Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by BurrTheKing.8571)
With the recent changes to the Net turret I see that there is an opportunity for synergy with the rifle and the perk Sitting Duck. I want to make a damage-based build based on this, but I also want to have some utility with stun breaks and condition removal, which makes be almost feel forced to use elixirs. You could I suppose run with healing turret but it only has one condition removal on a long cooldown.
I have seen all turret builds using the nets with Sitting Duck combo but they tended to be more defensive based and not geared towards attack. I think this would be an interesting concept so any ideas are welcome.
http://gw2skills.net/editor/?fcAQFAUlIqyVH5y3F17IxIFdW0geYXAn3PKYLdB;TkAg0CnoQygkAJLSOkkINIA
This Is what I’m currently looking at using. It has both A condition cleanse and a stun breaker but Rocket boots are kinda silly and the cleanse is on a long cooldown. I’m thinking of dropping Precise Sights and picking up Go for the Eyes or Rifle Mod.
With this current setup you can drop the Net turret, pull an enemy towards you with Magnet, overcharge your turret while you smack them a bit, then explode it manually and with accelerant packed turrets you can send them flying. Which is pretty amusing.
(edited by BurrTheKing.8571)
If you are trying to maximize vulnerability, you could replace Rocket Boots with Utility Goggles.
The main has a stun-break and fury, while the toolbelt skill gives you a 10-stack of vulnerability. The Analyze toolbelt skill combined with net turret, net toolbelt skill, and rifle net shot can give you around 15-25 stacks of vulnerability on a target.
You can always use Rifle’s Overcharge shot to get out of the way of immobilized, although it would stun you for a second.
Here’s my take on a vulnerability stacking build:
This build is to assist in downing hard targets. You roam with a teammate, mark targets, and then stack vulnerability while making it very hard for them to move. Since you’re not the primary damage dealer, this build has traits for survival, and runes for increased condition duration. You can apply and maintain 20-25 stack of vulnerability in seconds. When Analyze and your Nets are on cooldown you should be reapplying vulnerability with your Precise Sights due to your high crit rate and easy access to fury.
I chose Elixir S to compliment this build because as the assist you need to help stomp downed players, but also because we are often focused very hard in pvp, especially when we begin controlling players.
I hope you found this helpful.
If you are trying to maximize vulnerability, you could replace Rocket Boots with Utility Goggles.
The main has a stun-break and fury, while the toolbelt skill gives you a 10-stack of vulnerability. The Analyze toolbelt skill combined with net turret, net toolbelt skill, and rifle net shot can give you around 15-25 stacks of vulnerability on a target.
You can always use Rifle’s Overcharge shot to get out of the way of immobilized, although it would stun you for a second.
That’s a great idea, I had totally forgotten about Utility Goggles.
As engineers i believe we should adapt and use the right tool for the right situation (which involves net turret) thus im liking this build:
http://gw2skills.net/editor/?fcAQFAUlIqyanrSgF17IyoCfGoH1HgdXfewWzXEC;TkAg1CqowxgjAHLOOck4MuA
The Idea is to adapt and use positioning, you will have 3 immobilizing skills, reasonable long rage damage through rifle + conditions and really good short range damage through flamethrower + conditions. You are fighting a Thief, switch to Rifle and net your way out of melee. Fighting an elementist, zoom in blasting and netting with your rifle and burn him down with your flamethrower in close quarter.
Essentially this high damage build lets you play the weak point in your opponents class.
Well I’ve been thinking about trying something like this but haven’t yet. This is a little bit of theorycraft on my part but why not try to work bomb kit into the mix for gluebomb, fire field, smoke field, and confusion? Something like this (might have to cut and paste it)
http://gw2skills.net/editor/?fcEQFAUlspyXnrynF17IBIF71uiUofK/5hcbbaB
Net shot, Net attack, net turret, and glue bomb make for some serious immobilization, vulnerability, and cripple with these traits. Running elixir H and S with 409 also gives you 4 ways to clear conditions and an awesome stun break as mentioned above. I’m not sure what runes I’d try and run with this but I think it is something I’m going to have to try in the near future.
Well I’ve been thinking about trying something like this but haven’t yet. This is a little bit of theorycraft on my part but why not try to work bomb kit into the mix for gluebomb, fire field, smoke field, and confusion? Something like this (might have to cut and paste it)
http://gw2skills.net/editor/?fcEQFAUlspyXnrynF17IBIF71uiUofK/5hcbbaB
Net shot, Net attack, net turret, and glue bomb make for some serious immobilization, vulnerability, and cripple with these traits. Running elixir H and S with 409 also gives you 4 ways to clear conditions and an awesome stun break as mentioned above. I’m not sure what runes I’d try and run with this but I think it is something I’m going to have to try in the near future.
