(edited by Kjeldoran.3849)
Revolutionary HGH build...
Interesting idea, to replace a SD rifle build for a HGH rifle build. I think it will need testing to see if the might stacks outweigh the loss of SD in the damage department, my gut feeling is it won’t but at least you have decent condition removal with this build so it may actually work out for you.
Can we get some numbers (even from the mists)? And also like ShadowPuppet suggested, could you compare it (number wise again) with an SD Riffle build?
I do like the look of it, might end up using B+U+R for PVE/dungeons
Interesting idea, to replace a SD rifle build for a HGH rifle build. I think it will need testing to see if the might stacks outweigh the loss of SD in the damage department, my gut feeling is it won’t but at least you have decent condition removal with this build so it may actually work out for you.
Thank you for feedback.
In order to take back SD we can put 10 points from explosives to tools but i don’t know if SD damage > 100more power + 5%damage + bombs damage on roll.
The problems is that SD in a general rifle build comes togheter with 10/20 points in explosives…
so the question is:
HGH’s might spam > SD and in particular:
- is 4x SD damage > than 10 perma might stacks? (10 at first elixirs rotation… more at second etc)
but that’s not all… infact if we plan to sobstitute HGH for SD there is another important minor trait to consider, so now the formula is:
- (4xSD damages)x2 (if 2 enemies) > 11might stacks + 1%damage per boon (a min of 3 boons: fury, might and swiftness) + 4migh stacks (after 20sec by reusing 2 elixirs) ?
i don’t know… but the buils is based on elixirs… so do you think is a good idea to sobstitute 10 point in alchemy with 10 points in tools?
ps: also that chance mean: -1000hp -10%boon duration +10%crit damage +10%reduced recharge on toolbelt skill
edit: added 2 might stacks from trait “hidden flask” and removed 1 might stack (because you can use elixir S and get 1 might stack also without HGH) from the final formula.
(edited by Kjeldoran.3849)
Not really that revolutionary. I’ve done it in the past with decent results (in full zerker). I’d offer up some changes though.
Drop Rifled Barrels for Go for the Eyes, Sitting Duck, or even Modified Ammo if you’re group is heavy on conditions. Unless you’re chasing someone down Rifled Barrels really isn’t all that effective. Rifle 3 & 5 are most effective when you’re toe to toe with someone. You also might want to consider dropping Empowering Adrenaline for Speedy Kits. And Sigil of Fire on your Rifle. This is an HGH build so you should also be running boon/might duration runes.
Not really that revolutionary. I’ve done it in the past with decent results (in full zerker). I’d offer up some changes though.
Drop Rifled Barrels for Go for the Eyes, Sitting Duck, or even Modified Ammo if you’re group is heavy on conditions. Unless you’re chasing someone down Rifled Barrels really isn’t all that effective. Rifle 3 & 5 are most effective when you’re toe to toe with someone. You also might want to consider dropping Empowering Adrenaline for Speedy Kits. And Sigil of Fire on your Rifle. This is an HGH build so you should also be running boon/might duration runes.
mmm… nice suggestions…
changes:
-removed Rifled Barrels
-moved 10 points from Firearms to Tools
-added SD for extra damage
-sobstituted sigil of force for sigil of accuracy
-added boon runes (+60% might duration)
overall changelog from previous build:
+76 power
+10% recharge rate (on tool belt skills)
+60% might duration
-3% crit chance
-3% cirt damage
-1 toughness (lol)
now there isn’t the necessity to test previous formula… what do you think about these changes?
Unless they fixed something you’ll find Static Discharge with thrown Elixirs quite buggy. I haven’t tried it lately so it may be okay. Definitely post your results though after some game time.
Interesting idea, to replace a SD rifle build for a HGH rifle build. I think it will need testing to see if the might stacks outweigh the loss of SD in the damage department, my gut feeling is it won’t but at least you have decent condition removal with this build so it may actually work out for you.
Thank you for feedback.
In order to take back SD we can put 10 points from explosives to tools but i don’t know if SD damage > 100more power + 5%damage + bombs damage on roll.
The problems is that SD in a general rifle build comes togheter with 10/20 points in explosives…
so the question is:
HGH’s might spam > SD and in particular:
- is 4x SD damage > than 10 perma might stacks? (10 at first elixirs rotation… more at second etc)
but that’s not all… infact if we plan to sobstitute HGH for SD there is another important minor trait to consider, so now the formula is:
- (4xSD damages)x2 (if 2 enemies) > 11might stacks + 1%damage per boon (a min of 3 boons: fury, might and swiftness) + 4migh stacks (after 20sec by reusing 2 elixirs) ?
i don’t know… but the buils is based on elixirs… so do you think is a good idea to sobstitute 10 point in alchemy with 10 points in tools?
ps: also that chance mean: -1000hp -10%boon duration +10%crit damage +10%reduced recharge on toolbelt skill
edit: added 2 might stacks from trait “hidden flask” and removed 1 might stack (because you can use elixir S and get 1 might stack also without HGH) from the final formula.
