I’m just not a big fan of running full zerk, and with knights I end up sacrificing the same or more stats that just going full celestial.
A straight stat comparison zerker v celestrial goes like this:
-175 power (probly the biggest trade off)
-84 precision (I can still get to 50% crit chance without this no biggie)
+140 Vitality and Toughness (biggest sell point to me for celestial)
+3% crit dmg ( not that huge a difference, but mixing anything else this would be a minus)
+140 cond. dmg and heal power (will make burns and bleed I need for modified ammo better, heal power meh)
Also I invested in all the recipes for celestial gear so I will be making this set anyway, I have a zerker set to fall back on if I don’t like it though.
Also I need to run a few tests, but I assumed that modified ammo worked on all damage produced while you have a main weapon equipped, including all the discharges and toolbelt skills. If it only works for rifle skills themselves then modified ammo definitely isn’t worth it. I thought about going with no kit, but toolkit is just too useful to pass up. Also I really wish I could fit in hair trigger, I may switch it for rifle mod to get more sustain instead of burst depends on the situation i guess. Sitting duck synergizes too well with modified ammo to give up though.
Thanks for the feedback guys!
I’ll just throw it out there:
http://gw2skills.net/editor/?fcAQFAUlIqic37y2F17IyoHdGptZgeYX+1I+pAbB-jEyAYLAqAQyvIasthioxqtxUuLqWFDYvLiWtUARsAA-w
Now that I’ve been working on getting the predator, I’ve been trying to cook up a build to get some ‘legendary’ damage out of it. Also I’ve been wanting to use the new grandmaster trait.
The idea is to get as many conditions and possible on them while CC’ing them from range, and then unload.
Well what do you guys think? I’m still working on the stupid time gated celestial gear, but I’ll report back when its complete.
I should say that I’d probly switch out PBR for for goggles if solo, its more intended to be run with a small roaming group like <5
(edited by Linc.6834)
I’ve run both power/crit and condition nades. And while I enjoy might as much as the next guy, I’ve begun to despise HGH. So I’ve come up with an alternative way of stacking might, instead of stacking crazy duration its more bursty, abusing the fact that med kit swaps trigger on-heal ability. Basically you take Enhanced performance as I see you have, along with 2x runes of altruism and a sigil of battle. That’s 9 might for you and 3 for 4 other ppl around you for a quick swap to med kit. This allows you to get away from elixirs, freeing up utility slots for kits (moar skills!) or utilitys ( Rocket Boots!)
Here’s a balanced approach to the idea that I might give a try
http://gw2skills.net/editor/?fcAQFAUl0p6dX3SiF17IyoHd2otZiKoffewWPIEC-j0CBYLAkIAJPQZPEZsFhDRryJsKGY6ToKXA6XKyeDZVGglJA-w
This is a work in progress HGH build focused on power instead of condition damage. It stacks might incredibly well. And can put on some serious damage as well as take a beating. You could swap deadly mixture for 409 for more condition clears. Also I’ve been messing around with acidic elixers and it can be clutch against certain other builds that rely on boons.
I’ve been seriously considering switching to P/S, but would miss a lot of DPS from rifle.
Rifle + Bomb kit + Tool Kit is the best you can do for melee weapons as an Engi. Bomb kit is especially useful for leveling, you just gather mobs, smoke bomb, fire bomb and auto bomb. As Merkenary said all our weapons have some built in utility, and any effective Engineer will swap kits like crazy to get the job done.
Would giving engineers AOE boon punishment be OP?
Do you mean, something similar to this warrior trait?
If it was given to us, it would probly be limited to only work with bombs or only be 2% per boon.
We sort of already have boon hate in the form of throw mine .
It is sort of lackluster in the fact that the toolbelt has a 2 second longer cooldown and gives 5 mines that are very similar. Perhaps they could cause extra damage on boon removal.
(edited by Linc.6834)
Possibly a Sigil that boosts Torment duration. Maybe even one that inflicts Torment, since there are Sigils that inflict all the other damage conditions.
Where is fear duration sigil?
Since when is fear a damage condition?
it’s not really a damage condition but fear has the red icon so it’s considered like a damage condition
http://wiki.guildwars2.com/wiki/Terror it can be damaging for necros who apply it.
I really hope those Torment runes work nicely and don’t have a huge cooldown, my engi is jelly he didn’t get the new condition, also 2x Giver’s weapon with sigil’s of malice 32% condition duration on weapons alone, sweet!
While all these really cool, and its nice that there are new sigils/runes they are all apparently bugged. So I might pick up the recipes but won’t be making them any time soon.
