Aviseras
01-06-2011, 03:00 PM
I'm not sure how much was wiped out with the server reset. Putting this here to possibly finish up + post later. Definitely out of date and I don't like the new engineer much so may not play him enough to get this up to date. Myrmidon so much more fun now.
The Engineer Guide
http://honwiki.net/w/images/3/30/Engineerhero.gif
by Aviseras (1.0.9)
[THE MINI GUIDE]
Core Items:
http://a.imageshack.us/img821/1130/itempowersupply.jpghttp://a.imageshack.us/img709/3292/itemhomecomingstone.jpghttp://a.imageshack.us/img25/5379/itemsteamphase.jpghttp://a.imageshack.us/img508/74/itemportalkey.jpg
Core Build:
1. Turret/Keg
2. Keg/Turret
3. Turret
4. Keg
5. Turret
6. Energy Field
7. Turret
8. Keg
9. Keg
10. Tinker
11. Energy Field
12. Tinker
13. Tinker
14. Tinker
15. Stats
16. Energy Field
17+ Stats
[THE FULL GUIDE]
Who is Engineer?
Engineer is my favorite hero. He is extremely strong on his own, but he shines with higher levels of teamwork. Playing an all-Engineer game with friends or in the "Clan Fun Wars" channel is a great way to see and practice all the various ways you can aim and combo his abilities. I recommend playing nothing but Engineer for at least an entire day to really absorb the timing and placement of his skills.
What does he do?
Engineer fills a variety of roles. Primarily an initiator, he can secondarily gank/push/carry. Make sure to consider the all the heroes in the game and the state of your farm before deciding which path to take.
When should I pick Engineer?
As of 1.0.9: Any time. Even with his recent reductions, he is still an incredibly powerful hero when played well.
Where should I lane him?
Comboing with a stun or a slow in a side lane is your best bet. It is certainly possible to play him as a solo mid, but it is very situational and I will not be focusing on it here.
-- THE SKILLS --
(Open http://www.heroesofnewerth.com/heroview.php?hid=122 or http://honwiki.net/wiki/Engineer in another window/tab to read the skills in detail. My guide will go into tips and important details.)
http://honwiki.net/w/images/thumb/4/48/Engineerskill1.gif/96px-Engineerskill1.gif
The Keg:
1000 Range Stun/250 Pushback/Tree Clearing
*The 250 pushback is relative to the center of the keg, so aim carefully.
Keg-Barricade:
Throw a keg while continuing past it to push yourself forward and push back any close enemies. Works with allies also, but they will not get the boost from pushback.
Keg-Comeback:
This works in combo with both your Turret and Energy Field. Once an enemy is just leaving the area for either skill, knock them back in with a keg. Made even easier since they'll be slowed/purged.
Keg-Clearing:
If you're jungling/stacking, you can use your keg to clear patches of trees to help you stack/clear creeps faster.
http://honwiki.net/w/images/thumb/d/de/Engineerskill2.gif/96px-Engineerskill2.gif
Steam Turret:
Slow/Huge damage potential/Farming Tool
*The bullets are not piercing, so they will stop with the first target they contact.
**Do not worry about the 3 hits breaking your turret. When placed well, they enemy must move or die.
Turret-Farming:
Even when maxed, your turret can't solo creep waves anymore. Help it out by putting in a few auto attacks and you can farm creeps with ease.
Turret-Killing:
When aiming for a hero, there is a delicate balance between damage and opportunity. Aim the turret too close to the hero, and they may completely avoid it. Aim too far, and they may only get hit once or twice before escaping the cone.
http://honwiki.net/w/images/thumb/c/c2/Engineerskill3.gif/96px-Engineerskill3.gif
Tinker:
Tower and Catapult Manipulation
*You'd be surprised how much tower damage you can do with a full creep wave and just one level of tinker. Don't be afraid to use it.
Tinker-Pult:
Use on a lone enemy catapult to snag some free gold. If you're not near an enemy tower, use it on your own catapult for a surprising buff in push power.
http://honwiki.net/w/images/thumb/5/57/Engineerskill4.gif/96px-Engineerskill4.gif
Energy Field:
Iniating Ability/Silence/Purge/Scaling HP Drain
*Every time an enemy enters or exits the field the Silence/Purge is applied. Keg and Turret can effectively make your target get hit multiple times at the edge.
Field-Ganking:
Your energy field is an amazing tool for ganking. Being able to throw up a field as the enemy team considers teleporting in can help you guarantee a kill and protect your escape.
