#1
Posted 27 August 2012 - 11:26 PM
Explosives - 30
Firearms - 20
Inventions - 10
Alchemy - 10
Skills: Grenade Kit, Elixir R, Bomb Kit, Supply Crate
In WvWvW im able to crank up Crit to 83% and Health to 21K
The theory behind this is to use skills that occur on crits and then load on crit / condition damage.
For the 'Nade kit, shrapnel becomes rediculous, where the basic grenade spam skill melts faces.
Elixir R assists me in some "o crap" moments and also assists in reviving party members
I understand that the Bomb kit is pretty weak, but it seems to work well for me. the sPVP is new in the game and plus i like watching people go flying! I could easily replace it with another Elixir or maybe even the Rocket Turret...i dunno.
I know a lot of people yell about the merits of pistol/shield over rifle, i just like the control that i feel like have when i use the rifle. Maybe i just need to use the pistol / shield more.
Overall its basically a 'Nade Nuke build that might be considered a glass canon, but i haven't had any major issues with it. How does it look and what might be a better option for my third utility skill?
#2
Posted 29 August 2012 - 04:49 AM
#3
Posted 29 August 2012 - 09:44 AM
bursty rifle group support build.
net turret and rifle for control, static discharge for burst via 3 toolbelts, cripple on tb, immob on tb, vuln on tb. in combat swiftness should always be up, prot on crits and perma vigor for dodging. weak vs conditions as only removal is long cooldown turret skill but designed to work slightly off point in team fights.
huge crit chance and damage vs targets below 50% health due to traits and gear, could use berserkers amulet for more damage but i like having the extra health just incase.
Edited by Egoist, 29 August 2012 - 11:47 AM.
#4
Posted 29 August 2012 - 12:47 PM
#5
Posted 29 August 2012 - 01:34 PM
http://gw2skills.net...uxej7G5NjNOUMRA
pretty proud of this build and maybe i'll get a lot of hate for this but in my opinion if you're going for damage you should probably reroll thief or ranger. hopefully if you're one of those people that cries about engineers being underpowered this will change your mind. extremely tanky and excellent survivability with permanent haste and regeneration, powerful self and group heals, lots of condition removal, energy recovery, team boons, quick revives with elixir r, and pretty much every single debuff in the game.
med kit, slick shoes, elixir gun, elixir r, supply crate
20 inventions: cloaking device + reinforced shield
30 alchemy: fast acting elixirs + backback regenerator + automated response
20 tools: speedy kits + packaged stimulants
dwayna runes on armor or melandru if you want more survivability. i personally use dwayna
shamans amulet with shamans jewel
water pistol and parlyzation shield
note that my only experience is with spvp and this build is only for spvp until someone comes in here and says it works for other things. also requires at least one good damage dealing teammate as you probably won't be killing anyone anytime soon.
thoughts, (constructive) criticisms, comments extremely welcome
Edited by ellesee, 29 August 2012 - 02:22 PM.
#6
Posted 29 August 2012 - 01:55 PM
Barbarous, on 29 August 2012 - 12:47 PM, said:
i've run both soldiers and knights amulet with this build and with team support knights is better, if i were running spvp or solo tpvp i would run soldiers over knights for the survivability as you say but in premade tpvp you either melt or get melted from focus. I run in the pack, avoid burst and focus fire targets to death, to be honest dodging burst is far more important than worrying about toughness against aoe damage.
I normally have a guardian running around near me with the cone heal and some condition removal, its a team game and every build has a weakness. using soldiers amulet i do not have enough crit to burst effectively but using knights i need more team support, its all part of balancing your team. Sometimes i run support and someone else is the glass cannon.
Edited by Egoist, 29 August 2012 - 01:58 PM.
#7
Posted 29 August 2012 - 11:44 PM
http://gw2skills.net...1YqRUjtGXNyaGEA
#8
Posted 30 August 2012 - 12:53 AM
Egoist, on 29 August 2012 - 01:55 PM, said:
I normally have a guardian running around near me with the cone heal and some condition removal, its a team game and every build has a weakness. using soldiers amulet i do not have enough crit to burst effectively but using knights i need more team support, its all part of balancing your team. Sometimes i run support and someone else is the glass cannon.
"Team support" wont help when you get focused in a tourney. You need to be able to take some hits. Especially with mesmers in their current state.
#9
Posted 30 August 2012 - 07:44 AM
http://gw2skills.net...GIF6Ve95xb1WQIA
If you got a reliable source of 24/7 swiftness you may change the elixir in whatever you desire.
