Confusion with tanky PVE solo build
Try The New Juggernaut
http://dulfy.net/gw2traits#build=AgEC9AS0A7g~
High Caliber + Prot Injection can be switched for Heavy Armor Exploit + Invigorating Speed.
Skills:
FT, Elixir B or U, EG, Mortar
Weapons:
Anything works, Overcharged Shot + Stability is a nice combo though
Stats:
It’s PvE, anything will work.
Playstyle:
Stack up Might with all the Elixirs and fire field + blast finishers (easily reach 25 stacks) then go burn stuff.
Just make sure to pick up the bandages from Bunker Down and you’re golden.
P.S.: Also works nice for decapping in PvP.
Bill Kilgore – [BIER] –
(edited by Mork vom Ork.2598)
Thanks, will do!
Since it was nerfed, Mortar is still good to use with this build? Or is just for the orbital strike? I feel that Supply Drop might be more useful in terms of survivability, esp. now with the medkits separated from the turrets…
Also, what kind of armor should I go for? Condi. damage seems adequate, no? In this case, I can stick with P/P for the added conditions?
In pve really everything works, but this is not really a Condi build. You get some bleeds from sharpshooter and some burning and poison but most of the damage is direct. Also you have 40% crit chance from traits alone. I would go for hybrid stats like Rampager or Sinister or even Celestial with Flame Legion or Strength
runes.
Bill Kilgore – [BIER] –
(edited by Mork vom Ork.2598)
Is there any razonable way to combine FT and Speedy Kits with the new system?
that it makes every other class in the game boring to play.”
Hawks
You’d have to go in Tools… IMO, is rough to trade the Firearms + Inventions + Alchemy for it, because as Mork pointed those 3 are very good for a tanky build.
Tools JUST for speedy kits (now Streamlined Kits) perma swiftness is not worthy. You can have Mecha Legs with the current setup wich isn’t 33%, but is nice.
update on build and testing:
I’ve realized that Juggernaut no longer gives toughness, so the only real “tanky” thing about that trait is the stability (wich is very useful against some Mordrem..), but overall, I’ve managed to dump the firearms line for explosives and use the mortar as my main weapon with a lot of success; here’s the build:
http://dulfy.net/gw2traits#build=AgEB7AS0A7g~
Important tanky traits observations:
- The whole alchemy trait line is essential
- Mecha legs can be swapped for Soothing Detonation in a group setup or if you have another source of swiftness (the cripple cleansing is pretty much covered by now)
- Thermobaric Detonation + Evasive keg grants blast finishers on the always present fields of the Mortar kit, but you can also align it with your 3 options of water fields to blast it for heals. If you are not finding much use for them, you can always swap TD for another dps oriented trait in the grandmaster line.
- Bunker down is a great tanky trait, even without the brutal crit boost from the firearms line, you’ll still produce a lot of healing. Just make sure to collect the spawned kits. It feels a lot like WoW Brewmaster monks…
Weapons: P/S – mostly because of Shield skills are very good for avoiding/reflecting. I don’t use pistol skills very much…
Utility: Elixir B (for overall boons) / Elixir U (Offensive purposes) / Elixir C (condi removal is a must in a tanky build). Elixir U is more for a dps increase (wich will make stuff die faster = more survivability), but you can really change it for anything else.
Healing: Healing Turret – is STILL the best engi healing skill, plus one more condi cleanse.
Elite: Mortar – you’ll be staying most of the time on this, unless for shield in defensive maneuvers
Equipment: I’m still figuring out the best stats for this setup, but aim for stats that make your critical chance higher, because of Bunker Down trait.
(edited by yhvh.8703)