Showing Posts For Kriaser.8041:
If you want Super Elixir for removing conditions, 10 points into Tools is necessary. Kit Refinement makes you cast a spell each time you put on a kit. In Elixirguns case, it creates a Super Elixir at your current location. it’s on a similar cooldown as Super Elixir itself, so 15 or 20 seconds for it to auto cast itself.
You can easily make a decent Healing Power + Condition damage build, but it’s not incredibly needed in most dungeons but it’s beneficial.
http://gw2skills.net/editor/?fcAQFAElspqbHvShdkYMjP3ZwH0roHPGyUG
(copy and paste it if it says bad link)
Is probably what you should aim for. You’re going to have to ignore criticals and aim for Condition damage and Healing power gear. Your overall damage is going to take a huge hit doing something like this, but you’re basically pure support.
An alternative to this would be an all Kit build, similar to what I use.
http://gw2skills.net/editor/?fcAQFAUl0pyaX3SiF17IyYGfWnB+ge95Bb1WQIA;ToAg0CqUVpoiaKzUipsT5mSOF
(again, copy and paste it)
I do heavy damage and support my teammates by removing conditions with Super Elixir and Fumigate.
My build is incredibly glass cannon oriented, but it has multiple blinds, jump aways, knockbacks, etc. It’s completely centered around kiting and avoiding damage. I’m still fine tuning it but it’s overall complete.
The downside to Elixir gun is that the damage is pretty poor from the auto attack. The upside is that it’s auto attack causes Weakness which helps the melee people.
What’s your overall goal you’re trying to do with this build? If you’re focusing on using Elixirs and Elixir gun, you need to have traits into Alchemy to reduce their cooldown by 20%. You should also be using Elixir H then too.
Your traits seem to be all over the place. You say you want to support, but you have all self-buff traits that only benefit you. You also have Napalm Specialist when you have no way of inflicting burn outside of critical hits, which will only then increase the burn duration from 2 seconds, to 2.4 seconds on a 4 second internal cooldown.
Static discharge is also useless for this build, as the toolbelt cooldowns you’re using a very high cooldowns.
You seem to want to be aiming for Crits while applying conditions. There’s better ways of doing this. What is your overall aim for level 80? I need to know that before I can help you further.
http://gw2skills.net/editor/?fcAQFAUl0pyaHxSfF17IxIFd+zges3863PKYbbB;TkAg0CnoqxUjoGbNuak1MIA
Try this out
Minor adjustments. Get rid of Bombkit for Flamethrower. Now your barrage adds 10+ seconds of Burning. You also gain another pushback, blind, and Flamethrower 2 skill gets the 10% explosion damage bonus. That skill alone can deal around 4k damage too, but it’s an awkward arcing skill.
It also sounded like you wanted to use the Rifle a lot. As you are aiming for Crits, Go for the Eyes would be far better than Precise Sights. With my adjustments, you now have 2 knockbacks, burning condition to apply at will, 3 blinds (Go for the Eyes and Flamethrower and Grenades).
This will make you much harder to approach, and seeing as you don’t have any toughness or vitality, the bomb kit would barely ever get used by you.
You’re very glass-cannon, so do be careful about letting people close to you.
http://gw2skills.net/editor/?fcAQFAUl0pyaX3SiF17IyYGfWnB+ge95Bb1WQIA;ToAg0CqUVpoiaKzUipsT5mSOF
PvE build, can be used in PvP and WvW, but very glass-cannon.
PvE use – You can remove conditions from your party members quite easily. You’re very mobile and have multiple snares, escapes, and knockbacks. Double Super Elixir + Regen = great extra healing
PvP use – Great control. Typically always an answer for anything. Weak in the HP and Armor departments. Not great for bunkering, but amazing roaming ability and getting the drop on someone.
WvW use – Great for defense, also multiple knockbacks for hitting people off of ledges.
Tips or advice for this build? I want to try to add more survivability to it, but I’m not sure how without sacrificing too much.
Link isn’t bad, you just have to copy and paste it.
It’s primarily for PvE. I use it similarly in PvP, but slightly different and always changing. It’s honestly horrible in PUG PvP because you can’t be certain someone will have your back.
