Coming back, need help!
For pve, if you are familiar with the content you can’t go wrong with zerker’s or assassin’s and a 6/6/0/0/2 build for max dps or 6/6/0/2/0 if you want to setup for having nearly permanent vigor and swiftness in combat.
This is what I run when pugging, since those groups are not always optimized
http://gw2skills.net/editor/?fdAQFAUlUUpEr1axdLseNSaBNKgODvoufuBB4pA-TxBBABV8AAwS5HAXAga2fwQdAjq+zZKBFFgYB-e
The trait distribution of the last two points flip flops between tools and alchemy as the situation warrants, but the important traits are grenadier and modified ammo. This setup is designed to primarily make use of the low cd blast finisher (providing you have other people with fire fields) on ft since it lines up with shrapnel grenade quite nicely. There are lot’s of variations on this setup, some will say all zerker is the way to go but I like having the higher crit rate at a slight loss to power which is made up for by having so much self might generation. Others prefer to have the % damage increase from explosives vs the cooldown reduction. It largely is personal preference though, since the difference in damage pretty much comes out as a wash. I am a bit under the weather at the moment and have medicine head so my apologies if my response is not very clear.
So how do these blast finishers work, is there a rotation or priority list, im kinda confused about that part
Typically speaking you are going to be using all skills that have a damage coefficient higher than your auto attacks on cooldown. Shrapnel grenade and flame blast line up almost perfectly with each other, and so if you are running with a another class such as staff ele that has almost a constant fire field up (lava font) you are going to be blasting in that field every 5 and 3/4 seconds (provided you take the cooldown reduction trait fireforged trigger. This time lines up with shrapnel grenade so it gives you a reference point of when to switch back into ft to flame blast again. A rotation might go something like this:
Barrage – 4.3535
Acid Bomb – 5.1
Jump Shot – 3.3584
Blunderbuss – 1.9902
Flame Blast – 2.5
Shrapnel – 1.815
Freeze – 1.65
Auto – 1.089
Auto – 1.089
Roll (Bomb) – 1.375
Flame Blast – 2.5
Shrapnel – 1.815
Auto – 1.089
Auto – 1.089
Auto – 1.089
Blunderbuss – 1.9902
Roll (Bomb) – 1.375
Acid Bomb – 5.1
Flame Blast – 2.5
Shrapnel – 1.815
Auto – 1.089
Auto – 1.089
Auto – 1.089
Jump Shot – 3.3584
Roll (Bomb) – 1.375
Flame Blast – 2.5
Shrapnel – 1.815
Freeze – 1.65
Blunderbuss – 1.9902
Barrage – 4.3535
The numbers are the damage coefficients for the skills. This assumes that you are not the only might stacker, if you are the only might stacker then you will probably want to run p/s and drop ft in favor of bomb kit. In which case the rotation will be different yet again.
Edit :You can take out the roll and insert a 4th grenade auto with the other 3 grenade auto’s instead, to save your rolls for when you absolutely need them. Also, with acid bomb you need to be proficient at the animation cancel to keep from sending yourself flying backwards. Where it lists auto assume that is for the gk.
(edited by ShadowPuppet.3746)
What if you’re in a situation that is not ideal at all should I use the same rotation?
Obviously staying alive is the most important thing so this max damage rotation is not always going to be feasible. Modify it as you need to, but the general idea is to keep up might and apply vuln and use skills that do more damage than auto attack when they are off cooldown.