EG setup help runes/build etc....
I cant find a good In between with crit and armor.
Bump…anyone who has used EG give me any feedback
I’ll give you more feedback later on, but you need to ask yourselve a question? What do you want to do with the build? Zerging in WvW? Runnin dungeons? sPvP? tPvP?
If you can give me that info, I can give you some more specific feedback, but even withput that info: scrap kit refinment trait, in its current state it sucks. Take speedy kits (perma swiftness).
You use HgH so take elixer R, elixer S or elixer U as a stunbreaker (elixer U doesn’t work that well as a stunbreaker, but as a burst skill it works nice.).
Swap out deadly mixture for invigorating speed (in combination with speedy kits ^^). You don’t pixk elizer gun to do damage so don’t take deadly mixture with EG (you better never take it imho, not even with FT ..).
Swap out fireforged trigger or precise sight (I’d choose precise aight) for hair trigger.
Now I need more info :P
(edited by Ferum Flamebender.5910)
I’m just messing with e gun myself. I use it in my condition damage support build. Max condition duration with p/s h.turret, TK, EG, Net turret. Just looking at your build it seems to lack focus/synergy. What were your thoughts when putting this together? What play style do you want to use this with? I think the answers to these could help shape this up. It seems like a tanky condition dealer.
Running wvw zerg, I was torn between the flamethrower and the EG, Just done see EG alot
I’ve read different things thats it better to go cond…with eg and its not great, so I’m just trying to get some feedback
If you go eg imo you should go condition damage with max duration. That benefits skill 1 2 and 3. I use eg to keep the weakness up and the cripple in between switching to p for confusion and magnet for the pull. Eg is meant for support. With thcondition roe and the cripple and the weakness and the weakness. With 96% duration on cond and gear for cond damage you can permanently cripple and permanent vulnerability on a target potentially. If you want top cond damage though eg is not for it. I also use the healing turret and the net turret with the light field for retaliation on demand and condition removes and healing for my friends
I’ve used elixir gun in a durable/support type build with focus split between healing power, condition damage, and vitality with some toughness on the side. The skills from it can be quite useful, but not in a melt-your-face kind of way.
I feel it has less of a place in WvW, but it can still be useful there. It can work quite well in dungeons or general PvE though… haven’t used it for awhile in sPvP.
It sort of looks like you’re going for some sort of vulnerability stacking build. You might consider the Sitting Duck trait in the firearm lines, which will synergize somewhat with your Kit Refinement. You’d have to swap out one of your other traits, but I think you can probably get a larger volume of vulnerability stacks by dropping Precise Sights, if you made sure to make frequent use of the Kit Refinement. It’s easy to get the mobs to run into the glue in PvE, but PvP would be a different story.
I don’t think HGH will be a great choice with your current loadout. You’ll be able to keep up a few extra might stacks, but not a ton like most HGH builds do. If you wanted to get more use out of HGH, you should swap out the utility goggles with another elixir and try using boons that have boon duration. However, that would cut down on your vulnerability stacks. I would perhaps suggest using Cleaning Formula 409 instead of HGH so that you can get some degree of condition removal on this build. Right now, it looks like you only have the super elixir from the elixir gun to do that.
As for balancing your gear stats, the PvP jewels don’t offer the greatest variety. But you might consider using the Rabid amulet since it will provide precision and toughness with condition damage. Maybe round it out with a Knight or Carrion jewel if you wanted. I don’t think crit damage will be a very good investment for this build. Healing power could work out somewhat with this build too, although it would be a matter of sacrificing something for it.
Runes of the Dolyak aren’t a bad choice, but the regen for the 6 piece set is rather minimal (30 per second). Runes with boon duration can always be helpful for elixir users, such as runes of the water or runes of altruism. I use the runes of the water on my defensive/support build with the elixir gun since it boosts my base healing and helps out allies while giving me another source of condition management. You would have to give up some damage mitigation for it though.
For your sigils, you should not be using two sigils of fire. Sigils that have a cooldown share that cooldown with all other sigils that have cooldowns. As such, you should have one sigil with a cooldown, and one without. If you wanted to stick with sigil of fire, you should make the second one something like a sigil of corruption or sigil of accuracy, or whatever else you feel you need. I’m not sure that a sigil of fire would be that great for this build to begin with, but you can always experiment with those.
I’ve found it hard to utilize the elixir gun in a purely offensive manner and keep finding it’s better in a support/healing/defensive/debuff role, although I haven’t experimented to a great degree with it.
…don’t take deadly mixture with EG (you better never take it imho, not even with FT ..)….
Out of curiosity, why is this a bad trait? When running a FT/EG build I took it.
Also, purely for bleeds, EG stacks faster than pistol.