But im not going to run around without IMS.
ellesee, on 29 August 2012 - 01:34 PM, said:
http://gw2skills.net...uxej7G5NjNOUMRA
...
med kit, slick shoes, elixir gun, elixir r, supply crate
20 inventions: cloaking device + reinforced shield
30 alchemy: fast acting elixirs + backback regenerator + automated response
20 tools: speedy kits + packaged stimulants
dwayna runes on armor or melandru if you want more survivability. i personally use dwayna
shamans amulet with shamans jewel
water pistol and parlyzation shield
note that my only experience is with spvp and this build is only for spvp until someone comes in here and says it works for other things. also requires at least one good damage dealing teammate as you probably won't be killing anyone anytime soon.
thoughts, (constructive) criticisms, comments extremely welcome
There is the problem about it. If you designed your build for just support, you are going to waste slots. First supp build i tried was this:
http://gw2skills.net...0loLbXuukdN2YuB
Its was pretty unkillable. but couldnt do any damage at all i personally prefer the water runes, the heal is nice.
a little bit passive condition remove and 15% boon duration is better then 20% regen.
there is already enough regeneration in this build. But as i sad, its actually just a tank.
So the support build i ran last tests and even today (spvp):
http://gw2skills.net...qxUjoGbNuak1MIA
It has sightly less +healing, about 1,1K but it actually doesnt matter that much.
But now you even deal damage, not ultra high burst but you can kill things. and you have alot of nice tools to help you at that.
Edited by Thoran23, 30 August 2012 - 08:11 AM.
#10
Posted 30 August 2012 - 09:13 AM
Barbarous, on 30 August 2012 - 12:53 AM, said:
Thats hyperbole, 600 extra toughness won't help when you get focused in a tounrey, your team using aoe blind will. Especially with necro's in their current state.
I'm not saying your opinion is invalid but that you are focusing purely on a mathematical defensive stat without taking into account the human portion of gaming, if i get hit with a stun/burst combo i will break stun and dodge while calling for help on comms. If i had an extra 600 toughness i might last an extra second or so against a good focus fire while my extra 25% crit rate over a toughness build means that enemy dps dies an extra few seconds faster depending on the crit luck. In tpvp if you want to survive burst you have to build exclusively to survive, everything else is damage limitation and with perma swift/vigor dodging and repositioning are one of the builds strengths.
#11
Posted 30 August 2012 - 03:17 PM
http://www.gw2build.....0.0.20.0.30.20
Tried it out in sPvP yesterday and it was pretty cool. I had an elixir build before but had a harder time killing things with that. With the FT push and blind and fire wall, and the elixir gun, I felt way more useful to my team.
Some things I wasn't sure about though:
In the alchemy trait line, to get both backpack regenerator and deadly mixture I traited 30 but not sure what was good for the major slot. Having vigor proc every time I get swiftness seems like it would synergize well with swiftness on kit switching but protection on disable seems too good.. especially since no internal cooldown is listed for it
I was pretty lost when it came to runes and jewels. I was debating between precision and healing because apparently you cant get both from jewels. Precision is awesome for the crits so I can get extra bleeds and vulnerability, but with the elixir gun for aoe healing and the regeneration on kits it seemed almost a waste to have so little healing power. Also.. 6 slots in engineer says +5% damage when carrying bundles.. I assume that included kits but not sure. Is that even worth it? Maybe I should use that dwayna rune to address that healing concern.
ellesee, on 29 August 2012 - 01:34 PM, said:
http://gw2skills.net...uxej7G5NjNOUMRA
...
note that my only experience is with spvp and this build is only for spvp until someone comes in here and says it works for other things. also requires at least one good damage dealing teammate as you probably won't be killing anyone anytime soon.
thoughts, (constructive) criticisms, comments extremely welcome
I'm not really a fan of the pure support build. I think you can still offer really good support while having good offense. Sometimes they're the same thing. If you can control and dps a guy who's trying to stomp a teammate he might decide its not worth it, and in the best case you'll kill him and rally your teammate. I would count fire field from the bomb kit or flamethrower as support too. Not only extra damage for ranged but you can jump in there and use your shield magnetic inversion to give all your guys x3 might as well as the normal push effect. AoE blind from either kit and the glue from bomb kit would be useful too.
So yeah at the very least i'd take out slick shoes for FT or Bomb kit.
Also I think you could change up your healing a bit too. You could take out Backpack Regeneration or automated response for cleansing formula and replace medkit with elixir h. Since you got exlir recharge trait this would personally provide you better healing than medkit, plus you can throw it at allies to cure conditions and random def/heal buff. If I had to compare to medkit bandages, I'd say throwing elixir h is more useful on the fly, medkit bandages better with setup before a fight. Right now your elixir recharge trait only effects elixir R and I think that's kind of a waste.
Edited by Mr Shrimp, 30 August 2012 - 03:28 PM.
#12
Posted 30 August 2012 - 04:01 PM
Dominating in hotjoin and tPVP with this one. It's my point defense build, can easily hold a point vs 3 until roamers show up.
Not sure why, but potent elixir should be 409. Editor isn't reflecting that.
@ guy above me. You may wish to consider automated response in alchemy if you like using Elixir S, and having no condition scrub is really going to hurt you in the current condition heavy meta.
Edited by Ahlen, 30 August 2012 - 04:08 PM.
#13
Posted 30 August 2012 - 04:37 PM
#14
Posted 30 August 2012 - 09:48 PM
Ahlen, on 30 August 2012 - 04:01 PM, said:
Dominating in hotjoin and tPVP with this one. It's my point defense build, can easily hold a point vs 3 until roamers show up.
