TWL
LOL, Who still use Runes
I’m making another build for WvW, i know most of you don;t WvW but any info on ths kit will help me.
Tell all pros and cons of the kit bugs etc. I mainly doing thi, this way to cut me some time and gold on test it out.
I have tested it out and tried to build around it on spvp. Its very low damage you won’t be killing anyone 1v1 but it makes a good team support weapon, it can clean your team of conditions, or buff them with swiftness while crippling the enemy team and giving them poison. Its heal is also decent.
Pro: extra condi removal
Con: don’t ise it, it sucks. It’s main attack can’t stack bleeding or vunerability at all, it’s damage is really bad, fumigate doesn’t work that well, etc.
Here is the thing you need to understand about this kit:
This is not, and will never be a damage kit. If you need to do damage, do not use this kit. If you need to support your party or siege users, use this kit.
Saying this kit has terrible damage is like saying the Mona Lisa is a terrible coaster.
1) Take Kit Refinement (The Trait)
This will allow you to drop a Super Elixir at your feet every 20 seconds. This stacks with the Super Elixir in the kit itself. This means you can either have infinite healing circles or one really powerful one every 20 seconds (For 10 seconds).
2) Take a separate healing armor set
You aren’t going to use this set up constantly, or else you’re going to be kind of useless mostly. This is purely for defense. When you are going to defend something (Siege, points etc etc), switch to high healing power armor.
These are the skills I use when I do this:
-Healing Turret (If I’m healing other people. Med Kit otherwise.)
-Optional (Depends on what you need for that specific situation)
-Grenade Kit (Attack things on the walls for defense)
-Elixir Gun (Healing siegers)
As for the specific skills:
Skill 1 – This can keep up weakness on an enemy indefinitely. Don’t bother with it unless there is a specific enemy who does particularly high damage that you want to reduce. Switch to grenade kit in all other situations.
Skill 2 – Use this very rarely. It’s fairly weak.
Skill 3 – Use this if the siege users or your party is taking conditions damage. Never use this as an attack.
Skill 4 – Escape skill. Fairly good. Offensively, it’s more secondary/coincidental.
Skill 5 – This is why you use this kit. Make sure you place it in a place that either siege users or players will be.
Tricks
1) Super Elixir is a light field – Mix this with a blast finisher (detonate turret, Big Ol’ Bomb) and you can give people around you retaliation. Great for siege users.
2) Utilizing this as an escape can make your spikes even stronger and safer – Jump in with Jump shot. Explode with Grenade Barrage and Kit Refinement’s Grenade Barrage. Jump back out with Elixir Gun’s Skill 4.
3) Utilizing this escape lets you place Super Elixirs in unsafe areas safely. – Flame ram users need some healing? Jump/Run in and throw down some fields and a blast finisher and jump out with skill 4.
Hope this helps.
(edited by The Gates Assassin.9827)
very nice tips, ii can surely use them, anyone else got any info?
(edited by Azimuth.7091)
Since Acid Bomb is now a blast finisher you can use it to gain retaliation from elixir gun’s 5 skill. You can also stealth retreat when used with a smoke bomb. And all combo possibilities with Toss Elixir U’s RNG effect are defensive as well.
Acid Bomb is now a blast finisher, able to be used with Super Elixir’s light field.
Elixir gun is awesome in general.
The patch notes state that the super elixir increases at 100% rate with healing power, but nor the impact or the pulse scale 100%, I wonder if it’s a bug or smtg.
The patch notes state that the super elixir increases at 100% rate with healing power, but nor the impact or the pulse scale 100%, I wonder if it’s a bug or smtg.
Not a bug, unfortunately.
They’ve changed the math a little bit.
They’ve basically added up the full effects of the pulse heal, and that’s what it gives us. We add 100% of our healing power to that, and redivide it between pulses.
kit refinement, permanent pulsing heal light aura. nevermind. still 20 sec
(edited by Khezekiah Bellamy.5016)
@Khezekiah Bellamy.5016
I know what you mean being sarcastic, but why changing numbers to a skill that was ok before without stating correct numbers, when they could have fixed something else?
I think it’d be truly OP if it scaled 100% but they could have been a lil more accurate about that.
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