(edited by jpnova.4572)
The Mad Mechanic- Toolkit Centric
Personally, your build looks like a SD engineer build. Rocket boots are alright, they require a combo to use effectively. So smoke bombs + rockets or rifle knock back then do rocket boots. IF you just use it as an escape mechanism, you wont get very far.
In case you don’t know what SD is. It is basically a build that revolves doing burst damage with static discharge. IT is usually used with Rifle and toolkit + rifle turret and one other utility. One of the reasons it is good is because when you crit with your lightning or any toolbelt skill with the rifle out, the game will consider it criting with the rifle so you can blind people that the lightning bounces off of. Most get the incendiary ammo in the explosives tree instead of vigor in alch.
Personally, your build looks like a SD engineer build. Rocket boots are alright, they require a combo to use effectively. So smoke bombs + rockets or rifle knock back then do rocket boots. IF you just use it as an escape mechanism, you wont get very far.
In case you don’t know what SD is. It is basically a build that revolves doing burst damage with static discharge. IT is usually used with Rifle and toolkit + rifle turret and one other utility. One of the reasons it is good is because when you crit with your lightning or any toolbelt skill with the rifle out, the game will consider it criting with the rifle so you can blind people that the lightning bounces off of. Most get the incendiary ammo in the explosives tree instead of vigor in alch.
I am aware of SD builds, but here I’m concentrating more on the toolkit and the SD is a side attack. I don’t like high damage builds. I got the idea to turn it into SD when I put in rocket boots, its an escape mechanism plus a mini-psuedo gap closer with its toolbelt skill. So I can use that to get closer to enemies. So with two possible SD sources I decided why not a third source and Rifle turret is the best. My plan is to be primarily stay in toolkit and swapping out when I need to recover.
If your focus is on the ToolKit why are you pouring 30 pts into pimping out your rifle? If you’re going into Firearms for the +prec then why not take traits V for blind on crit (w/ any weapon) & III (to stay on your target)? I’d go 20pts max.
Explosives: V gives you burn on crit (and with +200 cond dmg from Firearms line it’s not a paltry amt of damage). VI keeps you on your retreating target. X lets you stack might a little easier. Use with medkit & you can trigger it on CD.
Also, going deeper into Alchemy can net you some more survivability with Backpack Regenerator since you will be in ToolKit always. This is good for going melee with a medium armor class. HGH ain’t bad either if you bring along Elixir B (I would).
[TTBH] [HATE], Yak’s Bend(NA)
Trait adds vulnerability, not blind and already getting swiftness from speedy kits. And the plan isn’t to permanently stay in the kit, but go in and out of it constantly, using Jumpshot and Blunderbuss as my opening combo, go into Toolkit, where my auto-attack cripples(and the toolbelt skill, making it easier for me to stay on my target).
Net Shot is an immobilize when needed and Overcharged Shot is when I need to get out of the heat and Gear Shield is on cooldown. So I will be using the Rifle a fair amount, specially since Jump Shot+Blunderbuss hits like a truck, I don’t see why I shouldn’t pimp out the rifle. Might from heals would be nice, I have been meaning to try the trait but haven’t gotten round to it. I might sacrifice the rifle damage boost, keep the Go For The Eyes since blind is awesome. I do not like adding conditions on a Power build specially since if I have an actual condition user on the party, my burn with 200 condition damage will be pointless.
And as I said Backpack Regenerator is a possibility in the build and I’ve been considering it, I need to see how much HP/s it will give me with 0 healing power.
EDIT: If like the wiki says it just gives 125 HP/s, I probably won’t like it.
(edited by jpnova.4572)