Showing Posts For GfC.9175:
I am definitely not happy about this change.
This has become an additional strain on the load times of logging in. I also have this issue with my hero/guild/any popup panel if I rezone.
Looks like a pretty standard HGH build to me. Which is good! Though when I run it, I use the 20% redux on elixirs and Precise Sights. Dropping the vigor trait can make some folks a bit uncomfortable. If you need the dodges, switch elixir U for R when needed. Picking up Precise Sights helps the nades shine at their most valuable feature: applying vulnerability (IMO). As for the runes, I just use ruby orbs. However, if you want to capitalize on boon+vuln duration, some folks have been using 4 sup runes of the traveler w. 2 sup runes of lyssa. You lose some boon duration, but gain condition duration and some celestial stats. I’d say that’s a good trade off.
But yeah, I agree w. Desertrose that elixir h would fit the build better than healing turret. Just thought I’d drop my 2 cents.
Btw- I like your art style
You’d prolly like the SD rifle build. It’s pretty fun to use, but its a bit on the squishy side.
Oh I’m definitely going to give this a go.
Wow I use a similar build, same utilities, but 30/0/0/15/25. I use leg mods instead of SD and enhanced performance instead of short fuse since, like Rozbuska mentioned, all we really need is fire bomb which has a short CD already.
I have perma vigor on the alchemy line so that it works with enduring damage, and the last 5 points are just for boon duration.
Personally I use runes that give me +60% might duration. I pug a lot so I expect no one else to stack might. If I ran with people I knew regularly I’d go with Rozbuska advice.
A really cool feature of the build you didn’t emphasize is you can stack 12 seconds of stealth with smoke bomb giving you the ability to create a pseudo refuge ~
Oh! and on your high-stack combo, if you put BOB right before the fire field you can squeeze in Acid Bomb at the end for 21 might stacks yayy.
The reason why I like 30 in explosives line unlike most bomb builds is you can easily grab grenadier and short fuse (optional) and grab grenade kit to deal with the few specific bosses that are just easier to range.
@Ojimaru If you overcharge your thumper turret and explode it before it can attack, it’ll count as two blast finishers. (try it)
Ohhh yess, I really should emphasize that smoke field! I love using it for trash runs. And I’ll definitely give some of these tips a go
1. turret is not the best Health p/s also its not really the “best condi removal” its the same as Medkit, not only that you can trait for medkit to do another 5k heal at 25% health for that life saver back in the game moment.
2. scholar runes with zerk gear o.0 its too hard to maintain 90%+ health
3. zerk gear with pistol and shield, seems like wasted dps to me hmmm
Okay, maybe saying turret is the best heal overall is a bit over the top. However, I’m confident in saying that it is the best heal for this specific build due to it’s multiple water fields and abundance of blast finishers.
If you can’t handle scholar runes, then don’t use them. I can. I also recommended Ruby Orbs as an alternative. With all due respect this is more of a l2p situation.
P/S is not the main weapon set you will be using, obviously. The set is used, as I already explained, for the shield’s utility, access to a blast finisher and two sigils, and a pretty good blind. If you’re sitting in this set, then you’re doing something wrong.
I have tried to make a similar group Might-stacking build work, but have given up. The combos just involve a great deal of knock backs which is really a detriment to group DPS. My current build uses Flamethrower, Elixir Gun, Enhance Performance and Rune of Altruism, and even then I’m finding the build hog-tied in certain fights, e.g. Spider Queen and Subject Alpha, where launching off in the wrong direction with Acid Bomb can result in a group wipe.
How do you overcome things like the delayed Thumper Turret Overcharge with your fire field, by the way?
Yeah, I will admit that the knock back finishers definitely can be problematic. The only real method of combating it is either by strategically placing your CCs (like knocking mobs against a wall) or just avoid using them until you can use them comfortably (Firing Acid Bomb with a wall/corner behind your back).
Turrets are actually kinda weird. If you click once, you’ll deploy it. If you click it again, it’ll charge up and then proc its overcharge skill after a few seconds. You already know this. However if you spam the skill, it’ll immediately deploy and overcharge almost simultaneously. If you’re quick enough, you can proc overcharge, detonate, and even it’s regular toolbelt skill all at once.
Good looking build:-) (you can try mine zerk build in signature if you still looking:-))
Just few advices:
- Schoolar are great but maintain 90%+ HP is very hard in some places and you usualy lose more than get. If you are focused more for team Might support is best choice imo 2 Altruism Runes and rest Ruby Orbs.
- You also dont need Short Fuse because you use pretty much only AA and Fire bomb has 3 times shorter cd than your blasts anyway. You can pick Enhanced Performance instead for even more might.
- Sigil of Night give you 10% damage boost so its simply must have into damage builds. Take Bloodlust only on some backup weapon.
- Static discharge is pretty much useless in you build because all your 4 toolbelt skills are non-target.
My build was actually inspired by your build, believe it or not. It has awesome DPS obviously, but I still wanted something different out of it.
I’m able to keep up with Scholar runes so I don’t want to give that up. From what I’ve read around, though I cannot cite it, is that Scholar Rune DPS is actually better than Ruby Orbs even if you’re only able to maintain +90% HP 25% of the time (I really wish I could cite the source, but I’ve read it multiple times) I do also have a Ruby Orb set for PuGs though. Altruism is nice for the might/boon benefits but so many stat points are wasted in Healing Power.
