SwiftstompTM Research and Development proudly presents:
“Flame and Frost”, a balanced build for tourney play.
This being the first of my homegrown builds (and the only one to have weathered the KR-Patch, by not using it despite having multiple kits) to be presented to a audience greater than a guild forum.
I would be grateful for constructive criticism and optimization tips!
So without further ado, here comes the build followed by some thoughts/playstyle notes.
http://www.intothemists.com/calc/?build=-WRw;2sP-i0c-3UFx0;9;4T9-9J2475;35;057-Wc0;3ecX9ecX92Vs
Core to the build is the utilization of PBAoE Conditions, with the combo of Grenth runes, Medkit and Sigil of Hydromancy for a massive uptime of freeze.
Depending on Map and/or group setup the build can be played as
- closepoint defender
- farpoint attack / decap
- groupfighter with realy decent condition damage
Further down i’ll post a variant GC Setup i dubbed “Flame and Frost, the Razing” which i sometimes use for pure groupfighting/roaming.
Strenghts of the Build:
Area Control:
The possibilities are almost endless
- AoE Cripple (Toolkit 1, 2, Throw Wrench and Bombkit 5)
- AoE Knockbacks (Big Ole Bomb, Shield 4)
- Stuns (Shield 5, Supplydrop)
- Daze (Shield 5)
- Pull/Knockdown (Toolkit 5)
In adition to our utilities and weapon skills we also have massive AoE freeze uptime:
- By slotting Grenth runes we reach +50% freeze duration, and freeze on heal for 4sec on a 10sec CD, just entering the Medkit is counted as healing and triggers the rune
- Sigil of Hydromancy gives 4sec/9sec CD
- Random freeze on hit by Grenthrunes 4piece bonus (singletarged only)
Defense:
Elixier R for
- stunbreak on a short CD
- 100% endurance refill
- lightfield (including reset at 25% HP) for condiremove and rezzing
The GC Variant below switches Elixier R for Elixier S, as it lacks defense against direct damage, and for stomping (thrown)
Resistance against direct damage
- 2650 Armor is quite near the theoretical optimum, as diminishing returns kick in drasticaly at around 2700-2800
- Alchemy VI grants Protection if disabled, so more often than not its up when enemies set up to burst
- Blinds (Pistol 3 (Bouncing), Bombkit 4)
- Block/Projectile reflect (Shield 4, 5, Toolkit 4)
For added conditionremove a Sigil of Purity is used in one of the weapons, as the build lacks in HP (only around ~16k)
Offense:
Being a conditiondamage focussed build it makes HEAVY use of confusion for either massive damage against reckless enemies or forcing the opponents into playing defensively.
- Pistol 3 (2+ stacks, bouncing)
- Bombkit 3 (5 stacks, AoE)
- Toolkit 3 (5 stacks, singletarged)
in addition we have got
- AoE Burning (Bombkit 2)
- AoE Bleeding (Toolkit 2)
- Poison (Pistol 2, “singletarget” yeah, right!)
- Bleeding (Pistol 1, 30% chance on crit through Sharpshooter trait)
- Burning (33% chance on crit through Explosives V)
- Vulnerability (Toolkit 1)
With stats of 1200 condition damage and ~40% critchance without Fury its getting uncomfortable in PBAoE range rather quickly
Utility/mobility:
100% Swiftness uptime:
5,5sec Swiftness at Kitswap, 5sec CD (Tools VI)
11sec Swiftness, 20sec CD (Medkit 5)
Roundabout 50% Fury uptime (Medkit 5)
Combofields:
- Lightfield (Elixier R-Toolbelt)
- Firefield (Bombkit 2)
- Smokefield (Bombkit 4)
+ Finishers:
- 3 Blasts (Bombkit-Toolbelt, Shield 4, Supplydrop)
- 2 Projectiles (Toolkit-Toolbelt, Shield 5)(+ Pistol 1(20%))
Gameplay notes:
Despite the build being relatively sturdy i would advise against playing too defensively. Forcing opponent into the defensive using chill and/or confusion and pressuring them as hard as possible with multiple condidions works out best (for me).
Due to the fact that every weapon and kit, with the exception of the shield, has its CDs shortened by 20% with their respective traits, and defensive/offensive options strewn everywhere the build is not easy to play. The fact that many skills have multiple purposes only serve to make matters worse…
To be frank, i still feel im far from reaching its full potential jet
(edited by Swiftstomp.5203)