After playing around with the new traits… this is my favorite new build so far.
The idea being maximum disruption and CC annoyance on the move.
I left the last trait on Tools empty on the planner gadgeteer is the skill there.
Here are some of the build highlights and why I chose what I have.
- 15s recharge on Mine field tool belt skill… can remove up to 5 boons.
- Throw mine 900 meter range knockback that applies Aegis(6s)
- Rifle turret 900 meter range throw for explosion knockback.
- 8s Surprise shot and 15s Throw Wrench with static discharge burst
- Running Intelligence and Hydromancer (and sometimes doom) sigils. Allows you to setup Jumpshot blunderbuss Surprise shot super Auto Crit Combo. While also applying poison to stop healing / or Chill.
- Guard Runes… not the obvious choice. However the burn on block synergizes well with the Aegis applications… and in a situation where you are getting focused hitting Tool kits gear shield allows you to spread some dmg, and you can still pop surprise shot while blocking.
Cons
- Lots of blast finishers however no fire field of your own to stack might on. Of course teaming up with a fire field dropper can make for a good group might stack. Still 5 blasts is lower then some of the new turret heavy builds.
- Very active playstyle, with out the tricks you are pretty squishy.
- Ideal fighting range 100-600 meters… only 1200 meter option is the magnet pull. Need to get in close all the time. (After playing granades for a long time it takes some getting used to)
Play style Tips.
- Swapping your kit in and out to gain Sigil of Intelligence and Doom procs every 10s… remember that you can channel a tool kit skill and switch back to your rifle. So if your in rifle you can swap to tool kit hit your shield and swap back as you continue to move and get ready for a dmg burst combo. I also use this sometimes for tool kit 2 the box of nails… this way they are dropped slighly behind as I will get in close and pop things like Blunderbuss and then dodge back leaving a mine and perhaps pulling something into the nails.
- Spreading out the knock backs. Throw mine (18s), Rifle turret (20s), Overcharge Shot (12s) can be staggered for an aimed knockback every 7-8s. You don’t have to wait for a target to get close just throw it at them… the closer in the better to ensure they are in range of the knock back. You can also hit them with net shot to make them easier to hit. If you are only facing one target as crazy as it sounds you have another knockback with the heal turret… which is also 900 meter range. You still gain the instant heal from it if you explode it right away… and at 20s its not that bad an option.
- Mine field is a 1s channel… so practice where you need to start a channel to place a field at a targets feet as you run to it.
- Surprise shot is Instant and it doesn’t interrupt channels at all. So remember to use it while your blocking or channeling mine field / box of nails
That’s about it… I have tweaked this 20 different ways so far… there are lots of other great Rune options and slight variations on the spec that are also very effective depending on the situation. Nice to be able to make little tweaks out of combat now.