(edited by Arkrath.1407)
A new theoretical build for 10th Dec
I am gonna go with 3o inventions 30 alchy 10 explosions and cleric gear. Will take advantage of the bombs heal allies trait which now in spvp is doing like 300-350 heal to allies around me and its supposed to get 50% healing power increase. The 10 points in explosion is for a bigger blast radius. Elixers cure a condition and transmute is 100% chance to convert a condi to a boon every 15 secs after the patch. Also taking advantage of power shoes being 25% movement speed increase in and out of combat. I think it will be a good tanky support build for wvw.
I am gonna go with 3o inventions 30 alchy 10 explosions and cleric gear. Will take advantage of the bombs heal allies trait which now in spvp is doing like 300-350 heal to allies around me and its supposed to get 50% healing power increase. The 10 points in explosion is for a bigger blast radius. Elixers cure a condition and transmute is 100% chance to convert a condi to a boon every 15 secs after the patch. Also taking advantage of power shoes being 25% movement speed increase in and out of combat. I think it will be a good tanky support build for wvw.
That does sounds interesting to me also, I’ll have to try out both, I love the engineer, but they do need to give it some love, I love the skill level required for it, do you think that is going to be too heavy on support? Do you not think that in a group play, that you might lack the punch? I’m curious
Been trying it out pre patch. Its doing well the extra healing power scaling on elixir infuses bombs is gonna make it very nice. Its one of those builds where I probably won’t be able to kill any good players in a 1v1. They shoud have a really tough time killing me though. It does great for support though. I can stealth somebody that is low or to help get a spike. Can also use the toss elixir b to give group stability when approaching an enemy zerg or to ensure a spike. Elixer bombs about 350 heal per sec to several allies around me. Along with the regen warriors get from healing singet and adrenal health they are getting tons of health back. Toss elixir H grants everybody prot regen or vigor. Rifle gives me an immobilze and a knockback to help the zerg mow peeps down. The #2 bomb skill does a fire field for the group to blast for might. Smoke field bomb is also useful to help get a spike off. Last all the elixers I toss allies or consume myself remove conditions.
(edited by Chuck Zitto.2367)
Hard to tell what I’m looking at here. Hm. Ok. A sustained damage Flamethrower build.
Here’s what I suggest.
- Drop Inventions. You don’t need Power Shoes, and the 15pt Minor won’t even recharge your toolbelt heal, with Med Kit. Throw 10 points into Tools for Speedy Kits, which is still far better than Power Shoes, and take your choice of Protection Injection, or Invigorating Speed. You’ll want that to survive the Hammer Train.
- Might stack well, or don’t might stack at all. Get a Battle Sigil so you get 6 might every time you swap to Med Kit to Proc Enhanced Performance instead of 3. Get better runes – run Hoelbrak runes and -40% condition food to reduce conditions on you by 60% across the board. Or get 2 Altruism, 2 Fire, and 2 Strength runes for insane, perma 25+ might stacks.
You like whatever utilities you like.. I won’t attempt to change those, but this is how I’d play your build after Dec. 10th -
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