Engineer - Skyhammer CC Funtime
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Used for taking and holding side points (A & C) and the Skyhammer cannon on Skyhammer. Uses a combination of pulls, immobilize, stealth, and knockbacks to kill opponents by knocking them off the map. Do not use on other maps.
First Weapon Set
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For more spike defense, consider changing
. Alternatively, move 2 points from Inventions into either Alchemy for
, or into Tools for
|First Weapon Set
- PvP Settler's Amulet for additional defense against direct damage spikes, and increased sustain.
Immediately head for either point A or point C at start. Heading far is preferable, but if no one else is suitable or willing to take home at start you should head home instead.
If you headed far at start, use
just before turning the corner into the point, step on the glass plate, step back, then use
to pull the enemy capping the point to their death. Consider using
to ensure a kill on enemies who do not have immediate condition cleanses on demand to prevent them from dodging. If this fails, wait out any stability they have on, then kill them with either a
combo, or use
to push them off the back of the point. Once you have captured the point, use the jumping platforms to move above the point, and watch for any approaching enemies in both directions. When they come, deal with them as before. Remember that you can use
to help turn fights in your favor. If you headed home, begin capture the point, but expect enemies to arrive when around 3/4ths of the capture is finished, or as earlier as 1/2 or 2/3rds through if the enemy team includes thieves. At this point you should start dodging around on the point, and then use
, because looking like a fool when no one is around is preferable to getting stealth pulled by an Engineer, Thief, or Mesmer at start and losing home. If an any does come during this, deal with them using the aforementioned combos. Once the point is secure, head for either Skyhammer or far if your team does not have them secured. On the unlikely chance that your team does have both secured, sit above your home point until situations change.
If you find yourself outnumbered, or low on health and with key skills on cooldown at one of the side points, you can kite around the point, either underground or above, giving you time to heal up and for skills to come off cooldown. Enemies usually split when this happens, with some attempting to follow you, and one staying behind on the point to capture it. This means that when you make it back around to the other side of the point, you can pull the one capping the point to their death relatively easily, often leaving you with an even fight with whoever remains. This will not work against fast professions, like Thieves, or against enemies with high ranged spike damage, like Mesmers and Berserker's Rangers.
You should use
prior to entering the portal to Skyhammer whenever possible. If you know an enemy Necromancer, Turret Engineer, or Trap Ranger has been at the hammer, you should use
as you enter the portal as well. The
combo is preferable at hammer due to the general lack of walls, but the pull combo can be used as well in a pinch. Remember that enemy Rangers may have a trait that negates your first CC, and enemy Mesmers may have one which mirrors your first CC back to you and generally ruins combos. Remember to use your dodges,
to negate any enemy CCs. Once you have taken control of the hammer, you can fire it at whichever point has the largest fight going on at it. If your team does not own both side points, exit the Skyhammer after 1-2 shots (should be enough to turn the fight in your team's favor), and head for one of those. It is not advisable to sit at Skyhammer for too long. You contribute far more by holding one side point than you do by firing Skyhammer in most cases.
Do not fight at point B. Ignore point B unless you are passing by and see that your enemies have left no one there, in which case decap the point, then move on.
- High Stability Uptime (Generally Warriors or Guardians)
- Stunlock and other CC based builds (most of these can be outplayed)
- High spike damage, either direct or condition.