Zerg frontline?
In my opinion it is not good . Going in power .. you need direct damage ,not condi damage so you need rifle … pistol is a heavy condi weapon … not a direct damage one. I also would trade 5 points from explosive and 5 from alchemy to take speedy kit and in any case to take invigoreting speed in alchemy. you can also take speed from the zerg but you can not take vigor from them … and dodging is important. You have also a long break stun , i would evaluate to swap elixir S for EG or for slick shoes : eg is a very good support utility ( you erase condi from your allie with eg 3 every 12 second if i remember correctly and you can also give retaliation even if in a zerg you should already have it from guardians ) . I would not go 6 in invention but rather 4,4 in invention/ alchemy becouse , in my opinion , alchemy traits are far better
If you are in a zerg in which you don’t need too much condi remove i would also evaluete to use healing powers runes. I’d try altruism for example or water becouse turrets is a good healing with a low cd … and healing is quite important .
When I am commanding I run the either that same trait set up, with same gear (I have ascended soldiers) same runes, but I use the lemongrass poultry soup.
More often though, I run 2/0/6/6/0 with full ascended celestial, melandru runes, and lemongrass poultry soup. With elixir infused bombs, super elixir, and back pack regenerator, I generally have 600 heal tic on me from myself at all times. I use fumigate to remove a massive amount of conditions on my friends, and rocket boots to distance myself from the really tight spots.
https://www.youtube.com/watch?v=6q3em9s5I4c
healing burst does not scale, and water-field blasts scale poorly.
basically healing power scales poorly with every healing skill.
if you wanna be a useful frontliner, run this:
http://gw2skills.net/editor/?fdAQFAUlUUpPrVWxkLseNSaBNy0UHROyt85LEgoC-T1hDABHqEUG1fwZ/hpU+NnOgIuAAA8AAIFATatA-w
cc-spam, the stunbreak gives enough stability to switch to toolkit and block to survive the rest of the hammertrain as well, loads of blasts, blind-spam, and virtually immune to chill / cripple/ immob, so you actually can keep up with your melee-train.
Also before someone is wondering, even tho it feels natural to take forceful explosives with bombkit, you’ll easily reach the aoe-cap with the standard range as well. In pvp it makes it easier to ensure that your bombs cleave properly, but in zerg-play it really doesn’t matter anymore.
Also you can opt for Self-regulating defense instead of backpack regenerator and slot in throw mine instead of toolkit, in order to add a good load of boon-ripping / dmg to your cc-spam. But that will cost you your pull, which is quite awesome to displace eles / necros into your zerg. I’d most recommended this variant for enemies that lack backline-pressure anyways.
http://www.wolfineer.com/mishva-commander/
This commander build might be a bit updated but imho is a good base to tweak around
Wat r u, casul?
so, what you guys are saying and I deduce from the builds:
– healing power is useful only for regen and backpack regenerator => no point in having elixir infused bombs (this was the main reason I went for healing power)
– I still need around 30%-40% crit rate => i can go with less power
right?
http://gw2skills.net/editor/?fdAQJAqelUUpPrlcx+KseNiaBF6omxAIyrklPGhDA-T1BEwAMV+5RPQL1fA8AAecCAit/wWlgkCgJtWA-w
This is better, that much tankiness isn’t needed, should have more dmg really. If water fields scaled with the casters healing power then I’d use something like zealot and cleric with abit of zerk but it doesn’t so here you go!
Predator | Quip | Flameseeker | Juggernaut
frontline with slickshoes = gg for the opponent’s stabillity lol