Engineer is a medium armor profession that focuses on using kits to defeat enemies and support allies in different ways.
You’ll be creating a lot of explosions, chugging elixirs, and using everything at your disposal to your advantage.
Weapons of the engineer include Pistols, a Shield, and a Rifle, where Rifle will be your power weapon, both Pistols will be used by condition builds, and Shield is a defensive option with good Crowd Control.
If you don’t know anything about Guild Wars 2 profession, and you maybe are looking for a short comparison, check out our introductory guides:
Engineer is not an easy class for beginners, with “Kits” you will have access to a whole additional set of weapon skills for each Kit equipped, and on top of that, all your skills once equipped, will give you another skill to use in your Tool Belt. Your turrets offer you extra “flip abilities” and more interactive gameplay due to ability to pick them up.
Tool Belt Skills
The first main mechanic of an Engineer is the ability to use Tool Belt skills. These skills are bound to F1-F5 by default, and each is dependent on your heal, utilities, and elite skills you have slotted.
For example, let’s say you are using Healing Turret as your healing utility skill. While slotted, you will notice that your F1 changes to Regenerating Mist.
This Tool Belt skill has a completely separate cooldown from your slotted utility skill, and it usually provides thematically similar effects as the original skill.
The second main mechanic of an Engineer is the presence of Kit skills. While playing Guild Wars 2 you might’ve picked up an item that replaced your weapon skills with a totally new weapon skill set, those are called “Bundles” and Kits function in a similar way, once you use a Kit skill your weapon skills will be replaced.
This mechanic can potentially extend the number of weapon skills you can use by 25, and to counter this, Engineers lose the ability to Weapon Swap during combat.
Elixirs are meticulously crafted potions that provide benefits to the drinker immediately when consumed. Alchemy is usually taken if you are using some Elixirs to improve their effects.
The toolbelt skills paired with elixirs allow the Engineer to throw a bottle of the elixir to a specified area, providing powerful effects to any ally standing within the area in which you throw the elixir.
(skills) (tool belt)
Due to more reliable Boon sources in instanced PvE content, Boon-providing Elixirs are not popular picks, but Elixir B and Elixir U are great engage skills in Open World, boosting your damage with all the boons considerably.
In competitive game modes, Elixir C, Elixir S, and Elixir X are often taken for their very strong defensive, disengage and Crowd Control capabilities.
You can equip and unequip any kit you have access to without an internal cooldown, and you can have as many kits as you would like to swap between.
Elite Mortar Kit is overall one of the best elite skills to take in instanced PvE ad Open World as it offers not only ranged damage option to your Engineer but also Crowd Control in form of Chilled and Blinded as a defensive option. It’s also a good choice for WvW as you can pressure your opponents a bit with 1500-range attacks.
While not particularly popular in the end-game, Flamethrower can wreak havoc in Open World, especially in conjunction with some traits. This Kit has very good “tagging” capabilities, allowing you to damage multiple enemies quickly in Meta Events to get as much loot as possible.
Gadget skills are available to engineers who want to have many sources of utility. This can be anything from saving yourself from death at the last second, crowd-control, mobility, condition cleanse, and boon removal.
(skills) (tool belt)
A.E.D. is the most played of all Gadgets, not only is it a very strong heal, but it also offers a shocking aura and condition cleanse. Good usage requires proper timing and enemies attacking you, it shines in PvP.
One of the strongest Crowd Control skills at your disposal will be Personal Battering Ram, not only it can do two attacks in a short window due to being an ammo skill, but its tool belt skill also has a Crowd Control effect, summing Defiance damage at close to 600.
Rocket Boots while can seem useless outside of simply some movement boost, it actually can be used in multiple situations in the game, from something trivial as Jumping Puzzles, to “skipping” downtime elements of encounters in Raids and Fractals.
Throw MineDetonate can be a solid damaging option, but because you need to use it twice (place mine and then detonate it), it is considered slow. But in Open World it might be a decent engage ability.
Turrets are immobile, self-targeting devices that will perform one function on autopilot for as long as it remains alive. You can detonate them manually for a strong overcharge effect or pick them up. When initially summoned, each turret will also apply an overcharge effect.
