(edited by Nevets Crimsonwing.5271)
Nevets' PVP Immortal Engi No-Point Troller
I can’t say the build is bad without playing it, and you’re using my fave kit elixir gun however a full zerk mesmer or ranger could pretty much screw you over from a range, and a condi necro/engie will do some damage. Even with AR you’re still susceptible to conditions, mainly immobilise which will lead to your eminent doom when the team warrior arrives. How would you say you deal with them situations?
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It’s not necessary bad, but I think there are still a few problems with it.
First I think your build rely on various heal to support yourself way too much: attacking the enemy heals you, dropping bomb heals you, swap med kit heals you, using Super Elixir heals you, eating bandage also heals you…
But what happens when you have tons of poison on you? Or what if you were under heavy burst pressure, do you have the time to execute so many actions for the various healing effect?
I can totally imagine a thief spamming you with Chocking Gas first, then deal burst damage via Backstab, or a Mesmer who won’t even get on or near the point (so that your Magnetic Shield & Big ‘Ol Bomb are pointless) while bursting you down, or even a Hambow warrior who will burn you while stunlocking you with hammer, so that you can’t even use your heal but can only hope your protection will last you enough to get up again.
Lastly, you really lack some good condition removal, even AR can’t always save you.
What usually kills me is CC. If I can’t move I can’t properly use med kit.
@Benjamin: Usually it’s a heavy CC or interrupt class in tandem with another zerk class that will take me down. I can outheal almost anything. With proper immobilize and two high power classes on me, that’s when I usually die.
@Blitzt: Poison decreases healing by 33%. I can usually outheal it just fine. Burst pressure is usually negated with the blocks. As I stated above, the only thing that really gets me is when one class CCs/interrupts and a second person comes in with guns blazing while my blocks are on cool down.
I have also used slick shoes in the past for a CC break.
Look up post patch decap. Yields Same result just more effective.
And love those tear screenshots, delicious.
Look up post patch decap. Yields Same result just more effective.
And love those tear screenshots, delicious.
Yeah, I played around with decap prepatch and haven’t really touched it much postpatch. I feel like the builds serve slightly different purposes.
IN MY OPINION the build I posted has more sustain than the standard decap build. Its downside is less push potential.
Turrets can also help nicely in defending a point. Take thumper turret for protection spam and net turret for swiftness. And watch your enemie get frustrated trying to run after you. I must say im not a big fan of turrets, and probably never will be.
Anyway fair enough they are pretty decent nowadays in pvp.
Also id concider celectial amulet. The extra stats are really nice, and a bit off offensive is also a good defensive
Did you consider switching protective shield for stabilized armor to reduce the impact of bursts under cc?
Did you consider switching protective shield for stabilized armor to reduce the impact of bursts under cc?
I didn’t, but I think it would be a good call. I’ll give it a try tonight.
A few other notes: elixir gun is really good for condi removal if someone decides to help you at far.
Say it’s you and a team member on far, against 3 of them. It’s likely the enemy will have at least one condi spammer, so really pull out fumigate. I also like to cripple them with elixir gun’s #2-it makes avoiding melee so easy.
When people try to range I use shield 4 to reflect their projectiles back, then I move to the edge of the point and keep blocking/dodging.
I mean if you think about it you have a 4.5 seconds of block every 28 seconds. So you can really only be hit for 23.5 second time periods. Dodging at least 6-8 times in there takes you down to about 20 seconds. With projectile block from shield 4 against ranged you can get that lower. With cripple against melee you can get that lower. With proper use of movement, heals, etc you can really last a long time against multiple enemies.
Edit: You can also use Rune of Svanir for an additional 5 seconds of invulnerability every 90 seconds. The problem with these is the high level of conditions in PVP-they’ll simply destroy you from 20% HP to 0%. In addition their stat is defense, not healing power. You can also consider using Elixir S or the trait the procs Elixir S at low health. This will give additional invuln time, albeit at a high cool down.
I would love to see people come up with “the best” variation of the above.
(edited by Nevets Crimsonwing.5271)
This build isn’t anything new at all. If you’re using intothemists, then you should know that this is just another variation of Voz’s Immortal tPvP build, much like the tPvP bunker build I run down in my signature. And I’d highly recommend swapping out for Healing Turret and picking up Elite Supplies somewhere.