While this thread has gotten a little off-topic I really enjoy the subject of discussion. I have all but given up on WvW on my engi as of late.
/rant
I have said from the beginning that Retaliation should work similarly to Aegis removing the buff when damage is done, but be able to stack it like might.
I have also been screaming from obscurity at the atrocity that is engineer traits, when compared to other professions traits. Just look at the new “Dogged March” vs our new “Leg Mods”. One whole tier difference AND it adds regen. This shows that engineers have, and continue to be “engineered” to be worse than other professions.
/rantover
Now that being said the way to counter the current Melee Pain Train meta is to figure out how its so effective. I believe boons have are a big part of it, therefore it seems logical that boonstripping should be part of the counter. Which if your looking at patch notes for the past few months seems to be on Anets mind.
My Engi main is Char, I haven’t used the racials in LOOOONG time. I should tho, hidden pistol is ok, the evade can help, especially if your in zerker gear. And its always fun to pull out a charzooka. But I have to agree with Conan. Size is a huge issue, I’ve even reworked my char to be as small as possible, but I still feel as though I have a huge target painted on my back compared to any asura.
I’ve read most of this thread and wow has it gotten pretty off-topic, BUT I wanted to check in as an Engi since beta that many are correct in saying that the Inventions trait line if very lackluster compared to our others, also you don’t NEED to put points in it to stay alive.
The main problem with inventions is that turret traits suck and most are bugged in some way, and heal power is extremely underwhelming scaling very badly.
As far as staying alive, you have to be aggressively proactive in defense. Engi’s excel at controlling opponents, I mean look at our skills, with the exception of elixirs almost every single one has some kind of control aspect.
Now that said I have recently leveled a warrior to 80, and OMG is it a refreshing break, faceroll easy mode.
Boy this post got long, but I have one more point to say. I believe the current ‘meta’ of melandru runes/lemongrass soup condition hate is a direct counter to engineer. Making one of the hardest to play professions even harder to play atm.
I agree with Sagramor, but I would go further and say that the heal from the bombs is also very little. If healing is what you really want to do, take the healing turret and get good at comboing all those blast finishers. Also if your going to be on the frontlines of a zerg you need protection injection and stabilized armor, because without any stability and only 1 stunbreak, your going to get chain stunned quite a bit (which is why I think engineers don’t belong on the front lines)
for condition build your missing a very important 5 points in firearms, this will get you ALOT of bleed stacks from flinging 3x grenades with each attack, also cleansing formual 409 is way more useful than blood injection, for switness elixer H and B may be enough or you can swap to medkit and drop a stim then switch back to elixer H if out of combat. For a condition build the condition damage is a little low as is toughness. I would definitly look at switching to some rabid gear. Also rune choices are decent, but getting overall boon duration is usually better, I believe its recommended to take 4x runes of altruism, and 2x monk or water.
In my opinion HGH condition nades is not good anymore in WvW, there have been changes to some of the best elixers (i.e. removal of stunbreak from elixer R, elixer S is basically a self daze), as well clogging up your utility bar with elixers in not very efficient use of all the tools the engi has access to. Also the meta has changed to directly counter it, any thief, mesmer, or necro will eat your boons for breakfast. And any other class will laugh as your conditions fall off from stacking -duration. All while you hit them for piddly direct damage.
Here’s what I’ve come up with recently:
http://gw2skills.net/editor/?fcQQFAUlspyaX3SdF87ICIF11dJ6xjRZT2HFs1DC-jgCBYLAkIAZPFRjtIcasVOBRxATfKp6XRWFDwbQZVGA9JA-e
This is a hybrid HGH/juggernaut build, I’ve only taken is to some high level dungeons/fractals. But it performs beautifully. Sadly I’ve come to the realization that Engineers can’t do good damage without might. So this build builds a ton of it, with a good team you’ll be overstacked on might. But thats ok cause you’ll be dishing out a lot of hurt.
For general advice on the flamer, don’t auto-attack with it, I know that sounds somewhat counter-intuitive. But that auto is just terrible DPS, sit in the kit to build might, but once the action starts you’ve got to rotate damaging skills (i.e. rifle jumpshot+blunderbus). Also immobilizing ontop of a Napalm, then acid bombing ontop of them after you’ve unloaded a burst is a good combo, builds more might and does good damage.
…
but real talk, how can you name a skill flame “Blast” and not make it a blast finisher lol they could add a condition like it has to end naturally(not detonate) for it to be a blast finisher …
The same could be said about the flamer #3 Air Blast.
Skill names on Engineer make no sense whatsoever, another example is pistol auto ‘Explosive Shot’. Does this skill work with any traits that add to ‘explosives’? The same could be said about the flamer #3 Air Blast.
