This is a fairly fun guild spec for burst dps / blast finishers that utilizes the recent detonate damage addition.
The basic spec is
0
30 cool down recution, 10% rifle damage, modified ammo
10 stablizied armor
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30 SD, leg mods, adrenal implant
The gear setup is full knights, with + crit damage runes, and then sigil of fire + bloodlust.
its rifle, with healing turret, EG, rifle turret, thumper with healing turret, EG, rifle turret, thumper turret and supply crate.
The general play style is to drop you turrets in a safe place as you push in. Keep them out of the aoe. You can then leap in with jumpshot or just push in normally. Use jumpshot / blunderbuss, then swap EG, push in normally. Use jumpshot / blunderbuss, then swap EG, fumigate, water field, detonate the turrets and use acid bomb. You can then do a quick swap to cancel the backwards leap and use blunderbuss and jumpshot again, or escape to heal up and redeploy turrets.
with the knights gear setup the detonate should hit a soft target around round 2k and crit closer to 4k.
pro’s
high burst damage from rifle and denotate.
good escape tools with 3 stun breaks, and backward leap.
lots of blast finishers, with the potentional to max out your own water field for aoe healing / support.
con’s
close melee
lack of solid self condi removal
squishy, no channeled blocks, no blinds, no aoe knock backs.
squishy turrets. if you place them to close they die before you detonate in a crunch. gotta put them in safe places.
It takes practice to get movement and ranges down but it as a definate role for down but it as a definate role for brusting or finishing downed players in guild play.
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