Not sure why, but potent elixir should be 409. Editor isn't reflecting that.
@ guy above me. You may wish to consider automated response in alchemy if you like using Elixir S, and having no condition scrub is really going to hurt you in the current condition heavy meta.
Why are you using ground-targeting turrets when you don't have a single turret equipped?
Adrenal implant is a grandmaster trait.
#15
Posted 31 August 2012 - 11:54 AM
http://gw2skills.net...sxajzGpNDCOEMJA
Kit switching and all the ground targeting is hard to get used to at first, but when u get the hang of it... you'll be laughing.
When im playing pvp (in either) its always with friends, so we have a very simple setup.
They run in, spam their damage / control and i follow directly behind assuring they are healed up, buffed up and free of conditions.
Now with this buid, my damage is fairly low (compared to the people i run with) which makes me solely reliant on them being able to output more damage to the enemies. Fortunatly, as the pvp on this game is in its infancy many people just Zerg... which makes healing / condition removing and crowd control extremely powerful as people fail to effectively deal with it (not knowing counters, ect).
For those that do aim for me during the fights, i have several abilites that will block damage / increase my speed / remove stuns and jump backwards. Also, even though it has a long CD, supply crate is an amazing offensive AND defensive tool. Aoe stun, 4 turrets and health for team.
My aim is also in high toughness / high vitality - with this build you are hard enough to kill as it is without high damage reduction / health
*The reasoning behind this focus, aside from survivability, is that not knowing my kit fully and not being 100% comfortable with it yet, this makes up for the inadequacy in my play and once i feel confident enough with it and tested it more for 'actual' viability i will make changes accordingly.
Admittedly, i have no clue about 'best' build (if there is such a thing)... theres no offical numbers released and the theory crafting hasnt really gotten underway.
So until then its pretty much do what works for you, try a build, have fun because honestly... at this point... who cares if your not 100% optimal - id guess atleast 99% of people pvping are just winging it at the minute.
*Also, Razer Naga is great to have ^^.
Edited by Elestia, 31 August 2012 - 12:01 PM.
#16
Posted 31 August 2012 - 07:35 PM
#18
Posted 01 September 2012 - 04:18 AM
Mr Shrimp, on 30 August 2012 - 03:17 PM, said:
In the alchemy trait line, to get both backpack regenerator and deadly mixture I traited 30 but not sure what was good for the major slot. Having vigor proc every time I get swiftness seems like it would synergize well with swiftness on kit switching but protection on disable seems too good.. especially since no internal cooldown is listed for it
In game, the tooltip states it's 3 second duration with 5 second cooldown. Not as good as 5 sec duration with no cooldown, but pretty close.
#19
Posted 02 September 2012 - 10:27 AM
yeah mr shrimp for some reason i figured the elixir cooldown trait would effect elixir gun elixir skills. i agree having elixir cooldown just for elixir r is a waste and i'll probably swap that out for either protection injection or maybe invigorating speed. since the build involves having near permanent swiftness i'll also have near permanent vigor.
Mr Shrimp, on 30 August 2012 - 04:37 PM, said:
fumigate also cures conditions. how an acid spray cures conditions i will never know.
#21
Posted 02 September 2012 - 06:52 PM
#22
Posted 05 September 2012 - 10:59 PM
It's all about might stacking (1-7) + get rid of the conditions + make criticals
Trick is to continuous switch between greande (or mine/flamethrowser depending on situation). I removed some health gaining toughness.
I want to be a running / hitting hard and run style.
http://gw2skills.net...UkoIbRuikFNEZWC
Can anyone give some feedback ?
#23
Posted 06 September 2012 - 07:19 AM
This is my glass canon rifle build, I played a bunch of builds but I just don't like the condition damage build since high burst specs pretty much destroyed me, burst or go home I say now. Flamethrower is used for knockback and blind and stability for stomps, toolkit is for a block a slow and the burst from the toolbelt skill.
Overall I enjoy it, I wish I could get pistol/pistol to work though but it just doesn't seem all that viable.
http://gw2skills.net...qxUjoGbNuak1MIA
Edited by Esoterikk, 06 September 2012 - 07:21 AM.
#24
Posted 06 September 2012 - 03:21 PM
http://gw2skills.net...gjAHLOOck4MwYSB
#25
Posted 09 September 2012 - 02:30 PM
tiennen, on 06 September 2012 - 03:21 PM, said:
http://gw2skills.net...gjAHLOOck4MwYSB
A solid defense kit, seems like once you're there. You're staying there. I would just switch to the supply crate for a last ditch effect to holding the point.
For my build:
http://www.gw2db.com...|0|0|0|0|0|0|0|
Used for sPvP mostly. Dual Pistols, elixir gun, specs, and toolkit for the up close and personal. Firearms is always key which I've found through all builds. Although not many spec into the toolkit option. For that reason I've pumped 10 into there to add an extra attack when I step into close combat.
The rest is pretty self explanatory I feel.
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