Etheeria's Blast master WvW build
The dire gear in this build is quite hard to come by however as the only place you can find it is as a token reward from the CoE dungeon.
Or just buy Errol’s on the TP.
hmm did not know that thanks for pointing it out.
Also forgot to mention i have a second shield with a superior sigil of corruption i carry around with me.
Question: does the might on healing trait work with medkit’s tool belt ability? Of is it upon switching to the medkit, or using one of the medkit’s packages?
Question: does the might on healing trait work with medkit’s tool belt ability? Of is it upon switching to the medkit, or using one of the medkit’s packages?
it is for equipping or un-equipping (but not dropping via weapon swap key.) the med kit.
Basically every time you push your number 6 (or whatever you key bound there) you gain might. (ten second internal cool down on the trait, sigil and runes)
1. put on med kit in combat gain 9 might.
2. wait 10 seconds.
3. put on med kit in combat gain another 9 might
4. wait 10 secs.
5. put on med…..you get the point. mix this with blasts on your fire field and your gold.
forgot to mention you can swap kits even when stunned etc. so you can always always keep your stacks up.
(edited by Singer.8740)
Blast master is a misnomer for this build, you only really have 2 blast finishers to use to stack might at any given time.
I’d call it the Mighty Med Kit, 9 stacks each time you use it!
Jade Quarry
it gets the name from its specialization in the use of explosives. Besides as i made it i do get creators liberties. :p
Ty for the response! I didn’t realize that trait gave that much might.
This build is very similar to what Ive been toying around with as well, thank you for posting it. I’ll have to give it a shot.
Very nice build:-) But without speedy kits is running in WvW very frustrating for me:-)
Tekkit’s Workshop
Roe: The nine stacks come from a combination of the Sigil of Battle, the Runes of the Noble, and the Enhance Performance trait.
it gets the name from its specialization in the use of explosives. Besides as i made it i do get creators liberties. :p
You’re right, just giving you a hard time Looks fun for sure, I really like how rather than focus all your skills on blast finishers you build in a way that makes just 1 skill give 9 stacks of might by itself.
Jade Quarry
i’m lovin the feedback here guys.
To Rozbuska, but you do have perma-swiftness. If you use Med Kit skill 5 “Drop Stimulant” and “Elixir B” at the same time and then pop them when they come off cool down you have swiftness forever.
I would argue the hardest part of putting this build together is the noble runes, 720 tokens = 11-12 daily runs. Its one of the hardest dungeons to find a decent group.
I do really like the build tho, and am probly going to switch to it. Dire gear just seems so OP atm. Like Rozbuska said I’ve just got the stigma of keeping 10 in tools for speedy kits. Also gonna have a hard time giving up rocket boots.
The options your trait choices open up are appealing, switching out to explosive decent at the right time will be fun.
Although the build does have a distinct lack of crit, especially the 5 trait from firearms, I guess I’m too used to running rabid gear.
What would you think of dropping nades for e-gun and going 20/10/10/30/0?
I would argue the hardest part of putting this build together is the noble runes, 720 tokens = 11-12 daily runs. Its one of the hardest dungeons to find a decent group.
I do really like the build tho, and am probly going to switch to it. Dire gear just seems so OP atm. Like Rozbuska said I’ve just got the stigma of keeping 10 in tools for speedy kits. Also gonna have a hard time giving up rocket boots.
The options your trait choices open up are appealing, switching out to explosive decent at the right time will be fun.
Although the build does have a distinct lack of crit, especially the 5 trait from firearms, I guess I’m too used to running rabid gear.What would you think of dropping nades for e-gun and going 20/10/10/30/0?
I totally agree that the noble runes are a pain in the kitten to get. (especially since i had to do the dungeon a tun to get my quip, lol) but they are definitely a must for the build as the power rune equivalent’s (fire, hoelbrak, pirate, strength) pared with 2 runes of altruism really do not compare. (altruism runes having a 15 second internal cool down most notably.)
In regards to speedy kits i mentioned above. You do not need to waist the ten precious points because you already have perma-swiftness via “elixir b” and “drop stimulant”. I too found it hard to curb my addiction to this. :p I still switch a utility to rocket boots to get from point A to B when i am not in my guilds zerg (hole guild zerg has perma-swiftness so its not needed.)
In regards to the issue of crit ill take some time to explain this and why it is actually a trap for engineers when running WvW. (roaming or zerging)
To start things off we will use my build as the base for this discussion and switch parts out for crit. So as we have established we use condition armor because via might stacking our attack stat reaches about the same level as say a warrior in power stat armor such as soldier gear. (100 to 200 points less taking into account current meta.)
This happens due to a combination of our messed up trait line (bomb kit and nade kit being hybrid weapon’s.) making us go into the power tree instead of say the condition tree (which also happens to be our precision tree) by at least 20 points to pick up enhanced performance for the all important might, and the full 30 points if you use grenades. So this leaves us with 40 points to play with, but wait in order to stack might effectively which as we have come to realize allows us to put out such sick damage we must go 30 points into the alchemy line or give up on the thoughts of might stacking and go put on our power gear and run a glassy back line nade build which we have already surmised has the same power output as us, non-existent condition damage but excels with crit damage at the expense of survivability. So this truly leaves us with 10 points to do with as we wish. Now i could put these points into tools for speedy kits and benefit from invigorating speed but sadly this really only synergizes well if i am running the glassy power, crit nade build mentioned above which is so far from an HGH or other might stacking build as to be pointless to talk about. Or i could put the points into firearms gain those lovely on crit abilities some more condition damage and some 4% crit chance. but all of a sudden my armor stat is 2700 and to benefit from these on crit abilities i have to start swapping out dire gear for rabid gear. Suddenly my vitality takes a nose dive i have to compensate by swapping out the bomb kit as i can no longer survive in the heart of a fight and before i new it i am suddenly back to the standard back line HGH nade engineer that quite frankly is lackluster as it is more of a roaming build and does not bring very much to the table in large fights all the while realizing you kitten yourself for two nebulous chance traits and a bland increase in crit damage output via your baked in 50% crit damage which quite frankly is terrible with nades poor raw damage output unless you go power and sacrifice even more survivability for more crit damage at which point you can no longer run HGH which would have had superior damage output. ( I used to run the HGH build. Then dire armor came along.)
I do believe this adequately explains why one must steer clear of the crit trap.
In regards to swapping the elixir gun in for nades. Lets say you took those ten points and put them in firearms got your on crit effect plus ether an EG trait or the other on crit trait. This leaves you in the same dilemma above in regards to crit chance over other stats. On top of this you severely limit your range as well as your control options and damage out put when you lose those area bleeds, blinds, chills and poisons in exchange for what is more of a roaming single target support weapon. (requires an investment in healing power to make the support worth wile over water fields.)
Thank you for the build, I’m going to start gathering gear for it now! Where exactly should we be looking for the rabid/dire jewelry?