Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard
Hi guys, just wanted to start by saying this is just a build i’ve started trying and rather enjoyed it. Any ideas/input to improve it would be appreciated (especially regarding Runes/Sigils/Amulets)
http://intothemists.com/calc/?build=-VRw;2cPVg0i6NSFx0;9;4T9-J948A5;305-5;0XR1;3hoHAhoHA6cJ
Abstract:
The point of this build is to combine the ideas of Teldo’s Grenade Bruiser build with the idea of point defence from Nakoda’s chain-CC flamethrower builds. The way i play is generally to tank in the middle while pressuring with conditions, knockbacks, stuns, dazes to overload my opposition in team-fights. This build also gives me enough CC to attack far-points or defend points as i see fit as it is more mobile than FT/Rifle/Rocket Turret/Net Turret. Using Net Turret, I am able to support team-fights without being there while I am able to do well standing afar (Turrets/Condi Pressure from Grenades) or be effective on point.
Pros:
- Offers high survivability (high HP/Toughness/Vigor/Protection/CC)
- Maintains Condition Pressures (Chill/Poison/Blinds/Burning being effective even at low Condi Dmg)
- Great in team-fights (especially with Net Dazes which destroys Bunkers)
- High CC to cap/defend points
Cons:
- Significantly worse vs multiple targets (Mes/Necro)
- Lack of Stunbreaker (reliance on Turret / Protective Shield trait) = synchronised burst will probably kill you.
- More susceptible to Condi overload than HGH
- Low damage (especially with Power & Conditions both being used)
- Doesn’t have Toss Elixir R for rez.
Weapon Set:
Pistol/Shield – Shield offers more survivability than P/P while offering me more CC. Using Teldo’s FB tip of Shield 5 + 3 pistol shots, I am generally able to damage while biding time for my Net Turret to stun/daze – after which i switch to grenades and nuke them. I find P/S allows me to stall more often than Rifle (with S4/S5/P3 all being relatively defensive against multiple attacks).
Skills:
Healing Turret – My only condition removals but i also set it up at the start of incoming 2v1 fights (or when I see a Thieve coming) to blast people back if/when i get stunned. Occasionally i use Regeneration Mist + Shield 4 Blast Finisher to heal a bit.
Grenade Kit – While we have low condition damage, we have conditions that have secondary effects. Poison halves healing, Chill reduces damage output/movement speed, Blind misses, Burning does decent damage regardless of CD, Vulnerability is the same as ever. In a way, i would argue the conditions on the Grenade Kit doesn’t really need much Condi Damage to be effective as shown by the Power Grenade build.
Flamethrower – Used as a utility (as suggested by Voz). Air Blast knocks people off point and gives you time to swap to Grenades to land an all important Chill or prepare another knockback. Skill 4 adds decent burn damage while the AOE Blind is used for anti-thieve spikes or stomping.
Net Turret – Overcharged in battle, a 2 second daze net is fired every 5 seconds. While the Net turret is “weak” as suggested by many, i find putting it in a spot where there is low AOE means it survives as not many focuses damage on it when you are pumping out conditions at them / CCing them. By putting it simply a few steps away from the point, it generally lasts long enough to swing a fight for me.
[Note: In matches against NPC-heavy teams, I’d probably swap this out for Elixir R. I personally use Elixir S cos im not great with Elixir R].
Traits:
Explosives
Incendiary Powder (V) – Burning damage…pretty much a stable in any Explosive lines’s Minor trait unless using Bombs.
Accelerant-Packed Turrets (IX) – Turns Healing turrets into Big Ol Bombs that heals you. Great for defense, attack and CCing. Oh..and there is also the Net Turret and turrets from Supply Crates (not sure if it works on those).
Grenadier (XI) – Using grenade kits makes this the key trait.
Firearms
Hair Trigger (VI) – More Static Shots and Poison Darts under the Shield 5. Static Shots great for defense and damage and one of my favourite skills in the game.
Alchemy
Invigorating Speed (I) – Additional dodges to increase survivability and stalling for time as your turrets/conditions do their thing. Also goes well with Speedy Kits.
Protection Injection (VI) – While Teldo’s bruiser uses Backpack Regenerator, my build has less defense to Stun so i go for Protection Injection to minimize the inevitable pain. Generally, this trait lets me survive and CC/Heal with Healing Turret to bring myself back into the fight.
Tools
Speedy Kits (VI) – Without Elixir B or Medkit, Speedy Kits is my only choice for Swiftness. I require Swiftness to avoid being a full-time bunker (which this build isn’t for) and to attack far-points / temporarily escape team-fights when focused). Speedy Kit also brings Vigor which complements the tankiness and damage avoidance well.
Runes
Note: I would love some advice on Runes and Sigils as i’m not totally satisfied with what i have at the moment
6x Rune of the Nightmare – Gives me some condition damage to increase the condition pressure on opponents and prevent them realizing they can just keep attacking me despite conditions… The 6th Nightmare sigil offers a bit more CC every now and then (and possibly at vital times where you get bursted)
Sigil
Sigil of Leeching – Adds to survivability
(vs Sigil of Doom? / Sigil of Energy?)
Sigil of Accuracy – Due to low Crit rates, Incendiary Powder is not as effective as it can be. Accuracy remedies this after a few kills from teamfights.
(vs Sigil of Corruption? / anything else…?)
Amulet
Solders/Shaman – While the Power from Soldiers is rather wasted, I find the Toughness/Vitality too precious to take out. Although Shaman/Shaman offers an alternative, I find T/V more consistent than Healing Power (especially when the only source of healing is the Turret). I’ve put Shaman Jewel to add some CD and make Healing Turret better.
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