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Is Kit Refinement strong in thuis build? I feel like it’s not a very strong trait because you can’t know when it procs exactly in a long battle. It can also miss, in the bomb’s case. I feel like other traits might be stronger here.
In the case of not knowing when it procs or not during the middle of a fight, it shows up in your buff bar, so you know when your next kit swap will proc kit refinement or not.
In terms of whether or not kit refinement is a good enough trait to use, two points for CC on a 20s cd is pretty kitten hard to beat. Pretty much any other trait in the vicinity worth two points is passive. Whereas the mag bomb or glue trait kit can make a break an engagement by forcing the enemy to pop stun breaks or condi cleanses early in order to recover. If they don’t have stun break, then you win the fight with overly massive CC.
Wait, elixir B! Why not toolkit for moar cc/block/dmg?
A few reasons actually, and remember, this is just my opinion <3
- While toolkit brings more utility to fights than a straight up elixir, the elixir itself means that you have two more condi cleanses because of CF409. Since you’re always chugging the kitten thing, the fury that it gives means your rifle and bombs do tons more damage (celestial crit damage is hot, 4k Big’Ol’Bombs in spvp)
- Access to stability in this build is huge. Not only does stability mean that you; as an engineer; can go completely ham on a guy and throw tons of CC while he whimpers in a corner. But it also means that you can abuse self-inflicted CC on-procs like protection injection and auto bomb dispenser by walking through enemy CC lines. Who doesn’t like walking into a fight with 5 seconds of protection, 5 seconds of stability, and a pulsing blind field for 6 seconds because the enemy guard was foolish enough to throw down a line of warding?
- Another thing that people tend to overlook, since they don’t use kit refinement too often, is that if you use tool kit, you have to deal with the tool kit kit refinement ability (Which gives you a few seconds of super speed) Not only is this kit refinement ultra mega lame, it screws up your other kit refinement skills because all kit refinement skills share the same global cool down.
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kangaroosteak.6201
http://gw2skills.net/editor/?fdAQFAUlUUpPrVXxkLseNSaBN60MnwIqu85JEgoC-TJBFwACuAAp2foaZAAPAAA
theory-crafted this just for you. blind-spam to the max.
Elixir gun is my baby, I just can’t live without it!
In other news, I’ve been using sigil of doom rather than hydromancy to crack bunker ele’s and shout warriors, it’s proving to be very effective!
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Thanks for all the support guys! I’m planning on creating a tutorial video on some of my favorite combos with this build, but if you’ve been toying around with the set-up, I’m sure that you already know a few of them!
This is why I love sky hammer in regular rotations
Sorry about editing quality! It’s my first video that I’ve ever edited, but critique is always welcome!
So recently, Anet decided to buff the thief’s dancing dagger by making the projectile 33% faster. Their reasoning was that the projectile itself was too slow to actually catch anybody, hence the speed buff. The skill on elixir gun 2, Elixir F has the same problem that dancing dagger had. Not only is it too slow to hit anybody, it also fires in a straight line, so enemies could easily sidestep it.
Do you guys think that increasing the projectile speed on Elixir F is justifiable?
why don’t use the same build with rabid and elixirs ? ( new hgh life )
I’m using cele gear rather than rabids because the rifle bomb auto attack has a size-able amount of power damage (Big’ol’Bomb can crit for up to 4k on a pvt warrior!), and because I love the healing turret too much. You’re free to try it rabid elixirs if you’d like, and be sure to tell me how it turns out! I’d love to see a rekindled hgh build.
What stats should I be looking for to start out? Soldiers? Sorry, I’m still new to the game
I’m doing this build in celestial (all stat) gear because the kits and weapons I’m using can utilize EVERY single stat.
You can deal a good amount of burst with rifle 3, 5 and the big’ol’bomb, but you have the condition damage to utilize the burning and confusion from the bomb kit and bleeding from rifle 3. You get just enough toughness and vitality in order to stay in the front line. And even the healing power means that you share a lot of regen, water heal blasts and the light heal from the Elixir gun 5.
I’ll tell you now that this build has a pretty steep learning curve, but once you get in the motions of it, having the ability to support and cc at the same time really pays off.
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It’s nice to have some teamwork for a change in spvp no?
