Static Discharge build help
For WvW do you follow the zerg more are do you skirmish in small groups? If you zerg it I suggest focusing more on toughness opposed to all the power on berserker items. The extra you are getting from the damage increase isn’t helping much when you experience mega skill lag
If you roam with smaller group or even solo you need a condition removal. Its kind of up to you how you want to get it, the easiest way is just to slot elixir gun or elixir C. I’m rather partial to the elixir gun so I have an extra water field to blast if needed. I’ve tried to use the rifle in WvW but have not had much luck.
Martok- Mesmer-Tarnished Coast
Taldonus- Mesmer- Tarnished Coast
Well I do both, but the thing with elixir gun is that for one, the static discharge on the toolbelt skill is harder to pull off and has a longer CD, also the field is light, so I see how it could help with condition removal but it would not be optimal since I only have a single “sure” projectile finisher and my rifle’s 20% chance auto-attack. Also rifles can be really really good in wvw, granted the pistol/shield combo might be better, and grenades probably the most optimal, but you have a net and a knockback, as well as a leap, which can be great when chasing down enemies (in addition to rocket boots).
Edit: I assumed you meant switching out my goggles for elixir gun
(edited by Missle.3926)
Personally, and this is just my opinion I wouldn’t run a SD rifle build for zerging. As far as condi removal goes there really is just no “good” option on a rifle SD build that does not make you give up another important aspect of your build. Melandru runes and lemongrass soup are probably your best bet for this, though losing out on the crit damage from using a different runeset is not exactly ideal since really SD burst is all about hitting hard and fast and hoping like hell that whatever you just attacked is dead. You could try running a rifle hgh build but the burst is going to be significantly lower but with the added might stacks it may make up for it in sustain damage, I should emphasize may, but at least then you can run 409 and not worry about condi’s. As a side note I don’t think the extra range on the rifle skills is really the optimal choice for SD since most of your attacks are close range anyhow, maybe something like sitting duck or even modified ammo if running with a small group or even dropping 10 points out of firearms for 10 in inventions to get something like stabilized armor, cloaking device, protective shield to increase surviveability a bit. Admittedly I am certainly not some uber leet player, but I have had decent success running a build similar to that.
FWIW, here is what I was running around with last night with great success. I was grouped with a guardian that took care of condition removal, otherwise, the EG and the healing turret are solid choices for utility slots. Medkit condi removal is something that you really need to plan for, drop antidote early and often so it’s available to run over when you need it.
I typically sit back and auto-attack while looking for an opening on someone to burst, then it’s get close, shoot everything, and hope they are dead while I run back under cover of gear shield. The burst is super nice when using all of the rifle skills and SD, but the auto-attack supported by SD is what I used most when we were facing larger numbers. Also, using positioning and magnet pull is clutch.
Like I said though, this is just what worked well for me. It’ll take some time in WvW with a build to get used to it and fine tune everything to what works with how you want to play.
As for the two pieces of cleric’s gear – they were left over and I’m working on replacing them with soldiers.