Hello fellow engineers!
I thought of a new build last night and I would like to hear your thoughts on it
First of, the link:
http://gw2skills.net/editor/?fcAQJAqelIqyU37SrF17IxIFdm0geA46eXRKyfjB-TsAg0CnIyRFkLITOSds6My4YxsAA
It’s a 0-30-0-20-20 berserker build.
Flamethrower mixed with static discharge!!
Thats why the name is FIRESTORM
Let’s first get some facts out that support this build:
The flamethrower is a berserker weapon, not a condition weapon.
Burn has horrible scaling off condition damage and stacks in duration but has a strong base damage people without condition damage can use. Don’t get me wrong here, the burn in this build is just added damage as a condition on itself.
The main purpose of burn in this build is to keep up the prerequisite of the +10% dmg in flamejet.
This build stacks burn on the target in numerous ways to keep the target burning 100% of the fight.
We do this through:
- Final tick on Flamejet
- Incendiary ammo toolbelt skill of flamethrower
- Rocket Kick
- Napalm
- Surprise shot through fire field (100% projectile finisher)
Your job is to stay in flamethrower as much as possible to benefit from juggernaut and the high frequency auto attack with sigil of strength. The lower cooldown on the spells making Flame Blast a 4,75second cooldown adds to your pressure.
20 points in Tools add to your critical damage potential and lower the toolbelt cooldowns into being able to be pretty much spammed while the 30 points in firefarms and 20 in alchemy add the staple flamethrower traits (Fireforged Trigger, Juggernaut, Deadly Mixture).
With static discharge in Tools, low cooldown toolbelt skills turn into bouncing nukes which are very nice in a berserker build. This is where rifle turret and rocket boot comes into play.
With the flamethrower being a short to medium range weapon, rocket boot is a viable option to use as a 16 second cooldown static discharge dispenser while also functioning as an escape button/stunbreaker when things get too hot for the short range and applying serious ammounts of burn for flamejet’s 10% prerequisite.
Surprise Shot is an 8 second cooldown projectile finisher static discharge long range shot. Shooting this through napalm will add burn on the target while nuking it hard because of static discharge and berserker scaling. Deploying and detonating the turret inside your water field for aoe heal or inside napalm for aoe might adds to its uses.
Im not sure on the runes yet.
Currently running with 2 hoelbrak 2 fire and 2 strength fo +60% might duration but Ruby Orbs might be viable (or even better) as well.
What do you guys think of this build?
ps. Healing turret can be exchanged for Medkit to be more mobile in solo play and to benefit from the 15 tools trait resetting your main heal in clutch moments if you prefer. Personally I prefer blowing up a rifle turret in the waterfield of healing turret (or blow them both up for a double aoe heal).