Peer Review: Bomb Kit Build for WvW
seems decent, but I would use a rifle with that.
Another immobilize on a very short cooldown, and rifle is power based so benefits from all that vulnerability more.
You have 2 stunbreakers, but other than that you have no defenses.
Bit glass canony for my taste, but that doesn’t mean it can’t work.
Rifle might keep you alive better, with the extra jump and knockback and such.
Oh, and conditions will eat you alive… fast… and painfull.
Once every 60 seconds you can hope your turret is ready.
When you do fight a condition heavy enemy, let your turret out so the reset at 25% is for the overcharge instead of the turret itself.
Having a full cleanse of all conditions ready at 25 % again is golden.
(edited by Kimbald.2697)
For WvWvW, you’ll want some more toughness in your build, especially since the vitality seems so low. Agree with Kimbald, it seems a bit too much glass cannon. How will you be able to deliver your bombs if you go down in two hits?
As a general observation, your critical chance is only 9%. I like to take critical hit based traits only if my chance of getting a critical hit is more decent, 30% and above.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
http://www.guildhead.com/skill-calc#mcMM9cz0oNhGMoNTrMa0xGaccVqzso8khf7khT7070c7kIQ70V7ow170m
This is what I’m currently using in WvW. PTV armor with zerker jewelery, haven’t decided on runes yet. Blast finishers are used for several things: Aoe Heals, AoE Might stacking, AoE cloaks. Thumper turret allows for 2 blast finishers with overcharge and the tool belt skill. If you are getting a lot of conditions in zerg fights switch out the turret for elixir C.
if using bombs, you’ll want the increased radius on bombs. Much more than the trait with damage if not full endurance.
Not convinced on the might when using a healing skill either.
With the healing turret it can go 2 ways: either you put it down and often leave it there, than the might is wasted.
Or you put it down and blast it in it’s short light field. This is the best way and it will give you 3 stacks of might every 20 seconds. That’s something, but not all that much.
Since you have zero boon duration, it’s those 15 seconds, not more.
Just as an idea: how about turret that knockbacks and explodes? That would give your build a third knockback, which heals you… and hurts them.
You have only one turret, so the trait isn’t extremely strong for you. Still, it’s an extra knockback.
Or simply less cooldown on the bombs of course.
If you take this trait for kb on turret, you could even consider using net turret instead of mine for some fights.
You already have the vulnerability on immobilize trait.
So using net toolbelt first, than deploying net turret (overcharge if you want the stun and one faster net to follow) will put 10-15 stacks vuln on them, not counting your pistol or glue bomb…
And detonate it for another knockback, or when they kill it they get knocked anyway.
Just another idea, you could swap it without changing a single thing in the build if you take that turret trait.
By the way: now that you got your initial feedback, the best judge of your build is yourself.
Go try it out, the strenghts and weaknesses will show as you play.
(edited by Kimbald.2697)
http://www.guildhead.com/skill-calc#mcMM9cz0oNhGMoNTrMa0xGaccVqzso8khf7khT7070c7kIQ70V7ow170m
This is what I’m currently using in WvW. PTV armor with zerker jewelery, haven’t decided on runes yet. Blast finishers are used for several things: Aoe Heals, AoE Might stacking, AoE cloaks. Thumper turret allows for 2 blast finishers with overcharge and the tool belt skill. If you are getting a lot of conditions in zerg fights switch out the turret for elixir C.
I am using this exact trait layout right now. I have protection injection and the protection on crit skills though, instead of metal plating and invigorating speed. I’m using a mix of PVT and knights armor with rampager accessories (they are what I had and I haven’t bought new yet). I did run it with a healing turret, thumper turret, elixir C, and bomb kit for the exact same reasons you stated. I’m trying out mines instead of the thumper at the moment for boon removal.
I love the toughness and regen capabilities so far, but it takes a little longer to kill stuff. Definitely a good group build for staying power.
On a side note, I really want to make more builds using the thumper for WvWvW. I feel like throwing one into a zerg and overcharging would be funny (also great bridge, ridge, and keep defense).
http://www.guildhead.com/skill-calc#mcMM9cz0oNhGMoNTrMa0xGaccVqzso8khf7khT7070c7kIQ70V7ow170m
This is what I’m currently using in WvW. PTV armor with zerker jewelery, haven’t decided on runes yet. Blast finishers are used for several things: Aoe Heals, AoE Might stacking, AoE cloaks. Thumper turret allows for 2 blast finishers with overcharge and the tool belt skill. If you are getting a lot of conditions in zerg fights switch out the turret for elixir C.I am using this exact trait layout right now. I have protection injection and the protection on crit skills though, instead of metal plating and invigorating speed. I’m using a mix of PVT and knights armor with rampager accessories (they are what I had and I haven’t bought new yet). I did run it with a healing turret, thumper turret, elixir C, and bomb kit for the exact same reasons you stated. I’m trying out mines instead of the thumper at the moment for boon removal.
I love the toughness and regen capabilities so far, but it takes a little longer to kill stuff. Definitely a good group build for staying power.
On a side note, I really want to make more builds using the thumper for WvWvW. I feel like throwing one into a zerg and overcharging would be funny (also great bridge, ridge, and keep defense).
I am testing out throw mine instead of thumper turret and it’s really useful. Boon removal is on the toolbelt skill as well so it makes a really nice boon removal trap in certain tight areas.