% chance to create a Wall of Reflection and 100% chance to get the one that you didn’t want. It can be thrown before combat to allow your party to save their projectile blocks until later in the fight, however it is held back from any real practical use by its inconsistency. If they boss is already aggressive, try to aim it so it will not hit them, as if you roll a smokescreen you will put in combat from the blind and unable to swap it out. Although the utility skill was buffed, it is still not worth using over a 3rd kit
image Elixir X – The toolbelt skill has a few niche uses, such as moa’ing a group of trash mobs at the start of a Fractal before swapping back to a better elite and using that for the remainder of the fractal. As for the utility itself, you can hope you get Rampage when attempting to solo Thaumanova heat room, however you can already solo the room without relying on RNG

Turrets

image Healing Turret – The best healing skill by a large margin. The correct order for the largest heal and 2 conditions cleansed is drop turret -> Overcharge -> Detonate Healing Turret in quick succession, however be aware that the short duration water field may interfere with might blasts. The toolbelt skill is a tiny party wide heal and a short water field which can be combo’d with blasts and leap finishers from rifle, Flamethrower, Elixir Gun and shield for additional heals. It is incredibly versatile, as it can be used for large AoE healing, a blast finisher, condition cleanse, blocking projectiles, attracting aggro and even catching Lupicus grubs

Unfortunately, that’s about it when it comes to turrets. The ability for bosses to crit and inflict conditions on turrets was the last nail in the coffin for an already overwhelmingly useless group of utilities. With all the turrets, if the boss dies and your turret is still alive, wait for any cooldowns on overcharges and then swap them for normal utilities. If you detonate them or pick them up then you will have to wait for them to come off cooldown before you can swap them.

image Rifle Turret – Can be used in a cheese reflect build, as detailed in the miscellaneous tactics section
image Flame Turret – This turret does actually come with a smoke field – unfortunately it’s not very good. To get it to work correctly, you need to drop the turret, target something within 500 units of the turret and then overcharge the turret. Because of this it is not as useful as it could be. Examples of where you can use the smoke field is all CM paths and Arah Path 2. The toolbelt skill can also be used as a short duration fire field, in place of something like a Lava Font
image Thumper Turret – Can be used for cheesing boss tanking, especially when combined with Advanced Turrets and the autoattack of Tool Kit and Power Wrench. It also has a blast finisher on its toolbelt skill, which can be taken advantage of during a pre-combat might or stealth stack
image Net Turret – Can be used when permanently immobilising the boss. Be sure to use the toolbelt skill before you place the turret, as you won’t be able to use the Net Attack when the turret is placed. Whilst the turret is up overcharge it as often as possible for more immobilisation
image Rocket Turret – The toolbelt skill Rocket can be used to pull mobs from 1500 units away in a pretty comical fashion, but once the novelty of it runs out that turret is even more useless than the rest
image Supply Crate – The second elite utility which is worth taking, mainly for the stun or turret aggro, such as at the end boss of Uncategorised Fractal. One trick you can do is drop the crate in the fight and don’t overcharge it. You can then swap the crate back to Mortar Kit afterwards, since the overcharge skill will not be on cooldown

Gadgets

image A.E.D – It’s main two uses are for solo’ing the Arah P3/4 orbs and solo’ing the Thaumanova heat room. The toolbelt skill can also be used to stun single trash mobs, such as the Graveling at the beginning of AC
image Rocket Boots – Useful for travelling between encounters, however it has no use whilst in combat. It is also worth noting that the blast finisher goes through at your landing position, not your takeoff position, meaning your group will often miss any stealth blasts from this
image Utility Goggles – Its uses extend to clearing turrets in Arah, which is made largely irrelevant by the trait Reactive Lenses and Elixir U
image Throw Mine – The toolbelt skill can be casted and then the utility skill quickly changed to something better before you get in combat. Unfortunately, you usually only have time to pre-cast one skill, and there are usually better skills to precast than this. A good example of where this is useful though is at Giganticus Lupicus, where he takes several seconds to activate. Another example is when a large group of trash mobs are about to engage you, such as the group after the Abomination in Arah Path 2. The mines also strip boons, which is not mentioned on the tooltip.
image Personal Battering Ram – The toolbelt skill can travel through walls, allowing you to hit things on the other side of walls
image Slick Shoes – The toolbelt skill can be combined with Executioner’s Axe to travel large distances quickly. The utility skill can sometimes be used to keep trash mobs knocked down whilst you safely dispatch of them

Builds

Power Builds – Grenade Triple Kit

This is the traditional PvE meta build for the engineer. It boasts high burst damage, moderate sustained damage and plenty of in combat blasts and utility. This build also has the least in terms of defense, making it an appealing build for veteran players to run instead of a condition build which can enjoy the comfort of additional defense.

Overview

gw2-engineer-grenade-triple-kit

Armour, Runes and Trinkets

Full Berserker with Superior Rune of the Scholar

Although Assassin’s used to be meta on Engineer, the new trait system allows Engineer to use full Berserker’s whilst still maintaining 100% crit chance at level 80. For runes, Scholar is still the highest DPS option, however cheaper substitutes may include Rune of the Flame Legion and Rune of the Ogre

Weapons and Sigils
Assassin’s rifle with Force/Dungeon Specific Sigil

In a power build, Rifle is the highest DPS weapon so it is taken over Pistol. If you are using expensive food without any precision, then you will need an Assassin’s rifle to push you up to 100% crit chance at level 80, however using Steak-based food which provides power and precision in combination with an Assassin’s weapon will push you a little over 100% crit chance

Sigils

The sigils that you may use when running this build include:

  • Superior Sigil of Force – The primary sigil and should be on all of your rifles unless you have a Night + Specific Slaying sigil
  • Superior Sigil of Night – Should be used when running night time dungeons or fractals
  • Superior Sigil of X Slaying – This is a 10% damage increase against mobs of that specific type.
  • Superior Sigil of Frailty – Usually combined with Force for day time dungeons and fractals where you do not have a specific slaying sigil

Depending on how dedicated you are, you may end up with several rifles in your inventory, with different ones specialised for different dungeons. The ideal composition is a Superior Sigil of X Slaying combined with the next highest damage modifier (Force or Night). However, crafting and carrying around rifles for each dungeon is absurd in most people’s eyes. Instead, most people will have one rifle with Force and Night for all nighttime dungeons and fractals and Force and Frailty for day time dungeons and fractals. Another common setup is Force and Undead Slaying, as many players spend a lot of time in The Ruined City of Arah

