[WvW] Solo/Smallman Roaming Build
Looks solid! Can’t wait to see this in action when you record, I’ll be waiting for it for sure.
NSP Colorful Charr Engineer & Mesmer: Bamf Joe
WvW Outnumbered: https://www.youtube.com/BamfJoe0425
I have questions not critiques but I’m missing something I guess.
I think of Tool Kit as a bit more power oriented and grenades as more condition oriented. Having both on the same build with 2200ish attack and 1500ish condition surprised me.
That being said, I do like the combination.
I also struggled to understand why you went 20 in inventions versus the standard get backpack regen and swift kits. That would also free up your adapt trait in firearms.
So you need swiftness (adapt trait in firearms) and power shoes (master in inventions) to essentially get what you would have just taking 10 in tool kit.
Is there something about the minor traits you really find useful in inventions?
I have questions not critiques but I’m missing something I guess.
I think of Tool Kit as a bit more power oriented and grenades as more condition oriented. Having both on the same build with 2200ish attack and 1500ish condition surprised me.
That being said, I do like the combination.
I also struggled to understand why you went 20 in inventions versus the standard get backpack regen and swift kits. That would also free up your adapt trait in firearms.
So you need swiftness (adapt trait in firearms) and power shoes (master in inventions) to essentially get what you would have just taking 10 in tool kit.Is there something about the minor traits you really find useful in inventions?
BoN is pure condi, pry bar is great for power and condi, gear shield helps with survivability for both, and magnet is a great 1200 pull. Its hybrid just like nades/bombs.
Speedy kits only allows for 50% vigor uptime, while invigorating speed is 100%.
Like he said in the OP, AMR is absolutely amazing for sustain, More so than backpack regen. Not to mention +200 toughness/heal power
I have questions not critiques but I’m missing something I guess.
I think of Tool Kit as a bit more power oriented and grenades as more condition oriented. Having both on the same build with 2200ish attack and 1500ish condition surprised me.
That being said, I do like the combination.
I also struggled to understand why you went 20 in inventions versus the standard get backpack regen and swift kits. That would also free up your adapt trait in firearms.
So you need swiftness (adapt trait in firearms) and power shoes (master in inventions) to essentially get what you would have just taking 10 in tool kit.Is there something about the minor traits you really find useful in inventions?
Carpboy above me sums it up pretty well. The adept trait in Firearms isn’t for swiftness so much as it is to proc vigor. Power shoes is your movement speed buff, picked over Speedy Kits due to the amazing 15 point minor trait.
http://wiki.guildwars2.com/wiki/Automated_Medical_Response
Toolkit is a hybrid weapon. Box of nails is great for kiting melee (And is getting buffed!), prybar hits like a truck and applies 5 stacks of confusion, which is no joke. Easily over 1k damage per skill when fully stacked. Then it also has the amazingly good Gear Shield (Crazy low CD for the duration), and the pull, which are both all around good skills. Nades are pretty self explanatory.
Looks solid! Can’t wait to see this in action when you record, I’ll be waiting for it for sure.
Thanks! I have no real ETA on it, but I’ll try to get it out eventually.