Hey all,
Many of you may know me as Quaggington from Team Queue, and recently I’ve been receiving a lot of mail, forum messages and whispers asking for my non-Condi turret decap build, so without further ado, here it goes:
http://gw2skills.net/editor/?vcAQFAUlUUpmq1VxyKseRSMqApDpw+3X0jLrfH/pAdB-TkAA2CvIASBkDIDQSgsANIB
Let’s start with the breakdown of traits:
- Accelerant-Packed Turrets are the very core of this build. It’s said a lot that turrets lack the HP to be viable in any format, and I capitalize on that system to its fullest. With 4 turrets you have access to 6 CC skills at your finger tips including Thump, Electrified Net, and your 4 destroys. This is all on top of Rifle’s launch for a grand total of 7 CC skills, with Supply Crate as your creme de la creme against any and all cleave damage on-point, often allowing you to fight multiple opponents while keeping the decap and getting a cap off.
- Power Shoes also act as an integral part of this build. It’s meant for decap, meaning the faster you can get to the enemy’s point the more effective you’ll be as a player.
- Acidic Coating is a fantastic and often under appreciated trait. This allows you to stand toe-to-toe against a class plus a thief due to their tendency to heartseeker into you before going into a backstab, giving you time to throw down a turret and prevent the stab which is often the bane of any decap engineer.
- Protection Injection for obvious reasons, protection is pretty much essential in nullifying burst damage, especially from warriors who have plenty of AoE CC and cleave.
- Automated Response is hard to get used to at first, but the reason I run a Barbarian amulet is so that I have a large enough health pool as to not go above the threshold when using my healing turret blast combo when facing condition-heavy opponents. The key here, since it would appear to be this build’s weakness, is to get used to playing in that low-health range. Don’t worry: you’ve still got 6.8k health to manage with and combined with protection injection and Runes of the Grove you should have no issues staying alive in this range. In fact, when you see yourself getting bursted down by conditions and burst alike, for me anyway (having played every other class as well) it seems quite frightening at first because you say, “oh dang, I’m going down!” However it’s not uncommon now for me to survive and keep the decap for a solid half minute to a full minute, and most of the time I’m able to heal back up and continue the fight if I’m unable to be killed while my turrets are on cooldown.
- Finally, Static Discharge is at the heart of what makes this build a threat. While your damage may not be as bursty as many like, static discharge combined with near constant turret destructions via your tool belt as well as off-point immobilizes let you deal quite extreme damage when combo’d correctly and off cooldown. I’ve seen my own combat log add up to 7k damage with static discharge and tool belt skills combined in under 3 seconds. This is a very powerful adept trait when combined with the shear amount of toolbelt skills you have flying around, and due to it’s bouncing nature rangers often don’t stand a chance.
Last but not least, I take Sigil of Nullification due to Boon Removal’s inherent tendency to prioritize stability. This makes the build extremely effective against even the heartiest of regen bunkers.
Let me know if you have any questions! I was quite hesitant to share this build until now, but the number of requests for what my traits and gear look like have persuaded me to come out and finally share it.
~Quaggington, Team Queue top 500 — Pugging it all day long.