A typical dungeon runner’s loadout may look like:

  • Rifle with Night and Force (For night time dungeon and fractals)
  • Rifle with Force and Frailty (For day time dungeon and fractals)
  • Rifle with Force and Undead Slaying (For The Ruined City of Arah)

A non-typical dungeon enthusiast’s loadout may look like:

  • Rifle with Night and Force (For AC and some Fractals)
  • Rifle with Force and Justice (For CM and some Fractals)
  • Rifle with Night and Dreams (For TA)
  • Rifle with Night and Dredge Slaying (For SE)
  • Rifle with Night and Mad Scientists (For CoE and SE)
  • Rifle with Night and Flame Legion Slaying (For CoF)
  • Rifle with Force and Son of Svanir/Icebrood Slaying (For HotW)
  • Rifle with Force and Undead Slaying (For Arah and CoE)
  • Rifle with Force and Frailty (For remaining Fractals)

Details on enemy types and the dungeon’s time of day can be found here:

https://wiki.guildwars2.com/wiki/Dungeon#List_of_dungeons

However, this is a little bit beyond the call of duty and the vast majority of hardcore PvE players will not even go this far

Traits and Variations

Explosives

image Glass Cannon – A smaller scholar buff, and better than any of the other options available, however a newer player may want to take Grenadier over this trait
image Grenadier – With Grenadier traited, there is no 1 second cooldown on re-equipping Grenade Kit. This means that if you swap to another kit too soon, you can immediately swap back to Grenade Kit and continue your rotation. This combined with the fact that new players may find it difficult to maintain 90% health mean that Grenadier is an excellent trait for beginners to the class or to an encounter
image Shaped Charge – Another easy to maintain damage modifier with an overall higher DPS boost than Aim-assisted Rocket
image Siege Rounds – Adds a lot to the burst damage of an Engineer, which is especially important in low level dungeons. If your Orbital Strike is on cooldown when you enter the fight, then you can swap this trait to Shrapnel. The second cast is not decided when you cast the first one, meaning you cannot trait Siege Rounds, cast Orbital Strike and then swap Siege Rounds to Shrapnel before combat starts, allowing you to get the benefit from both traits

Firearms

image High Caliber – One of the reasons Engineer can now enjoy Berserker’s armour. If you are in an under-manned party or a group which is having difficulties capping vulnerability, then you can swap this trait out for Heavy Armour Exploit
image Heavy Armour Exploit – A trait providing lots of vulnerability and in combat swiftness – especially useful when solo
image Skilled Marksmen – Although only half of the trait is actually useful, it still allows you to fit in a third Blunderbuss and second Jump Shot into most short fights
image Pinpoint Distribution – An alternative to Skilled Marksmen. Although it is a bit lower of a DPS boost, it reduces the complexity of an Engineer rotation by a small amount, which may be useful to newer players who are struggling to manage the rotation
image Modified Ammunition – With an Engineer in the party, there should be at least 7 conditions on a boss most of the time, providing a 14% increase to direct damage

Tools

image Static Discharge – Extra DPS, especially on skills such as Incendiary Ammo. Do note that there is a short after cast time, which can especially interfere with the Big ol’ Bomb + Smoke Bomb combination. You also have to be careful when using Toss Elixir S, as even without an enemy targeted the projectile can still hit something and reveal you
image Streamlined Kits – It is very important to try to proc this on Grenade Kit when in combat as often as possible, as it is the only worthwhile attack created by this trait. You must be extremely careful when trash skipping with this trait on, especially if you are stealthed. In these situations, try to proc it on Flamethrower or Tool Kit, to prevent yourself being revealed on mobs. Another thing to be careful of is the attack created by bomb kit which can pull bosses and give them defiance
image Takedown Round – This trait is a good alternative to Streamlined Kits. In situations where you may not have complete control of when you swap to kits, or long fights, such as Lupicus solos, I’d recommend taking this trait over Streamlined Kits
image Kinetic Battery – Ideally this trait will allow you to get in a double Grenade Barrage. However in reality, you usually end up not having to evade an attack, meaning you will be waiting to use Grenade Barrage for the entirety of the fight
image Adrenal Implant – Whilst this trait is very appealing to newer players, the problems with Kinetic Battery make it a viable choice over Kinetic Battery for veteran players too as a small quality of life improvement which can be especially of help in less co-ordinated groups, where fights may drag on for a little longer

Utilities

The main three utilities and heal that you will use in combat are:

image Grenade Kit – The core of the build. Shrapnel, Freezing and Poison grenade provide good DPS whilst the grenade auto gives the build something to use whilst the bigger skills are on cooldown
image Elixir Gun – Taken for the blast and large DPS increase on Acid Bomb, however it also provides utility and mobility out of combat
image Flamethrower – Primarily taken for the DPS and blast finisher on Flame Blast, however it also provides a long lasting fire field, a reflect, a push, a blind and some extra burning on your attacks
image Healing Turret – The best heal for Engineer by a large margin. It is incredibly versatile, as it can be used for large AoE healing, a blast finisher, condition cleanse, blocking projectiles, attracting aggro and even catching Lupicus grubs

However in certain situations both in and out of combat, you may find you will need to use other utilities, details of usage of each utility is listed in the utilities section, however the most important ones for this builds are Bomb Kit, Tool Kit, Elixir S and Elixir U

Food and Nourishment

image Bowl of Sweet and Spicy Beans – This is your ideal food, as Engineer benefits greatly from the condition duration, yet the power provided is more beneficial than the condition damage provided by similar foods, such as Koi Cakes. Unfortunately, not only is this food expensive, it also cannot be bought and must be crafted using recipes acquired from The Silverwastes.
image Koi Cake/Rare Veggie Pizza – If you cannot afford to spend gold on Sweet and Spicy or sanity on farming Silverwastes, yet your group needs vulnerability then this is the food to use. Although the condition damage is not ideal, a power build still outputs a hefty amount of bleed and poison
image Plate of Truffle Steak – This is the next best option to Bowl of Sweet and Spicy. However do note that depending on your gear’s rarity, having an Assassin’s rifle may push you over 100% crit chance at level 80
image Plate of Steak and Asparagus – The cheaper alternative to Truffle Steak
image Powerful Potion of X Slaying – The nourishment with the highest DPS increase. Enemy types can be found at: https://wiki.guildwars2.com/wiki/Dungeon#List_of_dungeons
image Potent Superior Sharpening Stone – Use this if you do not have the applicable slaying potion

