I was getting bored with my flamethrower build and I started working on using the elixir gun as my primary weapon because why not?
So, you can’t really get away from the support aspect of the weapon, but I want to be able to use it for more than vulnerability and heal/condition removal. So here is where I am going with it. Feel free to tear it all apart and tell me why it sucks and I’m a n00b.
Summary
Maximize Toughness, Healing Power and Power for survivability, group healing and damage output. Take advantage of Energized Armor and Performance Enhancement for extra power. Maximize regeneration abilities and blast heals for group survival.
Weapons
Cleric Pistol with Superior Sigil of Restoration
With the exception of tossing out Static Shot, pretty much here to have a sigil on it.
Cleric Shield with Superior Sigil of Life
Main use will be for the blast finisher and push back. Highly useful when up against a lot of ranged mobs.
Armor
Cleric Armor with 3x Superior Rune of Dwayna and 3x Superior Rune of Water
Between the two rune sets, I will have an increased regeneration duration of 35% along with 150 more healing power. Thanks to Performance Enhancement, that also gives me 15 more power. The 15% extra boon duration on everything else is bonus.
Jewelry
Cleric Amulet, Earrings and Ring with Exquisite Sapphire Jewels
Soldier Back Piece with Exquisite Sapphire Jewel
More Power, Toughness and Healing Power. No surprises here.
Utility Skills
Healing Turret
Chosen for the abundance of regeneration abilities. Three different regeneration granted from it. Tool belt, deployment and over charge.
Tool belt and over charge also give me the water fields I need for the blast group healing. Speaking of blast finishers, you can also detonate it to have it group heal off its own water field.
Typical use would be to drop it and pick it back up for the quick heal and regeneration.
Thumper Turret
Tool belt ability for stability is awesome. Other than the elixir elite skill, it is our only other reliable stability. Add in the fact that is also a blast finisher makes this a great follow up to the healing turret tool belt skill.
Deployed, it gives decent damage but can also be over charged for another blast finisher. Tie this with the healing turret, you can drop Thumper Turret and Healing Turret down together, over charge the healing turret, then the thumper turret for group heal, follow up with detonate thumper turret then healing turret for two more group heals. If done quickly enough, you should be able to get off 3 consecutive group heals with the two turrets (4 if you follow up with tool belt abilities).
Generally speaking, this is mostly used for the tool belt, but options are nice.
Rocket Boots
The tool belt ability is nice for the burn condition, but the primary use is for the stun breaker or blast finisher if one of our others are on cool down. Don’t be afraid to use this to get out of combat or move through combat.
Elixir Gun
Bread and Butter of the build. Our primary blast finisher is here with Acid Bomb. You want to make sure you are getting Fumigate on everything that you can and get the hell out of dodge. Made easier with Acid Bomb and Rocket Boots. Use Elixir F when you can as it makes the front line guys better able to get out of combat when they need to. You do want to be a bit stingy with Super Elixir as this is our primary condition removal with Healing Turret over charge for back up. We can easy spread around the regeneration with the Elixir Gun tool belt ability (and all Healing Turret abilities).
Supply Crate
Best of the engineer elites. Add in the fact that is also a blast finisher means you want to time this so you can make the most of that.