[TTBH] [HATE], Yak’s Bend(NA)
I used to run a grenade/E-gun build that worked amazingly well. Both kits stack conditions so you don’t have to use pistols for conditions. I’m really thinking of switching back to it after the confusion WvW nerf.
http://gw2skills.net/editor/?fcAQFAUl0piYX3y3F1LJy4DdGoC6l4D53nHsVaBhA-jkyAIMAqCQKcIr5wIWNLiGr6GTbmYFMqOOQOkEDA-w
This is an idea of what I would do with it, works best at long range as with rifled barrels both e-gun and rifle autos are 1200 and grenades are 1500, only close the gap if your target is CC’d to finish them or hit em with blunderbuss/fumigate. You can really pick anything for the 3rd utility, I chose the boots cause they’re the fastest cooldown stunbreak ,give access to burning outside of Incendiary powder, and creates distance from target.
To stay on topic I would definitly take sitting duck to go with the kit refinement imobilizes, also I would try coated bullets, it makes the pistol autos pierce and with each hit it causes and aoe explosion, so in zerg fights you will see a ton of white numbers. Also if you keep HGH (which would’nt be a bad idea) I would go with cleansing 409 instead of deadly mixture, and change the runes to +duration (i like 4x altruism and 2xwater, but any combo of might or boon duration would work)
(edited by Linc.6834)
It really depends on what you want to do with the EG. For example, my EG character is wearing Cleric gear and uses a trait build of Explosives 20 / Firearms 20 / Inventions 30 and focuses on +Power & +Healing. The character is built to constantly run all over the battle field while switching back and forth between the EG and Rifle. While I do condition damage, that’s not the primary focus of the character. My rune choice is Rune of Altruism, which helps me act as an AoE dps buffing character.
You can really go either way. Some people focus on condition damage for the EG and others focus on raw physical damage. Both builds have their strengths and weaknesses. Also as a result, each build style values specific EQ abilities more than the other choices. While your personal EG build isn’t my personal choice, it does look like it should be a functional build.
…don’t take deadly mixture with EG (you better never take it imho, not even with FT ..)….
Out of curiosity, why is this a bad trait? When running a FT/EG build I took it.
…
It isn’t that it is a “bad” trait, but the EG is a notoriously low direct damage kit. Maybe the lowest damage of any #1 skill in the game when evenly geared (and Fumigate? don’t get me started). So throwing an extra 15% in it is just kittening in the ocean.
The EG/FT are excellent condition weapons, and benefit from condition damage/duration increases, and frankly, the Alchemy line has SO many good traits that let you tune your build and survive longer that this isn’t that helpful of an addition. You would be better off taking almost any trait (except blood injection, ironically) to offset any weaknesses in the build.
This is why so few theory-crafting a FT power build actually keep this trait after boots-on-the-ground testing, because once you realized you are very close to melee range when using the FT, you start thinking that this trait line is much more useful to keep you alive.
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD
Maybe the lowest damage of any #1 skill in the game when evenly geared (and Fumigate? don’t get me started)
Actually, tranquilizing dart has higher direct damage output than explosive shot on the pistol does. However, I believe explosive shot has a larger damage coefficient because it seems to exceed the direct damage on tranquilizing dart at higher levels of power.
In terms of DPS… the tooltips state that explosive shot has a 1/2s cast whereas elixir gun has a 3/4s, but they seem to have approximately the same rate of fire when I use them. I haven’t explicitly timed them, but the pistol seems to be closer to 3/4s than the stated 1/2s… I can’t be entirely sure though.
I’ve used deadly mixture with the flamethrower before. It’s a bit odd in that the direct damage output can be more valuable than anything to do with burning. That said, Deadly Mixture is just a tough trait to take due to the things you need to give up to get it.
Acid Bomb benefits from high power/high crit damage and does some wicked things, especially in WvW when dropped in a group. I’ve seen it record 19 separate hits for over 20k damage on one drop.
Acid Bomb benefits from high power/high crit damage and does some wicked things, especially in WvW when dropped in a group. I’ve seen it record 19 separate hits for over 20k damage on one drop.
Yes, it is a pulsing field, and therefore could exceed the max 5 targets like some other ground applied fields such as Necro’s marks.
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD
@Lowden I think the problem with that spec is that pistol by itself does not deal good damage. Unfortunately, I think we have to use either grenades or bombs to be competitive (the latter’s viability being debatable).
I suggest running this:
http://en.gw2skills.net/editor/?fcAQFAUlIqqbHxShF1LJyoCdGoC6lIF5nl95Bb1WQIA-jgxA0HgEYR0YbDFRjVvgpOJiq9GFRrGA-e
Here, the elixir gun is used primarily as a support and mobility kit. This build has good cleanses (~3 every 20s), lots of regen and healing. Most of the healing are aoes too.
Using the healing turret with elixir gun is really nice since you can blast into your water fields for some aoe heals. Also, you can leap through them for some good healing.
The nice thing about this build is that its very flexible. You can swap out power for condis quite easily if you want just by just changing gear. You can also swap out EG for TK for more survivability and burst or FT for more control and aoe damage. You can really mix it up depending on your mood.
PS. I’ve been running this build for a while, but I should note that I took significant inspiration from Teldo and Phantaram, so credits to them.