Condition Builds – Triple Kit Solo Condition Build

Although condition builds used to be situational in solos, buffs to the build have made it superior to power builds when solo’ing at almost every situation, with exceptions being against bosses that have some form of defense against conditions such as Alphard. The build has lots of options for defense, such as Adrenal Implants, Invigorating Speed, Gear Shield, Magnetic Shield and Static Shield. This combined with simple rotations (for an engineer) make it an easy build to use when learning to solo encounters

Post-HoT Update – if you are able to, use Viper’s armour and Superior Rune of the Berserker and Sinister weapons

Overview

gw2-engineer-condition-grenade-triple-kit

Armour, Runes and Trinkets
Full Sinister except Rampager’s Back Piece with Superior Rune of the Aristocracy

Since this is a condition damage build, Sinister is the most beneficial stat. This is also a solo build, meaning that the might generation and duration increase from Superior Rune of the Aristocracy makes it the best choice for runes. These runes also synergise nicely with Superior Sigil of Strength. Since Aristocracy runes have a soft timegate on their acquisition, Superior Runes of the Undead/Krait can act as substitutes whilst you build up your Seals of Beetletun

Weapons and Sigils
Giver’s Pistol/Pistol or Pistol/Shield with Superior Sigil of Strength and Bursting

Try to use double pistol as much as possible, as it has a large DPS advantage over Pistol/Shield. However, due to the nature of solo’ing, this is not always possible and sometimes you may need a Pistol/Shield for the extra blocks and reflects. You may also need another shield or pistol with an energy sigil on it. If that is the case, replace the Bursting Sigil before the Strength Sigil

Since the solo build uses Runes of the Aristocracy instead of any runes with condition duration, Giver’s weapons are used to bring our condition duration closer to the cap of 100%

Traits and Variations

Explosives

image Glass Cannon – A smaller scholar buff, and better than any of the other options available, however a newer player may want to take Grenadier over this trait
image Grenadier – With Grenadier traited, there is no 1 second cooldown on re-equipping Grenade Kit. This means that if you swap to another kit too soon, you can immediately swap back to Grenade Kit and continue your rotation. This combined with the fact that new players may find it difficult to maintain 90% health mean that Grenadier is an excellent trait for beginners to the class or to encounters
image Shaped Charge – Another easy to maintain damage modifier with an overall higher DPS boost than Aim-assisted Rocket
image Shrapnel – This will give you a chance to apply incredibly long lasting bleeds on crits. Although a 15% chance may seem low, remember that each grenade throw will give you 3 attempts at proc’ing this trait. It also has no internal cooldown, meaning it is possible to apply an extra 3 stacks of bleeding with every grenade throw. The cripple can also help you kite around mobs, which you may find yourself doing often in solo play

Firearms

image Heavy Armour Exploit – A trait which provides lots of vulnerability and in combat swiftness – especially useful when solo
image Pinpoint Distribution – Even more condition damage!
image Incendiary Powder – Not only does it apply burning on critical hits, but it also increases the duration of all burning by 33%. Either one of these would put it ahead of Modified Ammunition in solo play

The final specialisation line will vary on whether you need the shorter cooldown on Gear Shield, which you will on many encounters, however both lines provide a permanent 50% increase to endurance regeneration

Tools

image Power Wrench – Largely the reason for taking this specialisation. Increases your offensive capability with more Pry Bars but also your defensive capabilities with shorter cooldown on Gear Shield and the cripples from Throw Wrench and Box of Nails
image Streamlined Kits – This gives you some much needed out of combat swiftness. It is very important to try to proc this on Grenade Kit when in combat as often as possible, as it is the only worthwhile attack created by this trait. You must be extremely careful when trash skipping with this trait on, especially if you are stealthed. In these situations, try to proc it on Flamethrower or Tool Kit, to prevent yourself being revealed on mobs. Another thing to be careful of is the attack created by bomb kit which can pull bosses and give them defiance
image Takedown Round – This trait is a good alternative to Streamlined Kits. In situations where you may not have complete control of when you swap to kits, or long fights, such as Lupicus solos, I’d recommend taking this trait over Streamlined Kits
image Adrenal Implant – A very important trait for solo’ing. It is also more consistent than Invigorating Speed, as it does not rely on RNG on traits and critical hits

Alchemy

image Invigorating Speed – Permanent vigor uptime when combined with Heavy Armour Exploit, as long as you are attacking something and critting on it. It is slightly RNG though so it is possible to go durations without any vigor, albeit very unlikely especially when combined with increased boon duration
image Backpack Regenerator – Take this is you are taking small sustained damage such as at Imbued Shaman at the Volcanic Fractal
image Self-Regulating Defenses – Something a little more defensive, although largely useless against most bosses due to one shot mechanics
image Alchemical Tinctures (Minor) – The boon duration increase is the whole reason for taking this otherwise lackluster trait line
image Stimulant Supplier – Increased fury uptime and a little bit more health sustain
image Iron Blooded – Consider taking this if you ever end up needing to tank a group of trash mobs

Utilities

Your main three utilities and heal when in combat will be:

healingturret Healing Turret – The best heal for Engineer by a large margin. It is incredibly versatile, as it can be used for large AoE healing, a blast finisher, condition cleanse, blocking projectiles, attracting aggro and even catching Lupicus grubs
image Grenade Kit – The core of the build. Shrapnel, Freezing and Poison grenade provide good DPS whilst the grenade auto gives the build something to use whilst the bigger skills are on cooldown. It also comes with an AoE blind which can be useful whilst solo’ing
image Bomb Kit – Concussion Bomb and Fire Bomb are a large DPS boost, whilst the kit also provides a fire field, a blast finisher, a smoke field with a pulsing blind and a cripple/immobilise
image Tool Kit – Provides a good mix of offense and defense in the form of Pry Bar, Gear Shield and Box of Nails

Food and Nourishment

image Koi Cake/Rare Veggie Pizza – The extra condition duration is incredibly important to the build, and without it its DPS takes a huge hit
image Super Veggie Pizza – A cheaper alternative to Koi Cakes and Rare Veggie Pizzas
image Toxic Focusing Crystal – Expensive but the extra condition duration is important and it provides a huge boost to condition damage
image Tuning Crystals – A cheaper alternative to Focusing Crystals

