Tirydia – Scrapper
(edited by Ayestes.1273)
TinyURL Build Link
http://www.intothemists.com/calc/?build=-V70;0B-sPVv0L6cQFx0;9;5T-JJ;1578;106-15-L;2N0-G3G3G3G35Bz
It’s probably bad. I don’t care. I want to try it, and I want some input on things to change. It’s been churning around in my head for awhile now and I want to give it a serious thinking job before I go and test it in hotjoin and perhaps later tPvP.
The biggest areas I’m iffy at are the trait choices in the Tools line and the Rune choice. Maybe even some of the trait choices in Firearms too. I’ll explain why I picked some things for right now.
The entire point of the build is to just control lock the heck out of something. Overcharge Shot, Air Blast, Overcharged Net Turret, Net Shot, Net Attack, and Supply Crate is a ton of Stuns, Knockdowns, and Immobilizes. I want the cooldowns as quick as possible, especially the two shortest ones. So I need 20% reduced cooldown on Rifle and Flamethrower. That alone is a pair of 12s cooldowns that Knockdown my target on top of the likely Net Turret I can put out immediately overcharge and hit with stun/immobilizes.
I need to of course deal damage, so hopefully beyond Rifle autos Flamethrower #2 and Rifle #3 can help make up some of that. Perhaps Jump Shot too, since my opponent shouldn’t be able to move much. I’m iffy on the damage output, but the short cooldowns on those two could make them available pretty often. +10% Rifle damage and +15% Flamethrower damage should help in this aspect. Static Discharge perhaps as well, but I don’t have any short cooldown Toolbelt skills. Then again, who says I need that to take the trait? I’ll use Toolbelt skills regardless.
Survival could be problematic, because I’m a glass cannon. So Elixir S, perma-swiftness, perma-vigor, tool belt reset, Jump Shot animation cancel, and Med Kit in general should help out here. One one one, unless they have Stability up I imagine their damage output is going to be very limited, especially if you can take advantage of positioning while they are Immobilized. Smoke Vent is possible to negate an attack, or stomp an opponent who can be Blinded. On that topic, stomping a solo target looks ridiculously easy.
Really the main things I want to look at are if I can eek out some more damage somehow without sacrificing too much. The control is there, and it’s abundant. The survival against burst or multiple targets could be a problem, but the whole goal in the end of this would be to provide assist damage. Assist damage while locking down a target to finish them off, or to turn a 2v2 into a 2v1 by locking down that one. Should I switch up the Tools line? Not taking Juggernaut with 30 Firearms because I wouldn’t stay in Flamethrower to auto-attack… am I nuts? Take some on-vuln-proc traits? Pick some different Firearms choices? Take ground targeted turrets for Net Turret accuracy? The blind looks nice in a way, but I’ve never tried it enough to notice it. Should I get 25 in Tools for the extra damage? Scholar runes feel bad, any better choices like Ogre? Really, I’m reaching out here and rather curious. I don’t want to hear that this build won’t work at all, because I don’t care. I want to try and make it work regardless. I’ll make my own decision after extensive testing as to whether it can work.
(edited by Ayestes.1273)
First of, I really like the concept Ayestes, and that you think in another direction, so I would like to add my thought into the boil, because I’m intrested in seeing the FT do some play!
First up: I’m big no go for Rune of the Scholar, mostly because I just can’t see an Engineer not fall down to 90% quite fast, unless we run some serious elixir or healing build (and those wouldn’t really benifit much from it haha) so I would go with another rune: Which one? Not sure yet, I will think on that 2morrow
Second; My experince is that people allways target the Engineer, no matter where I PvP, and if you plan on doing 2vs2 ect. tPvP, do you really need to be the one dealing more damage? Because right now it looks like quite the amount of damage you can dish out, and I would myself probaly have gone with Knight Neck + Valk jewel?