If that’s the case, I prefer using auto bomb dispenser because it means more blind up time in melee fights (You’re always going to be in melee range with the bomb kit!). And since it’s a 24s cool down with short fuse (paired with smoke bomb, that’s 11 seconds of reapplying blind fields on a 20s-24s cd) it’ll be up and ready to proc in nearly all combat situations. Plus, the smoke bomb that it drops detonates instantly, so if a hammer warrior were to stun you, or a thief lands a basilisk back stab on you, their next attack will immediately miss because of how fast the blind goes off. It will also continue to pulse blinds for 6 seconds. (How cool is that)
Also, protection injection and auto bomb dispenser will proc even if you have stability (Elixir B stability master race). It actually benefits you to walk through guardian rings of warding and stuff with stability up because you’ll get protection for 5 seconds and a free smoke field for no penalty.
Another stability + protection injection tip: It’s very handy to pop stability before fighting a zerk ranger. Since they usually open up with knock back shot, you can shrug off the knock back and gain 5 seconds of protection for free! You can take it even further by bum rushing them with the elixir gun auto attack for weakness until you get to point blank range. Then abuse immobilization and continually hit them in the back. (You can’t turn around to shoot people when you’re immob’d, so net shot people and run behind them for free hits!)
In my opinion, blind is the strongest condition in the game, because it completely negates all damage and CC for one attack, so if you have access to reapplying blind fields (Smoke and auto bomb dispenser), you can completely shut down classes like hammer warriors because they literally cannot touch you.
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I CANT LIVE WITH OUT SPEEDY KITS !!!!!
all hail speedy kits
in speedy kits we trust
I’m using traveler runes, so my base speed is 25%, plus, with all the Elixir B’s going off, you have swiftness whenever you really need it. It’s actually quite liberating not needing to spec 10 tools for speedy kits anymore!
You are using AD ? Is this really helpful?
Can you explain what AD is?
Sure thing, here’s the Build link
And this video shouldn’t be blocked in germany
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Cleaning Formula 409 also affects hidden flask, so you’re guaranteed 1 condi cleanse when you hit 75% hp!
I’ve been keeping this build to myself for a while, but I figure with all the turret engies running around, I think it’s time to let out my secret.
Yeskey’s Bag of CC
Alright, to all you kit refinement haters out there who’ve never touched kit refinement since the global cool down (cd) nerf. I bring you a build that takes the dreaded new kit refinement and turns it into a cc monster.
Here’s the rundown kit refinement
Here’s how it works
-kit refinement for bomb kit creates a mag bomb on a 20s global cd, which works similar to the guardian’s greatsword 5
-This means that you can chain pulls and pushes with Big’ol’Bomb and the mag bomb (like interrupting a stomp with the really fast mag bomb pulling them away, then blasting them out with Big’ol’bomb)
- kit refinement on the E-gun creates a trail of glue that reapplies immobs like the ranger’s entangle. This means that any fool that walks into your glue field will get re-immobed even if they cleanse it again if they take a step forward.
(This cd is shared with the bomb kit, if you mag bomb, then you must wait 20s in order to use glue trail on the e-gun, and vise versa)
- Elixir B means that you can give yourself stability, securing knockdowns with overcharge shot with absolutely no penalty, Elixir B also cleanses condi’s every time you drink it!
-E-gun is the supporty-est kit out there, with cleanse on E-gun 3 and light on E-gun 5, it means you can offer huge support, and the auto attack on E-gun means you can apporach zerk rangers with relative ease (weakness op baby) Plus another blast finisher and stunbreak is always handy on engy
-Bomb kit is the CC, and you’re bringing a ton of it, you can push into 5 people on a point and completely dominate them with hard and soft CC.
- With short fuse, smoke bomb, and the auto bomb dispenser, you’re going to be rolling around in near perma blind uptime when you’re fighting melee classes, plus short fuse makes auto bomb dispenser a shorter cd too, (the synergy is real)
- Since it’s also a cele rifle build, it dishes out a large amount of direct damage and offers tons of CC.
And a build would not be complete without a video showcasing it!
(Most of my spvp videos are running it!)
Here’s a showcase!
View able in Germany!
Sorry about the text wall, I’ll make this look pretty in a bit!