In terms of sigils I definitely want to expand my repitoire, but I picked the two “standard” ones I typically run on my toons. At some point I’ll invest in some Sup Night/Force sigils.
I may or may not drop Short Fuse simply because I like keeping up the fire field, but I’ll definitely check out Enhanced Performance.
SD was always a bit of an after thought. I figured that it worked well enough in the build, but I’ll take a closer look into it.
Thanks for the insight.
Hello folks!
I’ve been having trouble in my search for a good zerker build for dungeons so I decided to make my own. My goal was to develop a build that had great team support all while maintaining high DPS. Taking advantage of the engineer’s wide selection of combo fields and finishers – primarily fire and blast – looked like the best choice. Here’s what I came up with.
The Build
http://gw2skills.net/editor/?fcAQJAqelIqSW3zyuF17IyoHd2otZgKAYfeIXt1DC-jQCBYfChEEAkIgEBIJPFRjt4qIas6aYKXER1WzFRrGA-e
tweaked due to some solid suggestions
Armor Set – Full Berserker
Runes – Scholar
The obvious choice. Ruby Orbs are also a good alternative if you cannot stay above 90%.
The Weapon Set – Pistol/Shield
Runes: Battle(a must)+Bloodlust/Night/Force
This set has high utility with both shield skills; one of which has a blast finisher. You also have access to two sigils and a blind skill. Unfortunately this set has low DPS so you’ll be spending as little time as possible with it.
Heal/Utilities/Elite
Healing Turret
The skill carries the best overall heal for this specific build due to its condi removal, 2 water fields (one on toolbelt, other on overcharge), and blast finisher (Detonate).
Thumper Turret
It has 3 blast finishers (Rumble, Overcharge, and Detonate), and has a stun break on Rumble. This skill can be changed out for rifle turret for it’s shorter toolbelt cooldown, but I prefer having more blast finishers for might/heal proccing.
Bomb Kit
This will be your primary damage dealer. It has access to both fire and smoke fields, a snare, a high damage blast finisher (BOB), and a high DPS auto-attack. What’s there not to love?
Elixir Gun
It has access to 2 AoE condi removals (one of which is a burst heal/light field), a blast finisher, and a stun breaker. Granted it has low DPS and can be changed out for Utility Goggles or TK, but I believe EG has a better fit to the overall build.
Supply Crate
I’m very unimpressed by the choice of elites and chose this one due to the stun and extra blast finisher.
Rotations
Quick Burst
Fire bomb>Big Ol’ Bomb>Rumble>Magnetic Inversion
Gives an easy 9 stacks of might.
High Stack
Healing Turret>Thumper Turret>Big Ol’ Bomb>Fire Bomb>Overcharge Thumper>Detonate both turrets>Rumble>Magnetic Inversion>Acid Blast
21 Stacks. This rotation has a higher risk due to putting your heal on cooldown and the turrets may be destroyed before proccing the fire field (hopefully the buff coming soon should negate that problem.)
Cool tips and tricks
You can use the Smoke Bomb in conjunction with blast finishers for stacking stealth for trash runs. There’s nothing like making your own Shadow Refuge!
You’ll have access to two water fields. Blast finishing them will cause an AoE burst heal. It’s really nice for tight spots.
Super Elixir removes conditions on use (it isn’t stated in the tooltip).
Ending Note
I usually use Bomb Kit’s AA while waiting for the cool downs. Any remaining finishers will go toward might stacking or burst heals if needed. This is the first build post I’ve put up so let me know what ya’ll think!
(edited by GfC.9175)
Of course we have no time frame for it, but at least we know something is in the works.
Time frame is Sept 17. Answer to raids is an update to the dragon bosses.
I really hope not, but I can believe it.
Chris Whiteside mentioned that Anet is currently working on “GW2’s answer to raiding” during his talk with folks on TC ( http://www.reddit.com/r/Guildwars2/comments/1g0zqb/tc_fireside_chat_with_former_lead_producer_in_la/ )
Of course we have no time frame for it, but at least we know something is in the works.
lol
just give all player 200g + item plus exp for survivor + item to summon pumkin infinity
After the Feb. 26th update I’ve found the game to be almost unplayable due to skill delay, rubberbanding, and ultimately disconnections. At first, I thought the problem was my connection because my girlfriend has the same issues, but several folk in my guild have also complained about the same thing.
I’ve noticed that the Tier 1 cultural heavy armor shoulder piece for male humans has become very bulbous and well… ugly. I’m attaching the way it looked during the first month after launch and now (in that order). Mind the resolution.
I’ve finally purchased Crucible of Eternity Light Leggings and I was a little disappointed that I could not change a section of the armor piece from the default tone. I found it to be odd that a large chunk of the armor can’t be colored. It’s the section on the back of the cape with the star on it. I think a bunch of folks would appreciate the change!
Thanks
I have this odd issue on my Asura elementalist that causes his neck to jut out. It only can be seen when my weapons are drawn, but once they’re stowed it’s gone (this problem occurs even with armor on).
I’ve noticed that this is the case for not only the superior sigil but all the tiers of it. It’s really annoying.
I’ve noticed that all the mystic weapons have a blue hue like the “Arcing” weapons found in the PvP locker except the Mystic Spike which for some reason shares the same color scheme as the Crucible of Eternity Inquest dagger (red)
I’m guessing this is unintentional.