Showing Posts For heatzz.2671:
I run with all Exotic Cleric Gears + Sapphire Accessories + (5pcs of Soldier Runes with 1 pcs of Lich).
With Rifle:
Attack 3077
Armor 3025
Hp 21262
With Kits:
Attack 2656
Armor2897
Hp 19982
Healing Power 1119 for both Main Hand and Kit equipped.
My Super Elixir Heal 600+ on impact, 252 per pulse.
Rifle/Pistol+Shield with 0/0/30/30/10 build.
Currently only runs Dungeons such as CoE, CoF, AC with 1 of my friends together with Pugs without much problems as often you need somebody to Kit in 1 of the paths.
Thought of changing my Cleric gears to Pow/Vit/Toughness but I feel there’s no need to as I’m pretty Tanky already and that will reduce my heal on Super Elixir & Regeneration Boon.
No problem exploring Orr Area for Orichalcum Ores as I don’t even need to kill mobs to mine them, if there’s too much mob just pop a Elixir X and mine freely with Stability.
Karma farming? Keep dropping bombs at the spawn area.
Here’s my Build:
http://gw2skills.net/editor/?fcAQFA0kspqb3zOSMqwnD9AAAQtie8YAYZA
Blank traits are there for variations, completely optional.
Though you might ask why Elixir H?
Cus you don’t really use it very often & it’s F1 Toss Elixir skill is very beneficial for your Party compare to Med Kit & Healing Turret.
(edited by heatzz.2671)
I have done it both ways, speedrun and normal run which kills everything but for some reason on the last part of the mission, the Npc cannot initiate the mission where you need to find the specters.
It just stuck there and do nothing, complete waste of time….
Anybody has this problem or knows how to solve it please share.
Problem is it’s troublesome, people already notice and they will change back to Main hand to use their F1-F4 skill or profession skills cus only on Main Hand you get more Damage/Regen/Heals.
Especially in PvE/WvW/Dungeons nobody will just use Main hand, it’s just an utility thus often Engineers use kits instead with.
If it’s dps issue then lower kit’s base damage but instead let all stat affect kits, especially the rest of the stat like Vitality, Toughness & Healing Power.
Most importantly kill the 1st spawn, if you notice the 1st shaman flame region mob actually does tons of damage.
Switch skills that are able to let you Evade/Block & lower priority skills that crippls/chill.
Also you need a class or 2 that is Tanky build with skill above.
Perma Swiftness is pretty much a must in WvW, then switch it back once you need take over a keep/tower/etc. Also very useful in PvE content since Karma farming most of the time you will not be alone, just makes traveling from point A to B karma farm more efficient.
As for Dungeons, you could use Med kit 5 then Rifle’s Jumpshot with Elixir Gun’s Acid attack (face backwards) for traveling as well.
healing Turret, overcharge is 60s long, too long for my liking & Med Kit gives more heals as you can drop 3 bandages.
Personal Experience:
My Gear:
Lv.80 Exotic Cleric Armors with Sapphire Orb as the upgrade component.
Lv.80 Exotic Sapphire Amulet.
Lv.80 Rare Rings & Earring.
Lv.80 Masterwork Back accessory.
When equip/swap to Kits, I have 17k Hp, 1193k Healing Power, 1848 Power, 1837 Toughness.
Could tank lots of mobs, veterans in Orr well, I could safely run into a group of more than 5 mobs and get away or kill them.
As for now I could almost solo quite a number of the DE in SoD when Karma Farming.
If you are in a fight with a Champions especially when only a small group is fighting it, you could survive pretty long but you definitely can’t do enough damage thus & ending up dead if you solo it.
Some Champions are solo-able just that you will take tons of time to kill it.
So far i could solo 1 of the Champion Acolytes in SoD & Champion Pirate in Cursed Shored, is up to you guys to believe it but definitely not worth your time to solo a Champion.
Dungeons wise you can be a Tank that right, even without Aegis (Guardians/Mesmer) you could still do it as you see you have alot of blocking or evasion skills, could support mates in melee range with your heals as it affects them as well.
I Could held up my group in CoF exp mode path 2, kiting without death as well as finishing the mission.
In CoF path 3 on the mission where you need to destroy the 5 waves of Flame Regions I could survive till the last 2nd wave.
Still I’m inexperience in Dungeon as I have only done so little dungeons, will be updating more when I visit more of the different dungeons in explorable mode.
WvW wise I have little to no experience, my best experience is tanking 5 veterans npc & 2 real players. Took a very long fight against Mesmer but still got defeated.
Any comments are welcome, this is for you guys who want a different build other than the standard DPS grenade builds….
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Hi guys I would like to share a different build with you guys.