(skills) (tool belt)
Healing Turret is one of the stronger option for Open World amongst Engineer’s healing skills, while maybe not healing for huge amounts, together with Regenerating Mist applies considerable amount of Regeneration that should keep you at high health.
Your best damage option is Rifle Turret, this turret is even used in some instanced PvE builds.
While not very popular, other skills of this type can be used for their secondary effects, like Flame Turret for a Smoke Field, and pulsing Blinded as great defensive option, or Rocket Turret and Thumper Turret for some Crowd Control options.
Supply Crate can be a good offensive option, but it has a relatively long cooldown. It will spawn a Healing Turret, Net Turret, and a Flame Turret in the target area for 60 seconds. Each turret uses its overcharge effects upon first appearing. Its Tool Belt skill, Med Pack Drop, offers some healing in form of 6 healing supplies you can pick up to be healed and cleansed from conditions. If you struggle with Open World enemy, you can take this Elite for some extra burst damage and a bit more healing.
The Explosives specialization is all about, enhancing your …well, explosions. You may have noticed that some of the weapon, utility, and tool belt skills you have “Explosion” in their tooltip. These skills gain increased synergy with certain traits in this line.
You also gain access to Explosive Entrance, a minor trait that makes your first attack after entering combat and after dodge rolling deal extra damage. This extra damage can be amplified with trait choices such as Blast Shield and Flashbang.
Firearms trait line focuses on condition damage, ranged attacking, critical hits, and Might generation.
Whether the defense focus is boons, healing, barrier, or anything else, Inventions is the line for it. This specialization is almost always present in Engineer’s heal builds, both in all types of PvE and WvW, it even sees play in PvP.
The Alchemy trait line is another defensive trait line that focuses on boons, Elixirs synergy, condition cleanses, and a little bit of healing on the side.
Due to the same focus as Inventions, it’s usually taken as a package with that trait line on heal builds, and the defensive capabilities it carries, are very useful in competitive game modes.
There are no obviously better traits in this trait line, and what you pick will depend on game mode and situation.
Generally, because of the diversity of Med Kit and the base healing potential, it’s the default heal skill for all defensive support builds in PvE, and Health Insurance will boost its healing even more.
For Vigor take Adrenal Implant, and, Gadgeteer is really good if you use multiple gadget skills in Open World as it reduces all of their cooldowns and adds additional benefits to their functions.
Swapping between weapon set and your Kits counts as a Weapon Swap, allowing you to benefit from multiple upgrades offering some unique bonuses on that action.
You can use Weapon Swap to stow your currently equipped Kit instead of using its “source” skill, but that actually can be not desired because it may interrupt the currently casted weapon skill. For example, casting Super Elixir in Elixir Gun and instantly stowing the Kit with Stow Elixir Gun and using other skills will simply queue that skill, but if you’ll replace Stow Elixir Gun with Weapon Swap, you will stow the kit, but will be interrupted.
The “secret” mechanic of Elixir Gun is the fact, that if you use Weapon Swap as soon as you are beginning your backward leap from Acid Bomb, you can actually cancel the leap and stay relatively where you started. This trick is useful if you are with a party and you want to stay near them for boons, healing, or other unique buffs.
The flamethrower toolbelt skill Incendiary Ammo doesn’t have to be used immediately when activated. In fact, if you are roaming around a map between different enemy spawn points, you can activate the skill off-cooldown and wait a full 45 seconds before having to reuse it to refresh the buffed attacks.
Flame Turret is the only turret utility skill that scales with your gear attributes such as condition damage and expertise. This makes the flame turret an excellent damage increase if playing condition damage build.
Engineers have an insane amount of flexibility when it comes to how they deal damage, provide offensive and defensive boons, and access unique utility seen in very few professions.
Use this flexibility to your advantage and swap certain parts of your build around regularly when different situations arise.
In addition, core engineers have access to all but two types of combo fields (lightning fields are only accessible through elite specializations). Learning which skills generate fields, which skills are combo finishers, and what combinations of fields and finishers are possible will drastically improve your knowledge of the game’s core mechanics and specific encounters.
If you don’t know how Combos work, make sure to check this guide: