I almost always run a 3 kit build, which although I am still learning on how to best use a 4-weapon build, is extremely fun and has one of the highest skill caps currently available to any class in GW2 (in my opinion, of course).
Anyway I thought I would just post some of the interesting uses of certain kits and their abilities as some of these are a bit more obscure, especially to new engineers.
Currently my build consists of two must-have kits for any kit build: the flamethrower and the Tool kit*. The third kit I use depends on how you want to play; you can use the bomb kit for a higher damage yet low-survivability build, or you can use the Elixir Gun kit for more elusive, well-rounded build. Currently I lean toward the Elixir Gun.
*Why are the Flamethrower and the Tool kit mandatory? Put simply, their toolbelt skills are amazing. Yes, sadly these kits are more useful for their toolbelts rather than the actual kits themselves.
Anyway here is just a point form list of some tips for new kit engineers.
- The "Equipping a Kit creates a spell" trait is AMAZING, and nobody realizes it. With it you can break stuns and CC each time you switch to a kit. I'm not sure if that's intended as it is extremely overpowered from a mechanical perspective. This trait also makes the Flamethrower shoot an AOE burn when you swap to it, drops a "frost trap" when you swap to the tool kit, but most importantly it drops a healing combo field when you swap to the elixir gun (more on that below).
- One of the best traits right now is "Fire a lightning bolt when using a Tool Belt skill". This trait scales with power and can hit for 1-2k. It synergizes well with reduced CD on Tool Belt skills from the Tools trait line, and the fact that a 3 kit build makes extensive use of toolbelts with low CD's makes this trait a must.
- Incendiary powder is mandatory for all builds, even ones that do direct damage. Since it gives you a chance to burn, and since burning barely scales with condition damage, this is good for all builds.
- Big Ol Bomb is amazing and again it is better than the Bomb kit itself. If you use the Bomb Kit you will probably want to mainhand the rifle. With that, you can set up a HUGE burst chain by using Net Shot (Rifle), Big Ol Bomb (Tool Belt), Jump Shot (Rifle). This is a huge combo but it is also quite slow.
- The #2 skill on the bomb kit is by far the best bomb, and the highest priority PVP bomb if you decide to actually use the kit. It creates a Fire combo field, burns foes, and also "ticks" for direct damage -- each of which can proc traits such as "chance to cause vulnerability/burning/bleeding on crit". Getting people to remain inside the Fire Bomb's blast is DEVASTATING, although rare.
- Unfortunately the FT isn't strong enough to be your main weapon, so forget about staying in it for more than a few seconds.
- The #2 Skill, Fire Blast, is extremely hard to land, but rewarding when it does. For best results, use Net Shot (Rifle) into Fire Blast.
- The #5 skill, a short range aoe blind, is useable while stunned.
- Air Blast, the #3 skill, can also be used to set up a Fire Blast burst.
- Incendiary Ammo's duration lasts as long as its cooldown. Therefore you can pre-use it out of combat so that when you start combat its CD will be closer to renewing. Think Frost Mages and Water Elemental pre-gates-opening.
- You know those annoying barriers that Guardian put up? Well they will block projectiles, but your FT's fire is not considered a projectile. The next time you see a Guardian turtle behind his barriers, switch to the FT and spray through the wall. It might not be that much damage since the FT's damage is poor, but it's better than nothing.
- The #4 skill acts as a "disengage" and is great if you like being mobile, but more importantly, it does RIDICULOUS damage by dropping a puddle. If you can keep your enemy in that puddle, they will take serious damage.
- The #5 skill is Super Elixir. Note: if you have the "equipping a kit creates a spell" trait, whenever you equip the Elixir Gun it will instantly drop a Super Elixir on you. Why is this so good? It creates a water field, which allows you to remove conditions from yourself when you shoot through it with a projectile finisher (the Rifle or Pistol or Elixir Gun #1 skill autoattacks). This is why I use the Elixir gun -- strictly to have an option for condition removal.
- Swapping to this kit drops a cripple field that you can kite enemies through. If you see a Warrior or a Thief in advance, swapping to the Tool Kit to drop the cripple field can help.
- The #4 skill is awesome and makes you immune to damage for a few seconds. If you are using the Bomb kit and therefore are a bit squishy, you can run into the fray and drop the Big Ol Bomb /Fire Bomb, and then immediately swap to tool kit (dropping a cripple field) and then turtle up using #4 Gear Shield. This is good for when you are getting into melee range to bomb melee characters.
- You can also use the #5 Magnet to "deathgrip" people into your bombs radius. Since Big Ol Bomb is extremely visible and people are learning to GTFO when they see it, it's pretty fun gripping people back into the blast radius, although this spell is mechanically a big buggy right now and sometimes doesn't work (think WoW's Typhoon).
- Throw Wrench (Tool Belt) crits for about 2k and has a chance to hit on the way back too. Couple this with the lightning discharge from using the lightning trait, and you can do some substantial damage.
- This is my favorite healing skill to use simply due to its versatility. The #4 Antidote removes one condition stack from you. The #5 skill gives you out-of-combat swiftness, but more importantly it gives you 20% crit chance. Getting this off in combat is really good especially with how many "chance to do X on crit" traits the engineer has.
- If you have points into the Tools trait line (you should always have 20 at the moment, in my opinon), your Tool Belt CDs are reduced. Since the med kit's actual heal is on the toolbelt, this gives you a low CD heal.
Avoiding Hundred Blades
This probably needs its own heading because of how many warriors run the HB build. With the Kit Refinement trait, swapping kits breaks stuns. Therefore, when a Warrior charges you for a HB combo, your best bet is to swap to the Tool Kit and use #4 Gear Shield to absorb the damage. Or you can swap to the Flamethrower for the aoe burn and then dodge, but there seems to be a bit of a delay doing this so you often take a lot of damage anyway. I prefer to use Gear Shield partly for the troll factor of seeing a Warrior have his 11k burst absorbed.
- A 3 kit build has tones of gapmakers. You can #4 Overcharged Shot (Rifle), #3 Air Blast (Flamethrower), #4 Elixir Gun, or #5 Jump Shot (Rifle).
- You are quite succeptible to condition damage without elixirs in your build, so making use of the Elixir Gun's combo field can help (but sometimes you are just kind of boned against high damage condition specs).
Some of this is probably a bit obvious, but equipping 4 kits in addition to your weapon can be a bit overwhelming, especially given that you have to memorize far more skills than most classes. You also have to get used to your 1-5 keys having 5 different functions depending on what you have equipped, so I hope this list helps some people get a sense of which kit's skills are the most effective in their current state. For example, I completely dismissed the Tool Kit due to its poor melee performance -- it was only once I realized the applications of its #4 and 5 skills that I began to appreciate it.
Edited by Ctuhlu, 10 August 2012 - 12:43 AM.