Lets talk about Healing Power and how it scales with Heals & Regeneration Boon.
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Here’s a data i took myself in Mist, with 1388 Healing Power, achievable in PvE?
Doubt so since in PvE Healing Power on our Weapons does not count to our Kits, so any Healing done from our kits will be lowered.
With 1388 Healing Power:
Regenerating Boon : 304 hp/s (Healing Mist)
Super elixir : Impact Heal- 658, Pulse Heal- 279 hp/s (Kit Refinement)
Bomb-Infused Elixir Heal : 285 hp/Bomb Explosion
Backpack Generator : 125 hp/s (Whenever a Kit is equipped)
Med Kit : Bandage Self – 6308K Heal, Drop Bandages Heal – 1.694K.
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*Gear Choice:
Power/Toughness/Healing Power which will be Cleric gears.
Cleric gears are 1 if not the most cheapest between the rest of the stats combinations & you do not need to spent too much golds on your Weapons (meaning Masterwork will do) since they do not benefit your Kits.
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Weapon Choice:
Rifle – Since this build has lots of raw power too, Rifle is the optimal choice for exploring in the world of Tyria, soloing in Orr OR Karma Farming since this has 2 AoE skill with big damage.
A combo would be dropping a Fire Bomb then use Jump Shot in it for a Fire Shield.
Pistol/Shield – This combination can be used in specify mission of the Dungeons where you need aggro while Kiting mobs while your mates DPS them.
Use Magnetic/Static Shield only when all your important Healing/Regen skills are in CD as these skills has a long CD even if it’s -20%.
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Healing Skills:
Med Kit – Your only choice, with short CD and you could drop 3 bandages, remove conditions & swiftness it’s the best Healing skill & ensures your survival.
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Utilities Skills:
Elixir Gun – Because of “Kit Refinement” you could drop x2 Super Elixir when you find your Hp drops to around 40-50%. Super Elixir also removes 1 condition upon trigger while your are in the field which also means you have x2 Condition Remover.
Bomb Kit – Your main weapon with decent damage because of high Power, as well as heals you by a small value when it explode, especially useful when you are kiting mobs in circle while dropping bombs.
Smoke & Glue Bomb can be useful for delaying mobs if you predict that you aren’t gonna survive the onslaught.
Last Utility slot can be any of your choice but I will write some which I think it’s more useful to this build.
Elixir C- Condition Convertor, can be very useful when you got too 3 conditions on you, as Mobs in Orr deals Condition damage, while you are aggro with multiple mobs of different type this can be useful.
Tool Kit – Additional Block skill for used in Dungeons when kiting mobs.
Elixir S – Invulnerable for 3s, also can be used for kiting mobs in Dungeons or sneak into areas for obtaining PoI in WvW.
Elixir R – Your AoE reviving skill when you use the Toss Elixir R, mostly use in Dungeons.
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Elite Skills:
Supply Crate – It drops Bandages so if you are in danger, use it to recover HP even more with the trait Elite Supplies as it drops more Bandages, it also drops Healing Turret which gives you regens.
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Traits:
Explosives:
(III) – Bigger radius on Bombs which in turns deal more constant damage to groups of mobs and bigger area for explosion heal.
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Inventions:
(I) or (V) – (I) Useful in Dungeons as you mobs deal more damage, not too sure of mobs crits on you for PvE. (V) Additional Power stats.
(IX) or (VII) – (IX) normal PvE usage giving dropping more bandages. (VII) used whenever you need a Shield.
(XI) – Bombs explosions heals.
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Alchemy:
(VI) – When you got interrupt (Fear, Daze, Knockback more often in Orr & Dungeons) you will be taking hits for free, this gives you reduce in damage taken while being interrupt.
(IX) – Regens you every second.
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Tools:
(IV) – This is for Elixir Gun for x2 Super Elixir.
Here’s my data with 1388 healing power:
Regenerating Boon : 304 hp/s (Healing Mist/ Regeneration Mist/ Healing Turret)
Super elixir : Impact – 658, Pulse – 279 hp/s (x2)(Kit Refinement)
Bomb-Infused Elixir heal : 285 hp/bomb
Backpack Generator : 125 hp/s
Blast on Water Field : 1598 hp/Blast
Healing Turret: 6308 hp when trigger, 1580 hp when Overcharged.
But seeing most of people use range for dungeons, your Bomb-Infused Elixir maybe not useful, but for soloing it’s great with Backpack Generator as you can pull alot of mobs together.
Overall HP does not scale well, it only increase heal from Healing turret by roughly 1k.
For Med Kit it increase it’s 1-2-3 skill by roughly 500 each.
It scale slightly better with Regen Boon & Super Elixir.
(edited by heatzz.2671)