Is stastic discharge really worth it? I mean you got a long CD on most of your Toolbelt skills (and elixir Stastic discharges go where you throw the elixir most of the time, at least my experince), I would probaly move the 10 points away from tools, and take them to explosives and pick up Incendiary Powder, with the 10% more damage on flamejet on burning it seems worthwhile to me (also I’m all in for mixed condition and power damage)
I think you should stay with the Juggernaut trait, at least give it some playtesting, the might gonna be sweet with the extra burning you get if you go with Incendiary Powder? Precise Sight might be worth it if you often plan to tag team with a m8?
But I think the idea is quite good, and you should be able to prevent and even take, points, with all that knockback i’d say! But I will sleep on it, I’m tired and going to bedm but gonna be back with new ideas 2morrow!
Oh! I developed a build to achieve this a while back. Instead of flamethrower, pick up 20 in explosives for the IX trait, accelerant-packed turrets. This is the bread and butter to this control build. Then, 20 in firearms for II and VI traits… And the last points are up to you.
Using the IX trait in explosives is better than flamethrower because you can blow them up (and away) even while CC’d.
The general tactic is pretty much chain nets/rifle4 until they get in melee range then blow them away by detonating a turret. Generally, I let them get close enough to double-tap net turret then blow it up for knockback after the immob ends then chain into the toolbelt net.
The biggest weakness to this style of control build are ranged characters but this can be semi-dealt with by using the last 30 points into alchemy and going elixir B and U (for the toolbelt anti-range.) You’ll be hopefully able to keep up damage that way.
If you want to go MOAR TURRETS then you should go into tools and get static discharge. Detonating your turrets AND the toolbelt skills will both proc static discharge. However, the static discharge will be on top of you for detonate, so you need to be on top of them!
Use healing turret, net turret, rifle turret, whatever else for the third utility (preferably a turret, preferably rocket for static discharge but thumper works too.) If you’re ridiculously skillful, the proper chain is: at range from them, surprise shot, double-tap net turret, pew pew pew (count to ~3,) rifle5 on them, rifle2, drop your rifle turret (mix another surprise shot somewhere in here,) rifle4 them into your net turret (it should fire again,) after that immob ends (this wastes a bit of knockdown unfortunately,) detonate your net turret, then they should be somewhere around your rifle turret…. and blow your rifle turret (hopefully you should be on top of them and can get the static discharges to hit when you detonate) and surprise shot. By now, your rifle2 and probably your healing turret will be up for more knockback funsies. Mix in your third utility and it’s respective toolbelt somewhere in there as you’d like. Have fun with that.
(edited by ClassyBear.5078)
Interesting variant. I played around with a lot of subtle changes, but I haven’t gravitated away from Flamethrower completely yet. I spent about 6 hours giving it a try and I actually found that the Flamethrower #2 is a lot of damage now that we can reliably hit with it. Rifle Blunderbuss I could say the opposite about though, as I wasn’t impressed at all. Maybe I wasn’t hitting it right though, because even when I was point blank the damage didn’t feel that great.
Maybe damage could be less of a focus though. Static Discharge I’ll admit didn’t feel like it did much. I gave targeted Net Turret a try and that works a little better for getting Net Turret to hit what you want at least, but I think that slot could be better used. Kit Refinement for example can burn off a condi once in awhile.
The build actually felt like it was amazing at dueling just about anything, but it felt plenty fragile when I couldn’t control something which happened frequently in 1v2 fights. Switching back to condi-burst felt like I turned on my overpowered button. That’s also when I noticed I never added the correct Sigils to the DD FT/Rifle Control build, so I need to give it another shot.
Really the main things I noticed were Rifle was a bad point for trying to eek out extra damage and staying in Flamethrower for damage was actually a great idea. I’m half thinking about trying out an HGH Power Flamethrower build because I might be more comfortable using Elixirs then Net Turret. Net Turret though, was brutally effective. Two stuns? Heck yeah.
I do think the Flamethrower has a lot more PvP potential then I suspected before though. Basically it actually brought the damage that the Rifle lacked, except for Rifle #5 on an Immobilized target. It’s seriously fragile though, far too fragile in 1v2 fights compared to what I was used to. I’m used to actually winning those fights in hotjoin, I couldn’t do that at all in concepts around this build.
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