Condition Builds – Triple Kit Group Condition Build

This is similar to the condition solo build detailed above, however a few modifications have been made to make it more suited for group play. As of the time of writing, this build is the highest sustained DPS in the game, and will surpass a power engineer build around 14 seconds into a fight

Post-HoT Update – if you are able to, use Viper’s armour and Superior Rune of the Berserker

Overview

gw2-engineer-condition-grenade-triple-kit-2

Armour, Runes and Trinkets
Full Sinister except a Rampager’s back piece, 5 Superior Runes of the Nightmare and 1 Superior Rune of the Antitoxin

Since this is a build designed for group play, we no longer need the might generation provided by Superior rune of Aristocracy. This allows us to take a rune with condition duration on it, allowing us to replace our Giver’s weapons, resulting in an increase in stats across the board. However since the 6th bonus is more of a detriment than it is a bonus, the 6th Nightmare rune is replaced by either a Superior Rune of the Antitoxin, or the cheaper alternative of Coral Orb.

Weapons and Sigils

Sinister Pistol/Pistol with Superior Sigil of Geomancy and Superior Sigil of Bursting

Similarly to the Runes, we no longer need the might generation provided by Superior Sigil of Strength when in a group, allowing us to replace it with Superior Sigil of Geomancy.

Because you are in a group you will also most likely never need the defensive capabilities of a shield, allowing you to use Pistol/Pistol at every encounter

Traits and Variations

Explosives

image Glass Cannon – A smaller scholar buff, and better than any of the other options available, however a newer player may want to take Grenadier over this trait
image Grenadier – With Grenadier traited, there is no 1 second cooldown on re-equipping Grenade Kit. This means that if you swap to another kit too soon, you can immediately swap back to Grenade Kit and continue your rotation. This combined with the fact that new players may find it difficult to maintain 90% health mean that Grenadier is an excellent trait for beginners to the class or to encounters
image Shaped Charge – Another easy to maintain damage modifier with an overall higher DPS boost than Aim-assisted Rocket
image Shrapnel – This will give you a chance to apply incredibly long lasting bleeds on crits. Although a 15% chance may seem low, remember that each grenade throw will give you 3 attempts at proc’ing this trait. It also has no internal cooldown, meaning it is possible to apply an extra 3 stacks of bleeding with every grenade throw.

Firearms

image Chemical Rounds – Although this may seem an odd choice, the extra 50% condition duration is not affected by the 100% condition duration cap. This allows us to change up our rotation a little bit to increase our DPS. However, if your party is struggling with maintaining vulnerability then you can swap this trait for Heavy Armour Exploit
image Heavy Armour Exploit – A trait which provides lots of vulnerability and in combat swiftness
image Pinpoint Distribution – Even more condition damage!
image Incendiary Powder – Not only does it apply burning on critical hits, but it also increases the duration of all burning by 33%.

Tools

image Static Discharge – Extra DPS, especially on skills such as Incendiary Ammo. Do note that there is a short after cast time, which can especially interfere with the Big ol’ Bomb + Smoke Bomb combination. You also have to be careful when using Toss Elixir S, as even without an enemy targeted the projectile can still hit something and reveal you
image Streamlined Kits – It is very important to try to proc this on Grenade Kit when in combat as often as possible, as it is the only worthwhile attack created by this trait. You must be extremely careful when trash skipping with this trait on, especially if you are stealthed. In these situations, try to proc it on Flamethrower or Tool Kit, to prevent yourself being revealed on mobs. Another thing to be careful of is the attack created by bomb kit which can pull bosses and give them defiance
image Takedown Round – This trait is a good alternative to Streamlined Kits. In situations where you may not have complete control of when you swap to kits, or long fights, such as Lupicus solos, I’d recommend taking this trait over Streamlined Kits
image Kinetic Battery – Ideally this trait will allow you to get in a double Grenade Barrage. However in reality, you usually end up not having to evade an attack, meaning you will be waiting to use Grenade Barrage for the entirety of the fight
image Adrenal Implant – Whilst this trait is very appealing to newer players, the problems with Kinetic Battery make it a viable choice over Kinetic Battery for veteran players too as a small quality of life improvement which can be especially of help in less co-ordinated groups, where fights may drag on for a little longer

Utilities

Your main three utilities and heal when in combat will be:

healingturret Healing Turret – The best heal for Engineer by a large margin. It is incredibly versatile, as it can be used for large AoE healing, a blast finisher, condition cleanse, blocking projectiles, attracting aggro and even catching Lupicus grubs
image Grenade Kit – The core of the build. Shrapnel, Freezing and Poison grenade provide good DPS whilst the grenade auto gives the build something to use whilst the bigger skills are on cooldown.
image Bomb Kit – Concussion Bomb and Fire Bomb are a large DPS boost, whilst the kit also provides a fire field, a blast finisher, a smoke field with a pulsing blind and a cripple/immobilise
image Flamethrower – Primarily for the Incendiary Ammo and Napalm, however the blind, reflect, push and blast can sometimes be useful, even when in a group

However in certain situations both in and out of combat, you may find you will need to use other utilities, details of usage of each utility is listed in the utilities section, however the most important ones for this builds are Tool Kit, Elixir S and Elixir U

Food and Nourishment

image Koi Cake/Rare Veggie Pizza – The extra condition duration is incredibly important to the build, and without it its DPS takes a huge hit
image Super Veggie Pizza – A cheaper alternative to Koi Cakes and Rare Veggie Pizzas
image Toxic Focusing Crystal – Expensive but the extra condition duration is important and it provides a huge boost to condition damage
image Tuning Crystals – A cheaper alternative to Focusing Crystals

Rotations

Power Build Rotations

Rifle/Elixir/FT + Skilled Marksmen

gw2-engineer-power-build-rotations

Rifle/Elixir/FT + Pinpoint Precision

gw2-engineer-power-build-rotations-2

Condition Build Rotations

PP/Bomb/Tool + HAE

Since this is a build designed for solo play, unlike in groups you will need to perform might stacking rotations whilst in combat. Because of this, I have included them in the solo build’s rotation, but not in the group builds’ rotations. The following rotation assumes you have no HGH pre stacked to 25 might. If you have, instead use the Orbital Strike at the second Fire Bomb

gw2-engineer-condition-build-rotations

PP/Bomb/FT + Chemical Rounds

gw2-engineer-condition-build-rotations-2

Stealth and Might Rotations

These are both the ‘full’ blasting rotations. Whilst you may find yourself using these when solo or in an uncoordinated group where nobody else is blasting, realistically in group play you will only ever need to use 1 or 2 blasts, as your teammates will also be blasting the combo fields. Additionally you can cast Orbital Strike at the start of these, however it is not usually needed and so is much better to save for combat

gw2-engineer-stealth-and-might-rotations

Additionally you can chain another group of blasts after your second Smoke Bomb by utilising the Smoke Field provided by Flame Turret, however it can be tricky to actually get a combo field out of the turret, as explained in the utilities section

gw2-engineer-stealth-and-might-rotations-2

Scrapper

Although Scrapper does not provide much to Engineer in terms of PvE, it does enable Engineer to act as the “tank” in raid content, as well as providing a small amount of out of combat utility. Irritatlingly however, you have to constantly untrait and retrait Scrapper when trying to take advantage of the small amount of extra utility made available by Scrapper.

Hammer

Unfortunately, hammer does not really have a place in any PvE builds. It does not provide more condition damage than pistol and it does not provide more power damage than rifle. However, it still has a few uses.

Positive_Strike Positive Strike/Negative Bash/Equalizing Blow– Whilst the vulnerability and might provided by this chain it is nice, it is still out DPS’d by grenades in both power and condition builds
Electro-whirl Electro-Whirl – This skill’s DPS makes it worth including in a power rotation, and also has the added utility of reflecting missiles, meaning it can also be used reactively
Rocket_Charge Rocket Charge– This skill is incredibly good for mobility and can be combined with rocket boots, Acid Bomb and Jump Shot to quickly run long distances, useful in open world and some dungeons
Shock_Shield Shock Shield – This skill can be used defensively for the 2 second block, but it can also be included in a rotation and be used offensively. The high DPS it provides combined with 10 stacks of vulnerability make it a great skill
 whywontthisstupidpictureupload Thunderclap – A skill which provides high AoE damage as well as a stun, which can be useful for break bars. It also provides a lightning field, allowing your team to blast it for swiftness

Utilities

Whilst the gyros have a few uses, they are for the most part not worth using, especially when in combat

Medic_Gyro Medic Gyro – This gyro doesn’t come close to the amount of healing and condition cleanses and utility provided by Healing Turret, meaning it has no real reason to be used. There are also better things to pre-cast when out of combat than the toolbelt skill
Bulwark_Gyro Bulwark Gyro – Whilst the actual drone dies far to fast to provide any worth in raids when “tanking”, the toolbelt skill has some uses. You can cast the reflection dome and then swap out to a better utility before engaging combat, allowing your team up to an extra 5 seconds of reflects
Purge_Gyro Purge Gyro– This can be used as yet another out of combat condition cleanse for any team mates. Cast the drone, wait for it to clear conditions from your team mates and then swap it out to a different utility without detonating it
Blast_Gyro_Tag Blast Gyro Tag – Once again, the toolbelt skill is the best part about this Gyro. You can use it to stack teamwide super speed before a trash run in dungeons
Shredder_Gyro Shredder Gyro – Whilst this is gyro does contribute to DPS, it’s DPS is not high enough to justify taking it over a 3rd kit. The toolbelt skill does high AoE damage and can be precasted before you engage combat, swapping the gyro out for a better utility skill afterwards. The daze also means it is good when fighting large amounts of trash, such as at the start of the Volcanic Fractal.
Sneak_Gyro Sneak Gyro – Unfortunately the gyro moves too slowly to make it viable for stealth skipping. However, it can be used when pathing mobs or other times when you are stationary, similarly to when you would use Shadow Refuge. The stealth pulses also last longer than the interval between them, allowing you to stack up some stealth that will persist even when the gyro dies or you leave its range. The toolbelt skill is overwhelmingly useless in PvE at the moment.

Raid “tank” build

Whilst scrapper may not be the best tank in raids, they can still do a good job of it whilst pumping out high DPS through conditions.

Gear, utilities and weapons are identical to the condition damage builds designed for group play as detailed in section 4.3, however a the Scrapper traitline is taken instead of Tools and as many trinkets as needed are replaced with Rabid stats until you have enough toughness to hold aggro over all of your team mates:

mhjhfrresned

Traits and Variations

Recovery_Matrix Recovery Matrix– The somewhat short cooldown on healing turret allows you to maintain high protection uptime with this trait
Mass_Momentum Mass Momentum – Even though this is primarly a condition damage build, the extra power is still good for grenades. This trait also has synergy with Adaptive Armor
Rapid_Regeneration Rapid Regeneration – If you having difficulty sustaining your health you can take this instead of Mass Momentum, as you will have a high swiftness uptime in most group compositions, especially if you have Heavy Armor Exploit traited
Adaptive_Armor Adaptive Armor– Whilst currently the reduced condition damage is not too useful in raids, this trait will provide up to 300 toughness. This can make you quite tanky whilst simultaniously increasing your power through Mass Momentum

Consumables

None of the consumables mentioned here are necessary to complete any content efficiently or quickly, and are not necessary to have in your inventory at all. The consumables mentioned are not every consumable you may see somebody use, just the most common ones.

  • Harpy Feathers – A 3 second Stealth of a 6 second cooldown. Can be chained with other stealth consumables to achieve long durations of stealth. However it applies blind to enemies in a small radius around you, which will put you in combat, so try to use them without hitting any mobs.
  • Order of Whispers Spy Kit – A 3 second Stealth on a 60 second cooldown. Can be chained with Harpy Feathers (Feathers -> Spy Kit -> Feathers) to get 9 seconds of stealth.
  • Ash Legion Spy Kit – Applies camouflage for 10 seconds on a 60 second cooldown. Camouflage is stealth, however moving will break the stealth, and does not trigger on stealth traits. Useful for dropping aggro or standing on pressure plates.
  • Fire Elemental Powder – Summons an Ember to fight for you for 5 minutes or until it dies. Offers a small DPS boost and fire fields, however it also has other uses such as catching the phase 1 -> 2 transition Grub at Giganticus Lupicus.
  • Ogre Pet Whistle – Summons an Ogre Pet to fight for you for 5 minutes or until it dies. Offers a small DPS boost, however it also has other uses such as catching the phase 1 ->2 transition Grub at Giganticus Lupicus. Using this item when knocked down will also act as a stun break.
  • Golem in a Box – Send out a long range golem to nuke your target. Useful for pulling mobs or killing your team on bosses that have reflects (Belka, Archdiviner)
  • Pot of Hylek Poison – Has 2 spells, one which gives you 10 seconds of swiftness on a 15 second cooldown, and another which will destroy the pot but place a poisonous cloud in an Area of Effect. Useful for classes/builds with little or no access to swiftness.
  • Medical Pack – Has 2 skills,Drop Bandages andDrop Stimulant. Useful for classes/builds with little or no access to swiftness or fury.
  • Power Matrix – Applies an AoE daze. Useful for large groups of trash mobs such as in Fractals.
  • Rock – Knockdowns enemy foes. Useful to remove stacks ofDefiance.