In all reality a blast finisher might be asking for too much, making it a 100% projectile finisher would be nice, lay down the flame wall, throw the ball threw it to burn before exploding it
i do this often as well, and can confirm that the retal can be very deadly doing this. I’m not sure if it’s been nerfed, but I found it almost more effective to just use the #3 pushback to get the ppl off the rams. Coordinated with a push from others can down the rams very quickly, with minimal losses
Flamethrower can work with PVT as well, here is a build I’ve been cooking up recently
I just need to commit some gold to hoelbrak runes, I suppose it would work with melandru as well. But you can stack and maintain 10-15 stacks of might by yourself. Offer good CC and support, and shouldn’t be hitting like a wet noodle either. Condtions will fall off fast with 56% reduction or H-turret overcharge/superelixer. Also if you do get stunned it will proc protection and with stabilized armor thats -50% damage on top of 3k armor (while in flamer)
Just don’t auto attack with the flamethrower, you won’t be doing any damage (even in zerker gear)
Depends how kittened ppl are and how well they understand our class. Warrior see 40k damage by 100b and think he is king of damage because one BIIIIG number. Engineer can do the same with more skills but in same time. With right build, mightstack and vulnerability (witch you always have in zerk runs) you can unload in one rotation 90k damage in 6-7s. No delay between rotations.
I have been kicked from many a group because of engi hate before, and I haven’t done any damage calculations, but what rotation/gear can get you 90k damage?
the trait sounds good on paper but has really limited uses IMO. Only a rifle could take advantage of it. And sitting duck would almost be a must for this. Could fit into a static discharge build too, since the +% damage only works when you have rifle out. But in the current meta of extreme condition cleansing and -duration it may not work out too well
Power Shoes is what your looking for. I agree with everything said here. Usually PI>PS, but I would be curious to know if PS triggers before or after you take damage from the crit that triggers it.
Also on a somewhat different subject, I’ve seen engi’s brag that they have 100% uptime on protection. But I haven’t been able to figure this one out.
Speedy kits is the answer. Another item you may want to consider: Rocket Boots. You can get pretty insane mobility out of those + swiftness. Use them while under the influence of a speed buff for maximum effectiveness.
rocket boots is where its at bruh. Nothing beats em in mobility. As for all engi traits, its kinda the unspoken design philosophy that all ours traits are weaker versions of other professions. (I.E. the new implementation of Leg Mods vs Dogged March
i agree you need some survivability in there, ive been running with a static discharge build with zerker armor and cavalier trinkets mixed in. Rocket boots man, that where its at, I really can’t give em up now from the change. You can chase ppl or run away. WvW is all about mobility especially with a small group. I would suggest trying things out, be an engineer and experiment. I will say that the toolkit is boss tho, high damage, cripple, block and pull you really can’t ask for more in a kit.
I would aim for having armor around 2300 with like 18k health. You can run zerkers if you like, but realize your going to die a lot
i feel ya, I just beat him using a rejuvination booster, and banner buffs on my warrior. Still had to get extremely lucky.
Just thought I’d bump this thread (which should be stickied) for all the new engi’s looking for help on builds. I.E. DON’T USE TURRETS
Cleansing Burst gives a 3 second water field. And as others have said it only triggers on the next turret attack. Which is every 3 seconds, that’s why people spam the ‘6’ key to get the overcharge on the first ‘attack’ of the turret. You can tell it triggered if the turret spews water and there’s a combo field around it (little tan puzzle pieces floating from ground).
I have been practicing using Regenerating Mist for the combo field, and its tough, but doable. I generally use shield 4 or elixir gun 4 to trigger it, or time it with B.o.B. if the turret is on cooldown. All of those skills will generally get you out of harms way, so why not try to get some healing at the same time?
Zerker’s can work just fine with or without static discharge. Toolkit scales very well with power (because its our only melee weapon). Flamer scales terribly (just the auto attack).
Grenades scale decently, bombs scale better, both can be difficult to land on the opponent. I wouldn’t knock grenades until you try em, honestly the only time I use the auto-attack is to pull mobs from 1500 range, or to stack vulnerablility on bosses, or scare ppl away from the edge of a tower in WvW. I’ve been Engi main since beta, and I keep coming back to nades because there so kitten useful. You can trait them for direct or condition damage very well. I’ve tried just about every possible build for engineer and nothing beats grenade kit for usefulness.