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I’ve been looking for a high quality sound clip of an asura (Male or female is fine) exclaiming “Excelsior!” so that I can slap it into a sweet ringtone. Snooping around hasn’t given any good hits, can you help a fellow genius out?
These vids really got me into playing static discharge, and I’m loving it. The set up is great for roaming and small man wvw, all the damage happens very fast and it’s all targeted, so no fiddling with skill shots too often. When I play with my wvw guild, my role is usually as a sniper, dolling out 15k-25k damage to 1-3 targets at max range.
It’s great in wvw situations when you’re defending a tower or assaulting an enemy siege point. Plus the arc allows for some great setups with things like a grenade barrage.
imagine this landing on an enemy ram with people attacking your tower
If you mouse over it in the traits menu, I’m pretty sure it tells you how much bleed it gives, I think it’s like 10-12s bleed on one shrapnel.
Can you actually show me a video of an engineer hitting for 9k with the rocket tool belt skill? I don’t believe you in the slightest.
I’ll just leave this here :o
(check combat log before dolyak gets hit)
Being tunneled into using infused precision to sub speedy kits instead of a standard SD firearms trait does not sound like much build diversity to me.
I guess I can’t be slippery like an eel anymore in my sd build. boo
If you can bear subbing out a utility, you can use the rocket turret toolbelt in conjunction with grenade barrage, it does as much damage as the B’oB, detonates instantly at point blank range, and at full zerker, you can easily take someone down if you surprise them.
PS: Psst, don’t tell anet, but rifle jump + rocket toolbelt + grenade barrage does an unreal of damage
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I wouldn’t call new build opportunities a case for settling, rather I think it’s like along the lines of macgyver, taking the few tools and tricks of the engy and turning it into something beyond imagination. And in this case, an unbelievably strong nuke
Besides, who doesn’t love being able to perform an aoe ~41k burst in 2 seconds?
I think of it as another grenade barrage that you can chain up, sure you sacrifice a fair bit of utility (I use toolkit rocket turret grenades, so no stunbreak, but I run in a wvw organized group of 10-15, so I have near perma stability and lots of supporty friends)
And as the team nuke, the ability to lob another “grenade barrage” gives my team the damage needed to put multple people into the floor in that crucial second
Damage wise, the average crit of the rocket does around 8k-13k per man (on my build, zerker supreme) couple that with 8k-24k grenades barrage followed by a 5k-17k rifle jump, and you have a very potent combo, all at aoe point blank or max range too.
Of course, I’m not saying that it’s the end all solution, but it sure is a breath of fresh air from the other engy builds that I’m sure everyone is so used to. At the end of the day, don’t we all play engy for those fun quirky builds?
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I love the new rocket belt for wvw as a zerker nuke build. Rifle jump in, point blank rocket into a grenade barrage and you have a pile of corpses laying all around you. Even better is throwing a nuke into a group of rezzers or onto a point, clearing way of anything or anyone on it.
It’s also great for tower defense, letting you line ‘o sight rammers, attackers or knocking unreachable siege pieces.
I think the best part about it is that it’s a hidden killer, it has a super high arc for long range shots so people barely ever see it coming, it makes little noise, and scales better than a rifle jump landing.
I’ve actually made an entire build that revolves around smashing things with the new tool belt skill, it’s great!
The current set up I’m using atm is
weapons 1-5
utilities: shift 1-3
heal: R
elite: x
dodge: c
profession skills: f1-4
movement: wasd
I really like using shift 1-3 for utilities because it allows my fingers to be in the same spot most of the time. But the best way to redue fatigue imo is to keep practicing and soon enough, you won’t feel a thing.
For some reason, swapping from two weapons to 1 weapon (like sword/focus to great sword) doesn’t give the 50% endurance back, and they both have sigil of energy.
When killing an enemy with a gs with sigil of stamina I don’t get the endurance back.
Tested on golems in spvp, and a guildy was able to reproduce the results
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What I’m using right now
Heal – R
Utility Skills – Shift+1, Shift+2, Shift+3
Dodge – C
Elite – X
Works for me because my fingers get to stay on the 12345 keys
The new trait changes allows you to be more flexible in your builds. I’ve been using a support condi build with the p/s, heal turret, e-gun, toolkit and bomb kit. You can get in, drop your payload, then retreat and aoe heal your group. Then move back in for seconds. (All with a brand new stunbreak on the e-gun too!)
