Help making rifle turret build
Ok I gave it a shot but it’s really more of a “fun” build from the top of my head… It could perform ridiculously bad in practice.
http://gw2skills.net/editor/?fcQQFAUlIqyUnqSyF17IxIFkW0hUgfBDSRe9LA;TkAA2CnowxgjAHLOOck4MsA
Still have 10 trait points to go wherever you want.
It has the good fun burst from rifle skill 3 + 5, toolbelt surprise shot and throw wrench + static discharge.
CC’s you have rifle net shot, box of nails, and magnet.
Note: It has 2 combo fields (water + smoke), and you have 4 blast and 1 jump finisher.
Here’s how I might try to use it (untested).
- Drop turrets (all of them).
- Toolkit→magnet unsuspecting victim.
- Supply crate, box of nails, (prybar?), rifle 3, smoke screen, rifle 5, blow up all turrets (go invis).
- Run away or commence secondary spiking with toolbelt surprise shot, throw wench, etc.
I run a Rifle with Healing, Rocket, Rifle and Net Turrets, with Supply Crate as my Elite.
30 Explosives (for Accelerant-Packed Turrets and Condition Duration), 0 Firearms, 30 Inventions (Metal-Plated Turrets increases survivability marginally, Elite Supplies puts a Rifle Turret in the Supply Crate, and Rifled Turret Barrels gives a bonus to damage), 0 Alchemy, 10 Tools (Deployable Turrets, as buggy as it is, is useful…ish).
Deployable Turrets isn’t working as well as it could be, but I can deploy the Healing and Rocket Turrets forward, overcharging the Rocket Turret as soon as possible, place the Rifle Turret, and then plant the Net Turret, with Supply Crate held in reserve.When the turrets are no longer useful, I detonate them for access to toolbelt skills, which enables a somewhat increased focus on control due to the Net Shot toolbelt skill. For extended amounts of control, Rifle 2 + Net Shot + Net Turret + Supply Crate, timed properly, can keep an enemy immobilized for a good long time.
Deployable Turrets might be replaced with Static Discharge, to add more damage to the various toolbelt skills.