http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
(edited by Dirame.8521)
It’s ALL MINE!!!!…..zzz
Hey guys, Ceimash here with another crazy build that probably should never be played unless you’ve lost the screw holding your head to your neck. This week I put together a build that uses Bunker Down and Throw Mine as a way to deal sustained damage at points and even burst damage should you so desire. Check out the guide below for more details on the build, try out the build and let me know what you think.
Guide: http://www.youtube.com/watch?v=FC5AoJFewPo
Build: http://gw2skills.net/editor/?fdAQFAUlUUpkrdZx+KseRicBNqrA6IkhRLyHWkPFAA-TJhFwAAuAAGeAATLDEf/BA
(edited by Dirame.8521)
mine mine mine
what to do with pew-pew? with condi bunkers? with stun-lock?
(edited by Dimes.6024)
Probably kill em I guess
mine mine mine
what to do with pew-pew? with condi bunkers? with stun-lock?
You can kill anyone with a bit of ingenuity and spit shine.
More info on how to play the build and some general tips and tricks for pretty much all professions: http://www.youtube.com/watch?v=pzQbW_2zaaU
This is pretty similar to what I have in my sig. I replace the Goggles with Elixir S and get rid of SD depending on the situation. I should try out adding 409 to see how much it helps with condis. Between the Healing Turret, Hidden Flask and the toolbelt throw it would certainly be useful. This would give you more solo sustain, my version is more damage based.
The problem these builds always have is how random Mine Field is. Sometimes you get all of them on your target and then other times it goes all over and only a couple hit when you do the Magnet + MF combo.
I think Bunker Down is pretty fun and I occasionally use it in PvE. However, that small trigger radius is so kitten frustrating when not fighting in confined places. I just wished they increased it slightly since manually moving your enemies into the mines just isn’t efficient.
This is pretty similar to what I have in my sig. I replace the Goggles with Elixir S and get rid of SD depending on the situation. I should try out adding 409 to see how much it helps with condis. Between the Healing Turret, Hidden Flask and the toolbelt throw it would certainly be useful. This would give you more solo sustain, my version is more damage based.
The problem these builds always have is how random Mine Field is. Sometimes you get all of them on your target and then other times it goes all over and only a couple hit when you do the Magnet + MF combo.
That’s true. It’s really saddening when that happens. That’s why I think they are increasing the hit radii/trigger radii of all the mines.
(edited by Dirame.8521)
This is pretty similar to what I have in my sig. I replace the Goggles with Elixir S and get rid of SD depending on the situation. I should try out adding 409 to see how much it helps with condis. Between the Healing Turret, Hidden Flask and the toolbelt throw it would certainly be useful. This would give you more solo sustain, my version is more damage based.
The problem these builds always have is how random Mine Field is. Sometimes you get all of them on your target and then other times it goes all over and only a couple hit when you do the Magnet + MF combo.
That’s true. It’s really saddening when that happens. That’s why I think they are increasing the hit radii/trigger radii of all the mines.
Oh btw, something you may want to test out is whether the bomb from the Runes of the Citadel are affected by explosives traits. I like using Citadel with my bursty setup (which is pretty reliant on having a support with you. You can do crazy damage to melee enemies just by dodging away.
This is pretty similar to what I have in my sig. I replace the Goggles with Elixir S and get rid of SD depending on the situation. I should try out adding 409 to see how much it helps with condis. Between the Healing Turret, Hidden Flask and the toolbelt throw it would certainly be useful. This would give you more solo sustain, my version is more damage based.
The problem these builds always have is how random Mine Field is. Sometimes you get all of them on your target and then other times it goes all over and only a couple hit when you do the Magnet + MF combo.
That’s true. It’s really saddening when that happens. That’s why I think they are increasing the hit radii/trigger radii of all the mines.