Misc Tactics

Dropping Kits and Cancelling Acid Bomb and Other Skills

When equipping a kit, you will be provided with a weapon swap button, similar to other classes. Using this weapon swap will also function similarly to weapon swapping on other classes – that is it will cancel any skills being casted or channeled. This brings both benefits and disadvantages, however fortunately there are ways to avoid all the disadvantages.

Benefits
One of the most important and well known uses of this is to cancel the leap portion of Acid Bomb, preventing you from flying across the room, missing out on DPS and potentially dragging any mobs with you. The concept is simple enough, but it can take a good amount of practice to improve from doing it well to doing it perfectly. To cancel the leap, simply use weapon swap when you are in the leap animation. Although you will be greeted with a large red “You cannot drop bundles whilst in the air” the leap will still be cancelled.

This video shows Acid Bomb cancellation at varying degrees of success:

This cancellation can also be done intentionally on other skills. For example if you start to cast Pry Bar and then the mob walks out of range, you can weapon swap to cancel the Pry Bar

Disadvantages

One mistake I see many engineers do is when swapping to the rifle portion of their rotation from Grenade Kit, instead of dropping the kit by using the same hotkey they used to equip it, they will use weapon swap. As previously explained, weapon swapping will cancel any animations, whilst dropping the kit will not. Many people channel a grenade toss to around 95% before weapon swapping to rifle to continue the rotation, whilst unknowingly cancelling the grenade toss – effectively wasting almost half a second of DPS

Managing Flame Blast

Damage

Flame Blast is tricky to manage in both the damage and blast aspects and getting in both and the blast finisher can require some pretty precise timing. Flame blast’s damage comes in 2 parts, the initial damage when the travelling projectile hits and the secondary damage when the flame blast is detonated. Therefore to maximise the damage from Flame Blast, you need to let the projectile pierce before detonating as shown in this handy diagram:

flameblast

Blast
Sometimes on large bosses (Lupicus is used in this example), if you use Flame Blast whilst the boss is targeted, it will travel upwards towards the centre of their body. This can cause trouble as it can actually elevate the Flame Blast above any fire fields, meaning you don’t get any blasts on the combo field. To circumvent this, simply deselect the boss whilst you are using Flame Blast

Although in this diagram I am standing at a little bit of a range away from Lupicus to make it easier to see, the same effect happens when in melee range; the Flame Blast just travels upwards at a sharper angle.

gw2-engineer-flame-blast

Permanent Immobilization and Max Meleeing Bosses

One strategy to cheese melee bosses is to permanently immobilise them and then melee them just out of range for the boss to melee you. Notable examples include the Archdiviner’s second encounter in the Cliffside Fractal.

Depending on the length of the fight, you will need varying combinations of Rifle (Net Shot), Net Turret, Bomb Kit (Glue Bomb) and Supply Crate. If you are using a Net Turret, make sure to use the immobilise on the toolbelt before placing the turret, as well as overcharging the turret as often as possible. Once the fight is over, wait until the overcharge skill is off cooldown and then swap out the turret for a regular skill. You can also do this with crate turret. You may also find yourself needing condition duration food, however it varys depending on how much immobilise your group is providing and the length of the encounter

maxmelee

95% Reflect Uptime Build

A pretty absurd and pointless build 99.99% of the time, however it does have one or two uses, so it gets a mention in this section. Uses include in a duo/trio at Alphard with your other party members being staff eles without an Earth Elemental available, allowing them to both freely DPS whilst you still get alright DPS from reflects and mortar shot. Other uses include attempting to get your teammates to choke from the shock of seeing you use this build

By taking Healing Turret, Rifle Turret, Flame Turret, Net Turret and then autoattack on Mortar Kit, you can cycle through each turret, allowing you to maintain reflects with the shield provided by Advanced Turrets.

The rotation is pretty simple. Healing Turret > 4x Mortar Shot > Rifle Turret > Pick up Healing Turret> 4x Mortar Shot > Flame Turret > Pick up Rifle Turret > 4x Mortar Short > Net Turret > Pick up Flame Turret > Rinse and repeat whilst fitting in any rifle skills you can during autoattack phases

gw2-engineer-reflect-uptime-build

Thaumanova Heat Room Solo

A few ways to go about this, unfortunately I don’t personally have footage of either until the next time I get this fractal.

The first method is reliant on Elixir X RNG for Rampage. Start out with Elixir X, double dodge forwards, use the 3rd skill on Rampage twice, then the 5th skill and then drop the form. Use A.E.D and Super Speed – the toolbelt skill for Slick Shoes. Finally, use Rocket Boots and try to proc the super speed from equipping Tool Kit with Streamlined Kits traited. All of this can be see in use here:

The second method does not involve RNG on Elixir X. Start by using Jump Shot and follow it up with Rocket Boots and an Acid Bomb. Double dodge forward and spam Stumble Forward. When you are about to die, use A.E.D to heal to full. Use Med Pack Drop, the Supply Crate’s toolbelt skill ahead of you and walk over as many med packs as you can. Continue to dodge as often as you can, and just before you are about to down Toss Elixir R on your location. This will resurrect you, even through some unfortunate agony ticks. Once you have rallied, dodge and use Acid Bomb and Rocket Boots as soon as they are back up if you are not at the controller already.

Arah Path 3/4 Orbs Solo

Once very easy on engineer, the changes to movement skills and Medical Kit made this a pretty annoying puzzle to solo. Fortunately you still don’t need any Cleric’s gear and can do it in full berserker.

