Here are two versions of my most successful overall balanced build to date.
Both builds use a full 6 stack of centaur runes… as a result, you’ll see most things center around having supplemental bleed damage to make use of the 15% bleed duration on the runes, and since both are power builds, and since we are not taking speedy kits on either, both builds maintain high power output and permanent swiftness for roaming. It is a great tPvP build and an AMAZING pubstomping build when played correctly.
The defensive version:
http://www.guildhead.com/skill-calc#mcMM9VmTMCMmvMCM0aaxGozombMR8khd7070m7kIN70V7owY8ofy
The attack oriented version:
http://www.guildhead.com/skill-calc#mcMM9VmgrCMmvMCM0x0GGoMsomMR8khd7070m7kIN70V7owX8ofy
(remembering that “Sitting Duck” now applies 8 stacks of vuln instead of 5% damage increase upon immobilize).
Some basics of how both builds work.
-For point control… make sure when you are defending a node, that you switch to medikit and drop as many bandages and condition removal potions as you can. I usually can keep a stack of about 6 bandages and 2 condition removal potions on the point, and I choose to put them all in one spot. The idea is during the fight, run over this location to collect the benefit when you are past around 50% health and have a condition or two on you and profit from not even having to use a move to mitigate it.
-Remember to swap to Toolkit and pop shield in a bind to block and run to get yourself to safety, usually I choose to go somewhere that block LoS and regroup.
-Keep constant pressure, but remember to throw caltrops whenever you can to keep bleeds up, the weapon swap will also apply bleeds in an AoE around you, plus Blunderbuss is a big bleed and big damage. Use your overcharged shots early, but once they are past 50% life, save it for when you see them do their little fist pump animation to interrupt their heal. Swap to Toolkit, magnet pull, and finish them off with melee, swapping to apply a Blunderbuss or Jump Shot if necessary.
-Both builds specialize in perma-switfness… use this to cap points all the way across the board and run around the zerg.
Both builds however, go about damage and condition mitigation in different ways.
Build 1: Use your static discharge moves every chance you get, remembering to keep in melee range as much as possible with this build. The synergy for this build is like a yoyo… rush in, hit hard, knock them back, swap to magnet, pull them back in, rocket boot out if stunned, etc. It’s very much get in, get out, and the toughness and HP means burst won’t be an issue for you if your reactions are good. Static discharge is your ONLY means to do damage quickly, however, and remember that at 25% health you get these back. Also remember, that at 25% when you shrink, your regular rifle moves are blanked out, but you can still switch to Toolkit and attack for those 3 seconds. I often use them to lay caltrops. This is an outlast build.. conditions will wear you down until you get immunity at 25%, so make sure if you’re playing against a Necro, Ranger, or Thief, that you keep CONSTANT pressure. If there HP is around 25% at the same time yours is, you win every time. If you’re above 25%, go immediately for the spike… the Elixer S at 25% trait will actually ensure your kill if you go below 25% while trying to finish the opponent. Also remember to throw in a Crowbar hit whenever possible, it’s a great move.
Build 2: Conditions are mitigated by Elixer C almost exclusively, so watch your conditions and save it for when you need it most. Since you have no protection buffs, burst can be an issue with thieves, but an experienced player will pop their stun break, swap to Toolkit, and Gear Shield until they waste their usual initiative. If they do not, you’re still good, because you can swap back to Rifle which is where your damage is with this build. The key combo you want to apply here is Net Shot + Jump Shot (press toolbelt move for Analyze right before or during Jump Shot) and then immediately swap to Toolkit. Crowbar, then auto-attack with melee, applying more vulnerability as well as cripple with the trait. If done correctly you’ll have an almost instant 20 stack vulnerability that quickly fades into about 10 stacks, but it’s still more than enough time to do some serious damage. Obviously this doesn’t always work against a mobile player, this is just what you’re SHOOTING for… any variation of this will still apply good damage, but this is a good way to finish off the alst 50% of most other players. Remember to pop your two skills for fury as well when you’re just auto-attacking to get more benefit from it. You can also run this build with Knight’s amulet for a lot more crit… I just found, despite 26k life, it was far too squishy vs. burst classes, but this one can survive.
There’s more to explain and discuss, but my message is already too long. Anyway, happy hunting.