I very much like the way the rifle works and want no changes to the skills.
My usual cycle goes like this, start popping away with skill 1, or just start my combo with 5 jumping on them. Jump with 5 for damage, blast with 3 for more damage and bleed, then blast them away with 4. After 4 goes off the target is sitting on the ground bleeding to death and you can keep popping away at them. Then once they stand up you throw the 2 net on them and keep firing away.
Even when fighting a tougher champion mobs I can adjust accordingly to maintain my range and safety with the jump in 5-3 combo, and blast myself back to a safe distance with 4 and keep popping away at them with my rifle.
The only alternative I switch out to is the elixir gun when rifle skills are on cooldown, which is great for adding conditions, some decent party benefits and healing, and especially the spammable cripple which makes kiting melee mobs very easy.
I feel the rifle has good damage and especially great control skills, which only increases when switching back and forth between it and the elixir gun during fights.
Many people seem to want the rifle to fit a specific long range damage nitch. I disagree with this notion that rifles must be a long range ‘sniper’ weapon, and am quite happy with its current state.
From playing many classes and characters I find weapon sets are designed for a variety of purposes, damage, control, conditions, or a unique mix. And so many people only seem to want everything to be ‘big damage’ only.
Don’t kill this games wonderful variety and appeal to a large range of different play-styles by trying to force weapon sets into preconceived notions of what you think they ‘should be’. Find a combo that you like and go with it, there’s lots to choose from.
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