Firstly, you’ll need to trait Stimulant Supplier in Alchemy and Streamlined Kits and Adrenal Implant in Tools. Start off by linecasting the toolbelt skill of supply crate on the rock as seen in the video. Run back to the start and wait until the toolbelt skill has 25 seconds left on its cooldown. Use skills #2, #3, #4, #5, #2 on your Med Kit and then swap it for A.E.D. Get to the orb and open the dialogue. Use Super Elixir at max range and then Jump Shot at max range, whilst picking up the orb. Double jump dodge, use rocket boots and then Super Speed. As soon as you walk onto the bundle of Med Packs use Healing Mist. Use A.E.D when you are 1 tick away from death (typically on Engineer 1 tick is around 2500 hp although this varies due to WvW bonuses). Cast the Supply Crate toolbelt skill on a rock at the end to try and reduce the spread of the Med Pack drop

Overcharged Shot and Healing Mist Combo

This combo has a surprising amount of applications. One example mentioned earlier in this guide is fitting it into your DPS rotation for a small DPS increase. Other uses include defiance stripping, kiting mobs – especially when in solo play, interrupting attacks on mobs which are against the wall and as a quick cleanse for chill, cripple and immobilise.

Similarly to Acid Bomb cancellation it can take a little bit of practice to get the timing down consistently, however it is important to remember it is far better to cast Healing Mist too late than too early, as if you cast it too late at least you will stun break before the stun expires.

CM Path 1 Bombs Solo

A video example can be found at the start of this video:

Trait for short fuses. Optionally at the start give the NPC swiftness with your Med Kit. Perform a 6 blast stealth rotation at the bottom of the stairs and move to the first location on the right. Stop there and wait for the mobs to move to you and stand still before running to the next location. Toss Elixir S on yourself and also wait at the second location for the mobs to stop moving. Run to the 3rd location, activate it and then run to the room on the left. Perform a 3-4 blast stealth rotation, move to the 4th location, wait for the mobs to stop moving and then waypoint to the beginning of the dungeon. Drop a smoke bomb and use Flame Blast and Jump Shot for stealth and then wait in the room with the next 2 locations until your cooldowns are back up. Get both of the locations in that room and then perform another 6 blast stealth rotation. Activate the last 3 locations, tossing Elixir S on yourself when your stealth is about to run out.

AC Path 1 Burrows Solo

Whilst not as useful as the CM p1 Bombs solo or the Arah P3 Orbs solo, you may still find it handy to know. The changes to turrets allowing them to be crit and bleed made this is a tiny bit inconsistent, however it is still possible despite these changes. Do note that due to the grenade range nerf, you need to stand closer to the second burrow when ranging it:

HGH Might Stacking

Has a lot of use in solo play, allowing you to get 25 might without entering a fight with Big ol’ Bomb, Magnetic Shield, Healing Turret, Orbital Strike or your Aristocracy 6th rune bonus on cooldown. However, it takes quick and accurate clicking, especially if you are running Tools instead of Alchemy as your third line, and has no practical use outside of aiming for the best time possible on boss solos.

To perform this you must have HGH traited in the grandmaster section of Alchemy. Start with Napalm into Fire Blast, Acid Bomb, Rumble from Thumper Turret into another Flame Blast. Then, begin throwing the toolbelt skill from each elixir (not forgetting the heal slot). Once this is done, swap back HGH to your normal trait.

This can be seen in action at the start of this video:

  • ThFH

    Thanks for an amazing guide I have been looking forward to it for a long time. I will start working to the specs you gave in it and try it out in dungeons have been looking for a good dungeon engineer guide fo a long time.

    • camerrell

      great guide thx

  • Sandra Ferreira

    I cant see the pics, neither does my friends :s

  • Josef Tauser

    Cool guide but you can’t really go wrong in dungeons. Do it once or twice and it becomes obvious what abilities you need and don’t need.

    • Esmee

      You know how to do an (near-)optimal dps-rotation, every tiny trick mentioned in this guide (aka pulling the boss in Volcanic Fractal or the orb-running in Arah) and every single utility/kit after doing a dungeon once or twice? Congratulations, you’re a special snowflake.

      The majority of players, I’ve met, can still learn plenty from this. Though yes, you can’t really go wrong in dungeons (or any gw2 PvE,) you can go with full Nomads bearbows, staff-guards, juggernauts and mace/shield warrios and get through any content, eventually. 🙂

  • J Manzon

    wait what? superior rune of ranger applies if we have mini?

    • Esmee

      Been like that for a while, not sure if it’s intended. Just tested it again to see if it still works. Hid the minipet and hit for 197 damage, displayed the minipet and it for 225 using the same ability on the same mob. 🙂

  • Arnoud

    Very short sighted way of looking to engineer. This guide misses a lot of potential. Alchemy for example can be very powerful to.
    The latest patches did change a lot. It looks like this guide was made before those patches.
    I am not saying this is a bad build, not at all. It however only shows a small potential of the engineer profession.

    Engineer is probably the most versatile class to play and also the most difficult to master. You can go so many ways with it and it has a solution for many situations. Don’t try to match a warrior experience or such to an engineer.
    And since traits are easy to swap now, swapping skills and traits are a must for engineer and makes it a very good class to play.

    You also have a lot of fields available, and a lot of tricks to use in fractals.
    If you trait for swiftness and speed, and combine it with an AoE weapon, i found it to be the best profession to do world completion with. Much faster than a warrior. And flamethrower for example is nice to tag a lot of mobs while farming in large groups.

    In fractals, I found myself running engineer most of the time and only on some occasions i swap to warrior or elementalist. I do, however, change traits and gear a lot, just as well as skills and consumables. (And i don’t use the consumables listed in this guide)

    This person might have a good build for a some situations, but it’s very monotonous and I would not call it an optimal all around for PvE.

    Look further and learn multiple basic builds so you can adapt. This is the power of an engineer. It might not always be the best in certain areas, but it is very good in a lot of things.

    • Guest

      The Dulfy class guide series is mainly focused on playing Dungeons, but even though there is currently no reason to play anything else beside Berserker and Full Dps Builds in the PvE environment.

      • guest

        Fractals are considered dungeons and i also would recommend versatility there instead of the same old stiff build.
        I can think of many situations where berserker/dps is not the optimal build.
        Like running the clefts (no dps needed, but swiftness and some defense/blocking/shielding), the Mai Trin Fractal, half of the things you need to do at the Thaumanova Reactor, Cliffside fractal, Underground Facility Fractal, and many more.
        When killing easy mobs, most builds will do, but with difficult situations, staying above 90% health can be difficult and the 6th scholar rune is actually a loss of dps then.