As far as burst damage goes, which is what the SD rifle build is intended to do, get in blow all your skills and hope that whatever you attacked is dead at that point, you really need to go further into the tools line for better cooldown reduction on toolbelt skills and the higher crit damage bonus. You don’t normally run SD with elixirs as your utilities because they don’t target the mobs for the SD burst. It is a case of one or the other, I think the build you have come up with will yield better sustained damage over a longer period of time but it will lack the burst that a SD build can produce. Typically when running SD I will opt for something like 0/30/0/10/30 or 0/30/0/20/20 depending on whether I need more surviveability at the expense of max theoretical damage. Going at least 25 into tools gets you a 10% damage increase on full endurance for that initial opening burst. All in all as I said before the build you have come up with may yield higher sustained damage over a longer period of time, but it will definitely lack the burst ability that a normal SD build will obtain.
here are few tentatives in “hearth of the mists” with steady weapon on “heavy target”:
withouth mights stacks (only the 5% damage bonus from trait) critted/not critted:
hip shot -> 298/165
blunderbuss -> 642/372
jump shot (jump) -> 445/235
jump shot (land) -> 893/470
SD -> 674/350
bombs (from dodge) -> 566/951
with full elixir use (11might stacks + fury):
hip shot -> 360/201
so the result is… i dont need rune for might duration… also if now i get 55sec might i can’t stack more than 14-15 might… (with 3 elixirs + 3 tool belt elixirs)
As far as burst damage goes, which is what the SD rifle build is intended to do, get in blow all your skills and hope that whatever you attacked is dead at that point, you really need to go further into the tools line for better cooldown reduction on toolbelt skills and the higher crit damage bonus. You don’t normally run SD with elixirs as your utilities because they don’t target the mobs for the SD burst. It is a case of one or the other, I think the build you have come up with will yield better sustained damage over a longer period of time but it will lack the burst that a SD build can produce. Typically when running SD I will opt for something like 0/30/0/10/30 or 0/30/0/20/20 depending on whether I need more surviveability at the expense of max theoretical damage. Going at least 25 into tools gets you a 10% damage increase on full endurance for that initial opening burst. All in all as I said before the build you have come up with may yield higher sustained damage over a longer period of time, but it will definitely lack the burst ability that a normal SD build will obtain.
yes you are right… but my starting ideas wasnt to create a build based on might stack but a build based on elixir and their boons… i know that a normal rifle SD build has a better burst damage but i also know that this build has 2 unusable utilities (because it needs toold belt skills for damage and SD) and that has a lower survivability due to the full zerker equip.
anyway change my starting build wasn’t a good idea becuase i lost 15% more base damage for SD… ill do more tests soon
well your on the right track, i was running a hgh rifle build a while back and had great success with it ill link the build i was running
mine has potentially more damage then yours because of my rune choice and sigil choice, not only do i get more boon up time on all the boons then yours i also am able to stack 25 might putting my power alot higher then yours, my crit chance isn’t as good but my sustainability is alot better.
i like using kit refinement with bomb kit and rifle because i can leap shot into a group drop bob and then activate a bomb kit and pull a group of people into bob, ive also found that the 15 point trait in tools and the 15 point trait in inventions are amazing especially with the 5 point tools trait when your in dire need you get 4 condition removals a chance at stealth or stability and bob again not to mention the extra boons which a hgh build like ours would benefit from
if you didn’t want the 15 in tools you could put 5 into inventions and take stealth on immobilize and put the extra 10 into firearms, now acidic elixirs everybody still hates apparently but trust me, when your versing something that likes to use alotta boons (ele, guardian, other engi’s) then your going to love it and the ability to remove protection from somebody will really amp up your damage when trying to take down a bunker or removing might to really amp up your own bunker.
i don’t expect ya to do exactly what i do but i hope this helps ya refine your build.
1 extra thing, the ability to stack 25 might also really amps up the damage you can get outta the few conditions you can stack in your case bleeds and confusion, confusion mixed with the retaliation you stack from Elixir B make for a great combination.
(edited by ukuni.8745)
I like rifle but I feel it either needs a full compliment of SD to really shine or you need to use it as a method of control. Its a strong weapon though and 2k auto-pings are nice.