I do use it in WvW and it works fine. Often enough I can take on two people at once with it due to the amount of control the build has over people. But gear also plays a part in WvW, so maybe I got lucky against underleveled/geared players.
http://en.gw2skills.net/editor/?fcAQFAUl0pyaX3SiF17IyYGfWnB+ge95Bb1WQIA;ToAg0CqUVpoiaKzUipsT5mSOF
Rifle with all kits (med, flame, elixir, grenade)
30 15 0 0 25 traits
I use Rampager gear with some Berserker
Power is at 1989
Prec at 2016 (56% without a kit on, 48 with)
Critical Damage 36%
Tough and Vit 916
Armor 1933
Health 15082
The build works great when nothing is focusing its attention on you. If something is focusing attention on you, you have a million and one ways to push them away, cripple, leap away, etc. A “glass cannon” with an escape route, I suppose?
My problem lies with feeling like nothing else can top the DPS, condition application/removal, and overall group functions this build provides. I don’t mindlessly throw grenades around. I use the Elixir gun and Flamethrower for helping the group out by removing conditions, applying my own, knocking away enemies, etc. The grenades are my main damage, but not my “focus.” I try to keep my group alive more than I’m focused on DPSing, but that’s also why I like grenades because of their mobility and range while dealing heavy damage.
Is there anything I’m missing that’s rather important for this build? Something to enhance on? Something that’s really worthwhile to use?
(edited by Kriaser.8041)
Looking for a guild that does PvX material. I’m looking for all functions of the game. I do PvP and am very interested in sPvP and sWvW. I also would like to do more dungeon content with a group setting instead of pugging it up all the time.
The downside is that I’m a graduating senior at my university this year so I cannot commit to any schedules due to internships and general class work loads. However, if events are planned, I will attempt to make time to take part. So, I guess more or less I’m looking for a casual guild, but with some structure at least.
I focus my Engineer around Rifles, Grenades and Elixirgun usage. Basically, a damage and condition application/removal with knock back support.
I plan to work on my Thief, Warrior and Guardian more once my schedule lets up within the following few weeks.
My MMO experience contains NexusTK and everyone’s favorite, WoW. I raided in WoW since vanilla days, so I’m very familiar with leading and roles, although some of that knowledge is rather useless now.
Please contant me through here on this forum post or via email at kriaser@gmail.com
Thank you for your consideration.
With the new October 1st patch, all our weapon kits now have a saved Autoattack, meaning we can actually make a somewhat legit melee build.
What are some opinions in using the Toolkit as a legit form of combat? There’s a lot you can do with it if you mix it in with Bomb kit. Also the magnetic pull can pull targets OFF of ledges, capture points, etc.
Also, a few questions about the Toolkit as I haven’t had much a chance to test it. Does Gear Shield block all forms of all attacks? Also does it benefit from the trait Reinforced Shield (for the 20% reduction in cooldown).
The Toolkit looks to have quite a lot of power in it, so does anyone know of some builds that would be useful for it?
@BakBakaa, Proc sigils share the internal cooldown, and I believe your MH will always take priority on procing. So it’s best to have, say, Air and Accuracy instead of Air and Fire/Earth, as the two proc sigils will never proc at the same time and have a shared cooldown. For Rifle, I just tack on Accuracy or an Air.
If sigils ever decide to work with weapon kits, I’m probably going to use Earth for added bleeds from grenades.
Thanks for all the input. I forgot to mention that I was looking for a primarily pvp specific grenade-elixir build. I often run using the Centaur rune set so that I’ll have a constant swiftness if I’m using Med Kit.
In pvp, since I’m not in a sPvP guild yet, or ever, I often find myself having to fend off enemies without support or attempting to guard a point solo. So, I figured I may as well try sacrificing the precision side of my damage and go solely for the power, condition, vitality and toughness to make it so that I could use grenades at a closer range while surviving against most melee combatants.
Also, what is everyone’s opinion on a weapon compliment for grenades? I like the Rifle for it’s range, immobilize, and knockbacks. I used to run Pistol Shield but I started to really miss the low cooldown knockback and net from Rifle.
Is it generally considered better to go a precision route for grenade builds or does a Power/Cond/Vit build work generally well for damage output still? I want to keep my survivability up but also capable of dealing out damage at least somewhat decently.
Build here
http://www.guildhead.com/skill-calc#McMM9czmRvaMmRvaMx9Mxaokqoabo
All tips/info/criticism welcome
It seems your problem is just the ability to throw grenades properly while on ground. If you haven’t tried it, disable Fast-Cast Ground Targeting in your options. It’s in general options (F11) and it’s the second from last option.
This will enable you to quickly throw grenades at where your mouse cursor is at. It takes a little getting used to (I ended up not liking it due to how hard it can be to judge when using uphills) but it can be very useful while kiting.
Also, area targeting underwater would be too difficult to manage, and I very much like being able to use grenades underwater because I’m traited for grenades.