        • Hipster Jesus

          Another situation where you can run a different build is when you take pretty screenshots inside dungeons!
          The infused precision invigorating speed version with pistol/shield and toolkit is defensive enough.

        • Cherry

          1. Guides are meant as a reference for people who are unfamiliar with a class, covering every single situation and every single alternative build would take almost a book worth of text.

          2. The guide does cover mobility, Rocket Boots + Slick Shoes toolbelt, mentioned. Medkit for some swiftness, mentioned.

          3. The guide mentions alternative runes to Scholar and pretty much in the order of effectiveness. If you can’t maintain the Scholar Buff, run Rangers, simple and mentioned.

          The truth is Berserker gear can do everything you mentioned easily, this comes from experience on every class, except Necro, in level 50 Fractals and Arah. Swamp running, give yourself swiftness and nothing will hit you unless you decide to stand still for some unknown reason, use Rocket Boots + Slick Shoes toolbelt to make it even easier, mentioned briefly in the guide. Traumanova the room with the turrets can (and should) be dodged, the shield can be used and if not you land in a KD-chain, whether you wear Nomads or Berserkers, you shouldn’t get hit. The Fireroom is (for as far as I’m aware, yay Bearform) percentage damage and do-able in Berserker. Underground Facility you either just need swiftness and stealth, once again mentioned in the guide, or you’re killing stuff. Avoiding Mai Trins killshot doesn’t need a special build, special gear, utilities or weapons, all it needs is jump-dodge, you can go all fancy with: Acid Bomb, Air Blast, Elixer S, Toss Elixer U, Fortified Turrets, Gear Shield, Jump Shot, Magnetic Shield, Overcharge Shot, Rocket Boots, Rocket Kick, Static Shield, Toss Elixer U. But needed? No, dps-loss, yes. (Though I would take Toolkit just to keep her in blue circles easily, oh look, mentioned in the guide, for quality of life) The rest is just a matter of not standing in red circles and cleaves. So why should a guide cover all kind of unneeded alternatives?

          If someone is willing to write a guide about every small trip and trick for Engineer in every given situation, I’d love that, but that would not exactly be a basic how-to-play-in-dungeons guide.

    • ThFH

      Like the other reply this guide is made for palying Dungeons more specific highly organised speed runs in Dungeons.

      I asked Dulf two weeks ago when the Engineer guide would be online and she told me she had gotten the guide just before the feature patch, since it was not updated to after the feature patch she did not post it. Having seen other guides which are now updated for the September feature patch I assume this guide has also been updated for the September Feature patch. There might be chance some of the descriptions have not been changed but I assume the build and the rotations are up to date.

  • commentor

    Are you saying flamethrower’s auto dps still stinks after the patch that increases its damage by 30% or so?

    • Halcy

      Yes.

      Think of Flamethrower as more of a utility kit: It’s akin to guardian staff in many ways. You can achieve some damage with it, but it’s simply sub-par compared to other damage options.

      It’s not called the loot vacuum for no reason: You can potentially hit up to 30 targets in a single cast (though this almost never happens), it travels through walls and objects, and is a lot less work than spamming Staff 1 with a guardian. The only difference is that you’ll be moving a little more to make up for the 20% shorter range.

      Be sure to DISABLE autotargeting so that you can free aim the cone and have a chance at hitting more than just the same 3 targets. This’ll also get around the annoying missmissmiss bug that some people complain about.

      You can additionally move through your targets to ensure that one of the flamethrower ticks well get a hit in on things behind your target.

      Because of how often it hits in such a short time, the flamethrower can actually sometimes outperform a staff guard in certain events where mobs die *very* quickly. And much like staff guard, there’s no reason to trait or anything for it – just slot the kit when you need to farm.

      Just be sure what you’re farming doesn’t have retaliation!

    • Esmee

      Flamethrowers auto-attack might still be incredible weak (use it on a TA-blossom and you’ll see how weak it is, possible the only thing besides clones not 1-shotting them.) But the number 2 skill is a very strong skill due to the piercing of the initial projectile and then the detonation, with a blastfinisher on a 6s cooldown! (Though realisticly you’ll not hit it exactly on recharge but ever 6-10 seconds is quite good) Along with a relatively long-lasting Firefield on demand make it a very worthwhile kit.

      Except for tagging, Grenade Auto-attack is difficult to equal due to the vulnerability procs along-side the damage. 🙂

      • Guest

        With my build, multiple TA-blossems die at once with the FT autoattack. Of course you need to adjust the traits for FT …

    • Sterling

      As a side note, in my experience currently using an assassin rifle with a sigil of strength and just flame legion runes in zerker armor. The sigil and juggernaught are able to maintain 12-13 stack of might while autoattacking. thats > 400 extra power. If you had runes of strength that would be decently more.

      No, its not great for organized group content, but for CS or drytop mob farming its pretty indispensable besides just being fun, I mean who doesnt like to shoot zombies with a flamethrower 🙂

  • Movi

    Typo: 4.3 should be Elite Skills not Utility Skills

  • Andrew McCunn

    Ahh, the tool kit… I ignored that one for so damn long. Then I found myself relying on it heavily when taking on Lyadri in the Queen’s Pavillion that I rarely travel without it equipped! Love it so much!

  • ThFH

    Thanks for updating this guide for the the august 23th patch I am having a lot of fun playing with my condi engineer.

  • HGH

    So i guess Scrapper will replace Tools for max DPS Power builds (more might for solos) and Hammer will replace Rifle in fights where you need the reflect/block.

  • Xero

    Hey
    Thanks for the guide first of all, it really helped me getting into engi.

    There’s only one thing that I’m wondering about for Condition Engineer in groups / raids. That is the Shaped Charge vs Short Fuse.

    I’ve mainly played engineer in raids during the last couple of weeks and in my experience the power damage is a lot smaller than the condition damage. And unless I’m horribly wrong, Shaped Charge should only affect the power damage, while Short Fuse affects the cooldown of 2 skills, one of them high up in the priority list. In a sense it’s increasing their effect on the fight by 20% and making them a lot more reactive against the Vale Guardian, since he’s moving a lot.

    Since you haven’t considered them as alternatives at all, I was wondering if you could show me the decision behind that and if there were cases where you’d consider it.

    Regards
    Xero

  • ninja panda nina

    I really like Flamethrower… i know its not optimal, but what would be the best possible build if want to mix Flamethrower and Scrapper? 🙂

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