Build out of date, will rethink it post engineer balance update (looks like a major buff is incoming )
31/8/14
Great build for wvw and pve. For dungeons you might want to try something different depending on team composition e.g. nades. Sucks but such is the dungeon running meta
Traits:
Firearms 20 – fireforged trigger, juggernaut
Alchemy 30 – protection injection, deadly mixture, invigorating speed
Tools 20 – speedy kits, leg mods
Skills:
rifle, medkit, elixir B, elixir gun, flamethrower, supply drop
Equipment:
Weapon – Knight’s Rifle
sup sigil battle
- Extra Bloodlust stacking weapon
Armor- Soldier
2x sup monk, 4x sup altruism runes
Trinkets -
- Soldier Emerald Backpiece
– Knight’s (ascended) amulet
– Berserker (ascended) accessory x2, ring x2,
Consumables:
Hardened Sharpening Stone
Bowl Poultry and Leek Soup (WVW), or Chocolate Omnomberry Cream in PVE if you want 40% MF, in which case you should take elixir C instead of elixir B for condition removal.
Summary
With optimal gear as above (you can get similar stats with other equipment combinations), you will have:
-3300+ attack with perma 10 might (more now since I changed to 4x altruism, 2 x monk setup, as long as you keep hitting medkit every 10 secs) while wielding flamerthrower, 3500+ when switched to rifle, 3550/3750+ with full bloodlust,
-40% crit chance, made into 60% with perma fury from elixir B and drop stimulant.
-Double damage on critical hit
-2700 armour while wielding flamethrower
-21000 base health
– + 60% boon duration
– perma swiftness/fury/vigor
– around 40% retaliation uptime + more from extra elixir B triggering at 75% health
– -36% cond duration + -33% cripple/chill/immobilize duration (-69% total)
– almost 5s protection when disabled e.g. stunned every 5s
– 1 stunbreak (healing mist), 2 x1 condition removal (super elixir, antidote)
– 6/7 secs stability from elixir B toolbelt
– -20% toolbelt recharge time, as well as full recharge at 25% health (for another heal and stunbreak)
– other extra stuff :P
Use elixir B and drop stimulant at beginning of battle, keep using on cooldown. Rotate between rifle and flamethrower (be quick with rifle and you will not loose the might stacks from ff), use elixir gun for super elixir and acid bomb.
One skill rotation is: flameblast then flamejet at close range to open combat, netshot to immobilize, napalm on top of them, acid bomb away to blast the fire field, jumpshot back into action to get the leap finisher, blunderbuss, overcharged shot. there wont be much left of them after this
I’ve used this in pve/wvw and it is extremely effective.
In wvw I barely ever loose 1v1, and have won 1v2 on multiple occasions. Try to dominate enemy with cc and burst from the rifle and ff, use flame jet when other skills are on cooldown or when enemy is very mobile. You are extremely resilient to enemy cc and should be able to dodge almost everything.
I made this build because I was sick of using grenades/hgh pistols. Hope its useful!
edit.
If you are running with the zerg in wvw, use omnom compote food and pistol/shield with sigil restoration + sigil stamina. You can also use tankier trinkets (see edit 2).
edit 2
For even more survivability, such as in zerg combat, I sometimes run with 2 soldier rings (ascended) and 2 emerald soldier accessories, gives me a lot more health and toughness, and 70% total crit damage, 50% chance with fury. I am also using automated response instead of invigorating speed in zergs atm for added anti-condi, but this is apparently getting nerfed soon so…
(edited by DrMatt.9408)