Field-Fencing:
When you initiate on the enemy team, your realistic goal is to capture a few people who are out of position. If you can get the whole opposing team, great, but that's by no means necessary. Have your team combo and your field positioned in such a way that hitting it the 4 times to destroy will result in death.
-- THE SKILL BUILD --
1. Turret/Keg
2. Keg/Turret*
3. Turret*
4. Keg**
5. Turret
6. Energy Field
7. Turret
8. Keg**
9. Keg
10. Tinker
11. Energy Field
12. Tinker
13. Tinker
14. Tinker
15. Stats
16. Energy Field
17+ Stats
* Turret first is almost always superior, but sometimes you'll want to chain stuns at level 1 with a hero like Glacius or Torturer in which case the cooldown, mana cost, and displacement of Keg are superior
** If your team has any sort of early push power (Defiler, Pollywog, Torturer, Forsaken Archer, etc) feel free to pick up an early level of Tinker at 4 or 8**
Maxing Turret first gives you the most damage output. Maxing Keg next gives you longer stun duration and more damage. Maxing Tinker over stats gives you massive push/defense power.
-- THE SUGGESTED ITEM BUILDS --
Item justification is in the next section.
Starting Items:
http://a.imageshack.us/img707/8784/itemmanaregen3b.jpghttp://a.imageshack.us/img833/7555/itemrunesoftheblight.jpg - OR - http://a.imageshack.us/img205/241/itemduckboots.jpgx2 http://a.imageshack.us/img21/2226/itemminortotem.jpgx2 http://a.imageshack.us/img185/2644/itemhealthpotion.jpghttp://a.imageshack.us/img833/7555/itemrunesoftheblight.jpg
Ring of the Teacher, Blight x1 or Duck Boots x2, Minor Totem x2, Blight x1, Healing Potion x1
** If you get Duck Boots turn them into an Iron Shield or one into a Soulscream Ring**
Core:
http://a.imageshack.us/img821/1130/itempowersupply.jpghttp://a.imageshack.us/img709/3292/itemhomecomingstone.jpghttp://a.imageshack.us/img25/5379/itemsteamphase.jpghttp://a.imageshack.us/img508/74/itemportalkey.jpg
Power Supply
Homecoming Stones
Ghost Marchers or Steamboots
Portal Key
** The above items alone are good enough if you need to help your team with Wards/Counter-Wards **
Recommended Luxury:
http://a.imageshack.us/img190/2647/itemsummon.jpghttp://a.imageshack.us/img155/5631/itemshrunkennull.jpg
Puzzlebox
Nullstone or Shrunken Head
-- THE ITEM ANALYSIS --
Core Items
http://a.imageshack.us/img707/8784/itemmanaregen3b.jpg
Ring of the Teacher - A somewhat odd, but outstanding item for Engineer. The standard duck + totems gives you +8 for last hitting, while RotT gives you +6. Although you lose the +2 to str/int, you more than make up for it with an armor + mana regen aura. Combined with Torturer/Glacius/etc, this gives you a huge edge during the early levels and helps against combos like Andro/Panda which can otherwise cause some serious problems.
http://a.imageshack.us/img821/1130/itempowersupply.jpg
Power Supply: A must-have on just about any non-jungling hero.
http://a.imageshack.us/img709/3292/itemhomecomingstone.jpg
Homecoming Stone: It is EXTREMELY important that you are there for pushes/teamfights, so always have one or two on you at all times.
http://a.imageshack.us/img508/74/itemportalkey.jpg
Portal Key: You need an initiating tool for positioning your ultimate. I find PK superior to Shroud in almost every way. PK is significantly, cheaper, and can cross cliffs. Shroud does give you the benefit of in-battle use, but with proper positioning you will always be ready to blink and ulti. You have a number of counter-initiation tools, so it is rare that the enemy will be repeatedly ganking you, wasting the escape utility of shroud.
http://a.imageshack.us/img25/5379/itemsteamphase.jpg
Ghost Marchers/Steamboots: This is a very tough call. You can build Ghost Marchers in lane, so typically it's more advantageous to pick these up quickly and pressure your lane. If you need to semi-carry or the enemy team has a tremendous amount of AoE, I would consider Steamboots as a viable option. Make sure to cycle through the different modes of steamboots when moving/casting/last-hitting to take advantage of the +10. You'd be surprised how many times you can get out that last little keg by switching to Int Steams.