It’s a good idea however to use glue bomb you need to be in melee range which kinda counteracts the use of immobilization and rifle’s range. I feel like rifle and net turret is really good for playing keep away.
I made a similiar build using nades instead of bomb kit and I had a really fun time playing it, against TA morgana’s spiders boss that thing couldn’t move while I was spazzing out nades.
It’s funny just to see the boss just stand in the middle while everyone just needed to stand at range and dish out their attacks.
Well I’ve been thinking about trying something like this but haven’t yet. This is a little bit of theorycraft on my part but why not try to work bomb kit into the mix for gluebomb, fire field, smoke field, and confusion? Something like this (might have to cut and paste it)
http://gw2skills.net/editor/?fcEQFAUlspyXnrynF17IBIF71uiUofK/5hcbbaB
Net shot, Net attack, net turret, and glue bomb make for some serious immobilization, vulnerability, and cripple with these traits. Running elixir H and S with 409 also gives you 4 ways to clear conditions and an awesome stun break as mentioned above. I’m not sure what runes I’d try and run with this but I think it is something I’m going to have to try in the near future.
It’s a good idea however to use glue bomb you need to be in melee range which kinda counteracts the use of immobilization and rifle’s range. I feel like rifle and net turret is really good for playing keep away.
I made a similiar build using nades instead of bomb kit and I had a really fun time playing it, against TA morgana’s spiders boss that thing couldn’t move while I was spazzing out nades.
It’s funny just to see the boss just stand in the middle while everyone just needed to stand at range and dish out their attacks.
I tend to look at it as holding them in place for my concussion bomb, fire bomb, bluderbus, and jump shot. Immobilization can help you stay in melee range just as easily as it can keep people out of melee range.
http://gw2skills.net/editor/?fcAQFAUlIq6Znry2F1LJxoCdGkC76XRKqMl/oQutF;TkAg0Cno4ywlgLbNOukcNsA
I think this build was the prelude to my BoBomber build. It was just made to troll people by immobilizing them repeatedly as they watch the Big Ol Bomb sit right next to them ready to blow up in their face.
Needless to say, it gave me the funnies.
I use rifle and net turret in my ft builds. the immo is great, though I use knee shot rather than sitting duck.
One thing about Sitting Duck and the net turret: I don’t think you can proc vulnerability off the turret itself. However, the best application is to drop net turret and immediately trigger the overcharge so you can stun an opponent.
Knee shot is a good one, especially if you have some condition duration buffs.
I like knee shot because the cripple slows opponents down in the middle of my ft spray. And, oddly enough, I prefer net shot + knee shot vs thumper turret, hands down.
I had tested it on the dummies in the Mists and yes Net Turrets do proc Sitting Duck
So, I’ve been messing around with different combos and sadly nothing comes close to the effectiveness of HGH or SD. It seems like the best use of the Net + Sitting Duck combo would be to use it in a tanky turret build and hve it just be a part of it rather than the focus.
^Precise sights is pretty bad to begin with imo especially if you dont have any fast attacking skills/multihit skills (like FT or nades) (also isnt it still bugged in some way?)
Personally i`d replace precise sights with 10 more points in the critdmg% tree and go for SD. I`d also remove the self CC stun breaker and replace it with utility goggles. (as Sporadicus already pointed out)
crit dmg% is very good in pvp where you dont have ridiculous amounts of it and it also reduces your toolbelt cd for more SD and the utility your toolbelt skills bring to the table with this build aaaaand you also get 10% more dmg with full endurance which is VERY! good
Not only that but you can actually double SD with your turrets which is pretty sweet (not sure if it works with regen mist)
On the bad side you dont have that much condition removal at all and i personally really hate the healing turrets condi removal because it comes DIRECTLY after your heal goes on cooldown – i.e. you cant remove poison safely and then intantly get out a full heal before they can reapply poison which is imho one of the most important things about condi remove to begin with
Edit: And also even worse than HgH which is broken by 1 lucky boon remove, this whole vulnerability stacking thing gets broken by 1 condi remove pretty reliably. And condi remove is way more accessible for everyone than boon stripping.
(edited by RaynStargaze.6510)
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