Also, I’m sorta on the fence about HGH. You can either save your elixirs for when they’re needed or you blow them to gain might stacks. I get frustrated with this because even if you stack your might you’re not maxed without help.
So looking at what you’re doing I might suggest putting Flamethrower in the mix with Juggernaut. 0/30/0/30/10, Juggernaut, Fireforge Trigger and Speedy Kits. This will give you 11 stacks of might if you run Might Duration runes without using any elixirs, makes it much easier to max your stax. Also you get control and frontal aoe damage with FT, knock back and aoe blind, hard hitting 2 and a long duration fire field for more might stacking with blast finishers. If you get comfortable drop 409 for Deadly Mixture.
You’ll have your rifle -10% damage but you’ll gain a second weapon set that does well in zergs and bumps up your toughness.
Blood~
stuffs
how did you get 25 might stack (in solo)?
I’d suggest…
- removing 10 pts from Firearms and adding 10 into explosives for 3 might every 10 seconds when you use your healing ability.
- Keep your Firearm traits as Rifle 10% dmg and Improve range (or reduce rifle CD). Improve range is probably more important in WvW…If it was SPVP I’d use reduce CD.
- Adding battle sigil to your rifle (3 might every 20 seconds). I feel like this is the backbone to help keep your might stacks up.
-If you don’t want to go +10 more into explosives, I’d go 10 into tools for speedy kits for perma swiftness & +10 more crit dmg. You already have the crit chance (especially with Elixir B.)
-Adding (2 Fire, 2 Hoelbrak, 2 Strength) Might duration runes (fairly cheap on AH/TP).
- Lambchops
stuffs
how did you get 25 might stack (in solo)?
check out my build the blastineer, you can easily get 25 stack s of might!
stuffs
how did you get 25 might stack (in solo)?
check out my build the blastineer, you can easily get 25 stack s of might!
can you link your blastineer build, I’ve always like how well an engi can use blast finishers especially with the healing turret but I’ve always felt that when it comes to stacking might threw fire fields and blast finishers engis spend to much time just trying to get the might rather then using it so im rather keen on how some one else does it.
@Kjeldoran.3849, well I’ve got 60% boon duration rather then your 30% i also have sigil of battle and 2 runes of alturism that gives me 3 might when i heal, so lets count, sigil of battle will net me 9-12 might, Elixir b, 3-6, Elixir H 5-10, so with 2 skills and sigil of battle i’m able to maintain on average between 17 and 25 might stacks now we also have our toss elixirs which will always give 1 might as well as the 5 point trait in alchemy that now puts us up to 22-25 consistent might stacks, i see you’ve updated to take enhance performance so with that trait as well will keep you nearly always on 25
there is some down time on the 25 i think its something like 20 seconds of a minute you wont be on 25 might and you also have to build them which i suggest that you run around always using elixir B as well as toss B/H and swapping to med kit to get swiftness and fury this will start stacking up around 12 might stacks that already puts you half way to 25 even before you enter combat it’ll also stack up fury and swiftness
another advantage running that particular trait/rune setup is you will be able to maintain perma swiftness and fury in combat
Interesting idea, to replace a SD rifle build for a HGH rifle build. I think it will need testing to see if the might stacks outweigh the loss of SD in the damage department, my gut feeling is it won’t but at least you have decent condition removal with this build so it may actually work out for you.
this is in no way revolutionary
HGH build was ORIGINALLY ON THE RIFLE
As true as Odin’s spear flies,
There is nowhere to hide.
I’d suggest…
- removing 10 pts from Firearms and adding 10 into explosives for 3 might every 10 seconds when you use your healing ability.
- Keep your Firearm traits as Rifle 10% dmg and Improve range (or reduce rifle CD). Improve range is probably more important in WvW…If it was SPVP I’d use reduce CD.
- Adding battle sigil to your rifle (3 might every 20 seconds). I feel like this is the backbone to help keep your might stacks up.
-If you don’t want to go +10 more into explosives, I’d go 10 into tools for speedy kits for perma swiftness & +10 more crit dmg. You already have the crit chance (especially with Elixir B.)
-Adding (2 Fire, 2 Hoelbrak, 2 Strength) Might duration runes (fairly cheap on AH/TP).
- Lambchops
rifle cooldowns hurt without the trait. increased range does nothing.
proof: 1000+ hours in world vs. world without the trait and not falling on my face.
As true as Odin’s spear flies,
There is nowhere to hide.
ok sorry guys but this build does not fit me anymore :< now i’m working on a full condition damage HGH build… thank you for support