Good Luxury
-- THE BEST FRIENDS --
-- THE WORST ENEMIES --[/center]
The Engineer Guide
http://honwiki.net/w/images/3/30/Engineerhero.gif
by Aviseras (1.0.9)
[THE MINI GUIDE]
Core Items:
http://a.imageshack.us/img821/1130/itempowersupply.jpghttp://a.imageshack.us/img709/3292/itemhomecomingstone.jpghttp://a.imageshack.us/img25/5379/itemsteamphase.jpghttp://a.imageshack.us/img508/74/itemportalkey.jpg
Core Build:
1. Turret/Keg
2. Keg/Turret
3. Turret
4. Keg
5. Turret
6. Energy Field
7. Turret
8. Keg
9. Keg
10. Tinker
11. Energy Field
12. Tinker
13. Tinker
14. Tinker
15. Stats
16. Energy Field
17+ Stats
[THE FULL GUIDE]
Who is Engineer?
Engineer is my favorite hero. He is extremely strong on his own, but he shines with higher levels of teamwork. Playing an all-Engineer game with friends or in the "Clan Fun Wars" channel is a great way to see and practice all the various ways you can aim and combo his abilities. I recommend playing nothing but Engineer for at least an entire day to really absorb the timing and placement of his skills.
What does he do?
Engineer fills a variety of roles. Primarily an initiator, he can secondarily gank/push/carry. Make sure to consider the all the heroes in the game and the state of your farm before deciding which path to take.
When should I pick Engineer?
As of 1.0.9: Any time. Even with his recent reductions, he is still an incredibly powerful hero when played well.
Where should I lane him?
Comboing with a stun or a slow in a side lane is your best bet. It is certainly possible to play him as a solo mid, but it is very situational and I will not be focusing on it here.
-- THE SKILLS --
(Open http://www.heroesofnewerth.com/heroview.php?hid=122 or http://honwiki.net/wiki/Engineer in another window/tab to read the skills in detail. My guide will go into tips and important details.)
http://honwiki.net/w/images/thumb/4/48/Engineerskill1.gif/96px-Engineerskill1.gif
The Keg:
1000 Range Stun/250 Pushback/Tree Clearing
*The 250 pushback is relative to the center of the keg, so aim carefully.
Keg-Barricade:
Throw a keg while continuing past it to push yourself forward and push back any close enemies. Works with allies also, but they will not get the boost from pushback.
Keg-Comeback:
This works in combo with both your Turret and Energy Field. Once an enemy is just leaving the area for either skill, knock them back in with a keg. Made even easier since they'll be slowed/purged.
Keg-Clearing:
If you're jungling/stacking, you can use your keg to clear patches of trees to help you stack/clear creeps faster.
http://honwiki.net/w/images/thumb/d/de/Engineerskill2.gif/96px-Engineerskill2.gif
Steam Turret:
Slow/Huge damage potential/Farming Tool
*The bullets are not piercing, so they will stop with the first target they contact.
**Do not worry about the 3 hits breaking your turret. When placed well, they enemy must move or die.
Turret-Farming:
Even when maxed, your turret can't solo creep waves anymore. Help it out by putting in a few auto attacks and you can farm creeps with ease.
Turret-Killing:
When aiming for a hero, there is a delicate balance between damage and opportunity. Aim the turret too close to the hero, and they may completely avoid it. Aim too far, and they may only get hit once or twice before escaping the cone.
http://honwiki.net/w/images/thumb/c/c2/Engineerskill3.gif/96px-Engineerskill3.gif
Tinker:
Tower and Catapult Manipulation
*You'd be surprised how much tower damage you can do with a full creep wave and just one level of tinker. Don't be afraid to use it.
Tinker-Pult:
Use on a lone enemy catapult to snag some free gold. If you're not near an enemy tower, use it on your own catapult for a surprising buff in push power.
http://honwiki.net/w/images/thumb/5/57/Engineerskill4.gif/96px-Engineerskill4.gif
Energy Field:
Iniating Ability/Silence/Purge/Scaling HP Drain
*Every time an enemy enters or exits the field the Silence/Purge is applied. Keg and Turret can effectively make your target get hit multiple times at the edge.
Field-Ganking:
Your energy field is an amazing tool for ganking. Being able to throw up a field as the enemy team considers teleporting in can help you guarantee a kill and protect your escape.
