Two kit build?
Personally, if I’m running Flamethrower, I am NOT using grenades at all. None of the traits align just right, and it’s better to not take the 5th and 6th traits in the power line.
http://gw2skills.net/editor/?fdAQFAUlUUpWrtbxvLseRSdBNqoAyAUARekY8x+VTA
This is what I sort of run (It’s not exact, I’m not online just now), trait-wise, if I’m using Flamethrower. The traits that reduce FT cooldown and increase FT damage also affect the elixir gun the same.
If you’re gonna run grenadier, use grenades and bombs. If you’re gonna run Flamethrower, run juggernaut and Ft improvements. I don’t see much of a reason to use both the FT and grenades at the same time.
Well, i use them in a combo usually because FT is seriously the only decent target-locking autoattack i’ve found. The grenades have much less capability for hitting non-clumped up targets together, and the power scaling on the pistol, rifle and elixir gun just plain sucks. Plus, low-cooldown blast, fire field and push is always nice.
Buut if i just run rifle-FT i find myself having a pretty short array with a rotation of only 5 skills or so – rifle 3 and 5, FT 2 and 4, and then just autoattacking till any of them come back off CD. But i suppose it is indeed not the best combo.
I still don’t understand though… why the elixir gun? What does it do? It has pretty much no power scaling on the autoattack nor it’s only really damaging skill, and condi damage is sadly just not meta.. nor is much healing, really. Everyone seems to want damage.
Also, what traits do you use when running nades/bombs?
I still don’t understand though... why the elixir gun? What does it do? It has pretty much no power scaling on the autoattack nor it’s only really damaging skill, and condi damage is sadly just not meta.. nor is much healing, really. Everyone seems to want damage.
http://wiki.guildwars2.com/wiki/Acid_Bomb
Blast finisher, a LOT of (unblockable) dmg against non-moving enemies (like every stack-in-the-corner boss), and you can cancel the leap, so you’ll not even move..
Special uses like OP condi-cleanse for your allies while putting nice amount of poison to cancel passive-regens (#3), or some healing and condi removal for whatever reason from #5. And it has a breakstun if you need it for whatever reason
Yes, it’s an utility kit, maybe not the optimal for dps-rotation and it’s not a "main-kit", but it’s a decent/great kit.
Well, i use them in a combo usually because FT is seriously the only decent target-locking autoattack i’ve found. The grenades have much less capability for hitting non-clumped up targets together, and the power scaling on the pistol, rifle and elixir gun just plain sucks. Plus, low-cooldown blast, fire field and push is always nice.
Buut if i just run rifle-FT i find myself having a pretty short array with a rotation of only 5 skills or so – rifle 3 and 5, FT 2 and 4, and then just autoattacking till any of them come back off CD. But i suppose it is indeed not the best combo.I still don’t understand though… why the elixir gun? What does it do? It has pretty much no power scaling on the autoattack nor it’s only really damaging skill, and condi damage is sadly just not meta.. nor is much healing, really. Everyone seems to want damage.
Also, what traits do you use when running nades/bombs?
Something like this is what I’ll use with grenades/bombs: http://gw2skills.net/editor/?fdAQFAUlUUpEr9ZxqKseNSaBNq0A6M+i6+5GEgnC
The flame turret is there for the free fire field tool belt skill for might stacking with the Big Ol’ Bomb. and other blast finishers.
In terms of the elixir gun, your goal isn’t to stack as much power as you can. FT/EG is more of a condition/might/support build. I can often find myself getting 15-25 stacks of area might easy using the flamethrower, and when I need to support my team I can switch to the elixir gun for condition removal (3), an area heal (5), a toolbelt area regen, an additional blast finisher (4), and a bit of swiftness (2). You would generally sit in flamethrower and only switch out when you need to move far away or your team is taking too much damage.
Edit: I forgot that part; I also use the flame turret with the flamethrower/elixir gun for the extra, more reliable fire field that can be used at range. This can be swapped out for the bomb kit, if you want instead, since the fire bomb is on a 10 sec CD at most, but it’s melee range only.
(edited by MiniEquine.6014)