Oh btw, something you may want to test out is whether the bomb from the Runes of the Citadel are affected by explosives traits. I like using Citadel with my bursty setup (which is pretty reliant on having a support with you. You can do crazy damage to melee enemies just by dodging away.
Already tested it. The only thing wrong with it is that it creates the bombs at your location whilst Rune of Air strikes targets no matter where they are and the Parrot is an extra body that some could mistakenly target, inadvertently missing their burst.
This is pretty similar to what I have in my sig. I replace the Goggles with Elixir S and get rid of SD depending on the situation. I should try out adding 409 to see how much it helps with condis. Between the Healing Turret, Hidden Flask and the toolbelt throw it would certainly be useful. This would give you more solo sustain, my version is more damage based.
The problem these builds always have is how random Mine Field is. Sometimes you get all of them on your target and then other times it goes all over and only a couple hit when you do the Magnet + MF combo.
That’s true. It’s really saddening when that happens. That’s why I think they are increasing the hit radii/trigger radii of all the mines.
Oh btw, something you may want to test out is whether the bomb from the Runes of the Citadel are affected by explosives traits. I like using Citadel with my bursty setup (which is pretty reliant on having a support with you. You can do crazy damage to melee enemies just by dodging away.
Already tested it. The only thing wrong with it is that it creates the bombs at your location whilst Rune of Air strikes targets no matter where they are and the Parrot is an extra body that some could mistakenly target, inadvertently missing their burst.
Yah, it’s more if you want to fully commit to the gimmick.
So, I wanted to see if I could make the build even sillier….I came up with this.
So, I wanted to see if I could make the build even sillier….I came up with this.
You’ve got all the protection in the world but… WHAT ABOUT THE CONDIS???!!!
And yes, that is CC hell.
Funny, it may be that the tooltip hasn’t picked it up but the latest update does nothing for Mine field or Bunkerdown so….. /sadface
(edited by Dirame.8521)
Funny, it’s either the tooltip hasn’t picked it up but the latest update does nothing for Mine field or Bunkerdown so….. /sadface
Buh. That’s pretty disappointing.
Oh good, I’ve been playing with something similar to the 2nd build myself. It’s kinda funny though I’m not sure of the effectiveness.
Ive even been running it in WvW and its very effective but requires a lot more work since you are fighting in an open area most of the time but all this usually means is a lot more hipshotspam and positioning is extremely important if you want to maximize your damage, I sub out Elixr S for Rocket Boots to have better escape and use a Sigil of Energy instead of invigorating speed to have Protection Injection to cover situations where I’m stunned, I also give up another 10 in alchemy sometimes I put it in explosives for the 10% explosive damage buff or 3 alchemy for Transmute and 3 explosives for Reserve Mines because more Mines..but you could could also just go 20 in tools for power wrench which is always a solid option.
I use Knights Armor, Zerk/Valk Ascended Accessory and Runes of the Defender which is seriously underrated, the 4 and 6 synergise extremely well and 6/2 can proc with Gearshield just think about whatever healing turret heals for then “onblock” defender 6th set bonus gives you 3920 + 0.6 * Healing Power at level 80. So you are getting a little more health back if someone is trying to burst you down and you manage to get a heal off in between.
Also the number 2 doesn’t have internal CD and gives 2s regeneration instead of 1.
Yea I wouldn’t advice playing it in an open area but if you are enjoying it then, awesome!
As long as they’re melee, if you’re forcing them to carefully circle around all your mines (which you can run straight through), then you’re still getting a big advantage off them. Fighting in an open area doesn’t seem like it’d be that bad.
As long as they’re melee, if you’re forcing them to carefully circle around all your mines (which you can run straight through), then you’re still getting a big advantage off them. Fighting in an open area doesn’t seem like it’d be that bad.
Indeed but ranged characters would eat you up and that’s the issue. Then again, as long as you pick fights you can win, you should be fine and dandy.
Also, more gameplay with commentary; http://www.youtube.com/watch?v=NNHK72dsXdE
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.