I’ve been experimenting with sigil of doom and found that it works great in 1v1 encounters since it gives you access to poison with a rifle. Also, if you have sigil of doom ready to be procc’d for a while, you can shoot and poison someone, weapon swap and you’ll immediately get the sigil again. Free 10s of poison at the beginning of a fight. I’m pretty sure this applies to all swap procc sigils like sigil of intelligence.
Sigil of Intelligence can be pretty fun as well if you have very high crit damage, when you rifle jump to somebody, you can swap to toolkit mid air to proc your sigil and land on someone for a guaranteed crit, but it’s very situational.
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I’m not that big a fan of PvE myself, but a good way I found to speed things along is just hit up as many skill point challenges as you can, it gives you a solid goal in pve environments and you get some decent exp and a lot of skill points from it, that and tagging along for wvw exp trains. Also try doing the super big event chains like the asura nuclear reactor or the seraph campaign in harathi hinterlands.
When my guild transferred out of Blackgate to a lower tier server, I actually found it a bit refreshing unlocking all the upgrades again, it gave the guild a fresh slate in their new home.
For the Ballista mastery skills, how much does the 5th mastery increase the shatter shot radius by? It’s worth 25 points, so I’m curious if it’s worth getting it.
I’ve seen you roaming quite a few times and you guys put up one hell of a fight! Great videos
Having 100% condition duration means doubling everything without worrying about fractions of a second and if that 3/4s counts or not, plus it means super condi skills like freeze grenade give 12s chill if you land all 3.
I think you can still work on the infamous 100 nades power/crit build, rifle comes into play pretty very smoothly in that build. I’ve also done a glass flamethrower build with the rifle and flamethrower, tons of control.
You can always use a static discharge build with a rifle, the utilities are usually the toolkit, utility goggles and the rifle turret. With either the heal turret or medkit as your heal skill.
The trait lines are usually 10/20/0/10/30 or 0/30/0/10/30 or anything with static discharge and rifle mod in it.
Static discharge is really good if you’re glass built, but there are plenty of things you can modify.
For all you glass sd engies out there using rifle and heal turret, I found a neat little trick you can do with the new water fields. Now I’m not sure if this has been posted yet, and there are a few holes in my information (not sure if overcharge heals allies)
Assuming you’re using the heal turret, you can double blast finisher into your water field with both the healing turret and the rifle turret, then rifle jump into the water field as a leap finisher, then use your surprise shot as a projectile finisher.
Healing turret drop: 2520hp
Heal turret Overcharge 2520hp aoe heal *
Heal turret blast finisher: 1320hp aoe heal *
Rifle turret Blast finisher: 1320hp aoe heal *
Rifle Jump Leap finisher: 1300hp
Surprise Shot Projectile: 230hp (2s regeneration)
Heal turret regen/toolbelt: 1560hp (12s regeneration)*
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Total Self Heal: ~10770hp around every 20s
Total Aoe Heal: * ~6720hp
These numbers are based on my static discharge build with 0 healing power. You can do this about every 20s because of the low cool downs on all the skills, and it’s really cool being able to do tons of damage and support your team. The main problem about this entire combo is having your turrets blow up in the middle of it, but if you can pull it off (takes about 2-3 seconds), it’s a massive hp explosion all over you and your friends.
If there’s a hole, please feel free to post feedback!
Goggles is fun but the CD’s are ridiculous. Ur dead meat when burst done.
Personally the 3rd slot is the problem (toolkit and rilfe kit are must in SD) rocket turret gives nice dmg from toolbelt, but also long CD.
You should try using the rifle turret instead of the rocket turret, the tool belt skill surprise shot is only 7 seconds long when you trait 30 points into tools, letting you keep pressure on whoever you’re fighting, plus the turret has a low cd for any reason you want to throw it down.
I’ve also been using the healing turret a lot more often since I usually roam with my guild mates, the new aoe heal and 5s water field is great for supporting any team.
I use 10/20/0/10/30. 10 in explosives for incendiary powder and 10 in alchemy for the invigorating speed. I like being as mobile as possible when I play glass sd, that extra vigor on swap is amazing.