Field-Fencing:
When you initiate on the enemy team, your realistic goal is to capture a few people who are out of position. If you can get the whole opposing team, great, but that's by no means necessary. Have your team combo and your field positioned in such a way that hitting it the 4 times to destroy will result in death.
-- THE SKILL BUILD --
1. Turret/Keg
2. Keg/Turret*
3. Turret*
4. Keg**
5. Turret
6. Energy Field
7. Turret
8. Keg**
9. Keg
10. Tinker
11. Energy Field
12. Tinker
13. Tinker
14. Tinker
15. Stats
16. Energy Field
17+ Stats
* Turret first is almost always superior, but sometimes you'll want to chain stuns at level 1 with a hero like Glacius or Torturer in which case the cooldown, mana cost, and displacement of Keg are superior
** If your team has any sort of early push power (Defiler, Pollywog, Torturer, Forsaken Archer, etc) feel free to pick up an early level of Tinker at 4 or 8**
Maxing Turret first gives you the most damage output. Maxing Keg next gives you longer stun duration and more damage. Maxing Tinker over stats gives you massive push/defense power.
-- THE SUGGESTED ITEM BUILDS --
Item justification is in the next section.
Starting Items:
http://a.imageshack.us/img707/8784/itemmanaregen3b.jpghttp://a.imageshack.us/img833/7555/itemrunesoftheblight.jpg - OR - http://a.imageshack.us/img205/241/itemduckboots.jpgx2 http://a.imageshack.us/img21/2226/itemminortotem.jpgx2 http://a.imageshack.us/img185/2644/itemhealthpotion.jpghttp://a.imageshack.us/img833/7555/itemrunesoftheblight.jpg
Ring of the Teacher, Blight x1 or Duck Boots x2, Minor Totem x2, Blight x1, Healing Potion x1
** If you get Duck Boots turn them into an Iron Shield or one into a Soulscream Ring**
Core:
http://a.imageshack.us/img821/1130/itempowersupply.jpghttp://a.imageshack.us/img709/3292/itemhomecomingstone.jpghttp://a.imageshack.us/img25/5379/itemsteamphase.jpghttp://a.imageshack.us/img508/74/itemportalkey.jpg
Power Supply
Homecoming Stones
Ghost Marchers or Steamboots
Portal Key
** The above items alone are good enough if you need to help your team with Wards/Counter-Wards **
Recommended Luxury:
http://a.imageshack.us/img190/2647/itemsummon.jpghttp://a.imageshack.us/img155/5631/itemshrunkennull.jpg
Puzzlebox
Nullstone or Shrunken Head
-- THE ITEM ANALYSIS --
Core Items
http://a.imageshack.us/img707/8784/itemmanaregen3b.jpg
Ring of the Teacher - A somewhat odd, but outstanding item for Engineer. The standard duck + totems gives you +8 for last hitting, while RotT gives you +6. Although you lose the +2 to str/int, you more than make up for it with an armor + mana regen aura. Combined with Torturer/Glacius/etc, this gives you a huge edge during the early levels and helps against combos like Andro/Panda which can otherwise cause some serious problems.
http://a.imageshack.us/img821/1130/itempowersupply.jpg
Power Supply: A must-have on just about any non-jungling hero.
http://a.imageshack.us/img709/3292/itemhomecomingstone.jpg
Homecoming Stone: It is EXTREMELY important that you are there for pushes/teamfights, so always have one or two on you at all times.
http://a.imageshack.us/img508/74/itemportalkey.jpg
Portal Key: You need an initiating tool for positioning your ultimate. I find PK superior to Shroud in almost every way. PK is significantly, cheaper, and can cross cliffs. Shroud does give you the benefit of in-battle use, but with proper positioning you will always be ready to blink and ulti. You have a number of counter-initiation tools, so it is rare that the enemy will be repeatedly ganking you, wasting the escape utility of shroud.
http://a.imageshack.us/img25/5379/itemsteamphase.jpg
Ghost Marchers/Steamboots: This is a very tough call. You can build Ghost Marchers in lane, so typically it's more advantageous to pick these up quickly and pressure your lane. If you need to semi-carry or the enemy team has a tremendous amount of AoE, I would consider Steamboots as a viable option. Make sure to cycle through the different modes of steamboots when moving/casting/last-hitting to take advantage of the +10. You'd be surprised how many times you can get out that last little keg by switching to Int Steams.
Good Luxury
-- THE BEST FRIENDS --
-- THE WORST ENEMIES --[/center]