Berserker + SD + Condition Duration.... huh?
I’m not against hybrid builds, I have a fun Soldier build using P/S, but in this particular build I don’t see the point of not using Rifle. Long conditions are great and all, but your Rifle auto attacks alone are going to be hitting for more than any of your bleed stacks I would think.
What are your bleeds hitting for?
Jade Quarry
Your right, Adamantium. It’s always a back-and-forth between pistols/condition and raw damage thru power. It’s hard to give up a 4,500 damage jump shot or a 3,800 blunderbuss spread over several enemy’s for merely “contributing” to a kill in WvW. But the badges do drop….
So recently I’ve been running Berserker armor, traited 30 10 0 0 30. Fairly generic Ascended accessories.
My base Damage is around 3,100, Critical Chance is 33%, Critical Damage at 80% and with pizza, my Condition Duration is at 70%. I don’t do a lot of Condition Damage, but what damage I do lingers for awhile.
I use P/P, Rifle Turret (for Suprise Shot with Static Discharge), Tool Kit, EG.
I find traiting power and condition duration to be better than precision and condition damage traiting. (30 0 and not 0 30 which is typical of a SD build). I trade-off some critical chance but gain more power based damage. Sometimes I use a rifle and even the flame thrower. Critting with the Acid Bomb does some pretty hefty damage. The flame thrower also is a power based weapon which benefits from a high critical damage.
Comments?
30/10/0/0/30 is a pretty standard SD build, usually using goggles to get that extra crit % when it’s needed, or using the boost from Medkit (which is recently a decision to make if it’s worth it with the recent Heal Turret changes)
However, I find pistols completely useless in this build, since the basic damage comes from SD, and the 10 points in Firearms ensures you have a knockback every 12 seconds. I have found this to, very often, be crucial.
I’ve been using my 10 in fire arms for Rifled Barrels, to increase the range. But I think you are right about the pistols vs rifle.
This is the Static Discharge build I’ve been using:
When I first set up the traits I was using the Med Kit, which is why I went for Enhance Performance (Might, Vigour and Swiftness on Med Kit swap is pretty awesome) but since the change to Healing Turret I’ve been using that so I might switch it to Protective Shield for added survivability or Power Wrench.
There’s not really a great deal to gain from opening the Grandmaster slots in Explosives or Firearms, the other traits just aren’t useful enough. Perhaps if Coated Bullets added “explosive bullets” to the rifle as well as piercing bullets to the pistol I’d grab that since it would allow for more conservative positioning or if Go For the Eyes did something extra (I like the fairly reliable and ‘passive’ blind but it doesn’t feel worth it).
The main issue with Berserker Static Discharge is that you basically have no defence other than Gear Shield so I feel that the Speedy Kits + Invigorating Speed is pretty much essential (as well as granting a free Elixir B) since it provides us with faster movement and more opportunities to dodge.
The main issue with Berserker Static Discharge is that you basically have no defence other than Gear Shield so I feel that the Speedy Kits + Invigorating Speed is pretty much essential (as well as granting a free Elixir
since it provides us with faster movement and more opportunities to dodge.
Which is great. If it wasn’t for this drawback to such builds, they would’ve been nerfed so far through the ground that they would have… something… can’t think of a witty one-liner at the moment.