and snares my capability, in fairness of vantage…
Discuss: https://forum-en.gw2archive.eu/forum/game/gw2/PvP-Down-state-Evaluation/first
(edited by Erebos.6741)
Here’s my build: http://en.gw2skills.net/editor/?fcAQFAUlIqyUX7SXF17IyIFkGnB6hd5Xj4HF0FbB-ToAg0CnI4SxljLDXSuscNs4AB
Pros
Cons
Master Tools trait is more-or-less a throwaway.
You can swap Utility Goggles for Slick Shoes or Elixir Gun, taking advantage of Inertial Converter for the tool belt reset/double stun break, in which case you should change Speedy Gadgets to Leg Mods.
I don’t recommend Med Kit, but it does take advantage of Inertial Converter and would actually make the second Tools trait useful, but I find the speed, burst healing and knockback of Healing Turret to be far superior.
Combos for this build revolve around first immobilizing your target for Sitting Duck proc, which increases your damage through vulnerability and Modified Ammunition before chaining your tool belt skills for added static discharge damage.
When anticipating combat (i.e standing on a point), it’s never a bad idea to lay down Rifle Turret for a few free hits. Usually you want to detonate your turrets the first chance you get for added control, but if someone’s actually moving to attack your turrets let them waste their time.
Jump Shot hits like a truck!
An easy combo is dropping Net Turret next to an opponent — promptly overcharging to stun/immobilzie, and then Jump Shotting while spamming all tool belt skills.
Because of ability queuing, Detonate Turret won’t trigger until after Jump Shot, which is useful for maintaining range.
If you’re not used to it already, try placing Healing Turret near enemy players for the knockback.
Also time allows you to drop another turret immediately after Healing Turret to benefit from an additional Water Blast Field combo for higher burst healing. You’ll need a bit more setup if you plan on detonating a third turret as well.
Also note that Net Attack (which isn’t getting nerfed!), Analyze & Surprise Shot all don’t require you to be facing your target, which is just really convenient!
p.s. I know the topic title is a little arrogant, I’m just using it to attract more views. ;P
(edited by Erebos.6741)
Hi….. misleading title.
What you have here is essentially a weaker static discharge build that doesnt go 30 in tools for obvious frequency of burst, misses out on Enduring Damage, forgoes the essential utility of the tool kit, does not pick up rifle cooldown reduction (20% more immobilizes via rifle 2 dismissed),
in exchange for
a zero damage immobilize on a 38second cd.
a 4 second burn with 300 condition damage.
2 130 range (delayed) knockbacks.
lacks fury outside of single stunbreak (loses out on inertial converter affecting heals)
No access to swiftness (no kits used to swap)
Recommendations:
Lose Modified Ammo – each time you hit you have a 1/2 chance of that being a crit, then 1/3 of those will make them bleed. for 1 condition, burning = 2 conditions, and crip / immob / vuln = 5 conditions that MIGHT be up for maybe 10% damage.
Gain mobility.
Gain Fury.
I just think its an inferior build to the standard SD burst build. Sorry! good effort though
Thanks for your feedback!
To argue just a few points:
Trading Modified Ammunition for 30 points in Tools lowers damage slightly attribute-wise from trading Critical hit for Critical damage, and Modified Ammunition alone adds potentially higher damage than Enduring Damage, let alone Target the Maimed.
http://wiki.guildwars2.com/wiki/Critical_hit — 3/5 down the page for easy to read graph
you must take in the 10% recharge on toolbelt skills also and that enduring damage is always up on initial burst, where as modified ammunition is something that builds power later in the fight…. it adds zero damage with zero condis on the target. as does target the maimed.
the potential damage is great and it shines in pve encounters against world / dungeon bosses, but the reality is that unless your necro buddy with signet of spite is planting them on your targets Modified ammo is lacklustre in a pvp environment.
you need to think practically as well as mathematically
I forgot to factor in the +10% tool belt recharge but remembered straight after posting. :P
I could continue arguing points, but truth is your points are as valid as mine.
Opting for different traits/utilities has trade offs, but I stand by my selection as I think it better suits my playstyle.
I encourage players to sub utilities where they see fit, because ultimately it probably better suits their playstyle, regardless of potential performance.
- Yes I played that card Vaught. ;P
I forgot to factor in the +10% tool belt recharge but remembered straight after posting. :P
I could continue arguing points, but truth is your points are as valid as mine.
Opting for different traits/utilities has trade offs, but I stand by my selection as I think it better suits my playstyle.I encourage players to sub utilities where they see fit, because ultimately it probably better suits their playstyle, regardless of potential performance.
- Yes I played that card Vaught. ;P
Congratulations on taking the high road erebos.
I won’t criticize your build, if it works for you then it works, right.
I also want to add that mod ammo is a really nice trait, sure all by yourself it’s only going to consistently add 4-6% damage but often times yiur fighting a target with others and this trait can sassily add 20%+ damage. Sitting duck IMO is inferior to rifle mod, I co pair it to rifle mod because I consider rifled berrals to be irreplaceable for my playstyle, range = survival.
Cool beans bro, cool beans.
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