That being said, a set of Rabid gear for conditions, and Zerker’s (with some knight or cavaliers thrown in) for power builds is a good place to start. Of course building for boon or might duration can also work well either way. Boon management is a part of being an engi.
http://gw2buildcraft.com/calculator/engineer/?2.0|4.1g.h1h|0.0.0.0.0.0|1g.a7.1g.a7.1g.a7.1g.a7.1g.71i.1g.71i|2v.0.21k.0.31k.0.1i.67.1i.67.1i.67|u5ab.a5.0.0.u68c|39.1|2d.2f.2x.2p.0|e
This is a power build I’ve been running recently, the gear works well in a standard static discharge build too
They made Acidic Elixirs work with Toss Elixir U. Thats a good sign i guess.
Now if only the trait itself would be any useful…
Only possibility to make the throwing useful, is if they also create a combo fields.
Or better yet they could make them finishers.
With HGH that may be a bit OP tho, I mean 12 stacks of might to 5 ppl for 3 skills and a combo field is OP for Engi’s right? It’s not like another class gets 1 skill to do the same thing =P
I’m not sure I could be called a ‘professional engineer’ but I will say if your using turrets just for blast finishers, there are WAY better options. Throw Mine comes to mind immediately as an awesome one with a low CD, also Big ‘Ol Bomb is the grandaddy of all blast finishers, http://wiki.guildwars2.com/wiki/Blast_finisher
You could do Rocket Boots too as its also a stun break, acid bomb works well too, just be careful of where your aiming.
The shield has an excellent block+blast finisher too. I will give the OK to thumper turret tho as it had 3 blast finishers in 1 utility slot (the overcharge counts but the tooltip doesn’t say so, also you must have an enemy nearby for it to go off)
I really hope you enjoy your engineer, congrats on reaching 80, now the real grind kicks in =P
P.S. I personally HATE self-regulating defenses, because it will interrupt your heal and put it on full CD without the effect. Also I believe you still take condition damage while tiny, since the Elixir S nerf its basically become a self inflicted daze/stunbreak.
I do appreciate the bug fixes to the traits working together logically (i.e. turret explosions)
But what about our Pistol auto attack Explosive Shot?
would it really be overpowered to use these same traits? Or to give the bleed from it to the AoE damage part of it, maybe thats a little much.
But I definitly think adding 10% dmg and vulnerability stacks (through traits) would open up some more diversity, especially to P/S builds
Thought I’d throw in that the Thumper turret has 3 blast finishers build into it, Although on a long cooldown I’ve used it somewhat effectively in dungeons, as it also can perma-cripple enemys
http://gw2buildcraft.com/calculator/engineer/?2.0|4.1g.h1h|0.0.0.0.0.0|1g.a7.1g.a7.1g.a7.1g.a7.1g.71i.1g.71i|2v.0.2s.0.2v.0.1i.67.1i.67.1i.67|u5ab.a5.0.0.u68c|2e.7|2d.2f.2x.2p.30|e
This is what I’ve been running lately after doing conditions I got really tired of my explosions not doing any strait damage. I sacrificed some precision/power for toughness with the cavaliers trinkets. But with good fury uptime this is mitigated. Does have weakness to conditions, but I can usually put so much pressure conditions won’t have time to kill you before the other person is down.
>100% crit damage is insane, throw wrench hits fo 5k+ jump shot for 7k+ prybar can hit for the same. That,s not even including grenades, which I mostly only use for the toolbelt and stacking vuln.
decent build, although why apothecary? healing scales terribly and your damage will be even worse, oh and backpack regen doesn’t scale at all with heal power. The only reason to go that deep in Alchemy is if your stacking boons. If you want to keep the Heal Power I would go with Elixir gun instead of bomb kit, super elixir scales decently, and you get a nice long regen (which can be used while stunned). The E-gun pumps out conditions nicely too. Last thing I’ll mention is take a second pistol, the extra burn and immob/cripple just goes with the theme of your build
only thing you can really do is run with swiftness and port back as soon as possible. Use freeze nade, supply crate, or box of nails to try and slow em down as much as possible. Also I’ve used the acid leap from elixir gun to some marginal success, as its our only reliable movement skill
From outside the engi community we did have our day in the sun. It was called 100nades. And the supposed ‘balancing’ of it was definitly ‘whack-a-mole’ esque
I was just theorycrafting a new build for healing and support. Very similiar to yours
http://gw2skills.net/editor/?fcAQJAqelIq6ZX3SZF1LJRoHF2wqFki6XXRF0/nCyF-jUyAoNQ8GA1Ak2AkFLiGb1tIasqGMtKRUt/oIa1CB8dBA-w
I moved 10 trait points out of explosives into alchemy and since the minor gives you a free elixir B I replaced that with the thumper turret for some extra blast finishers.
I went with power based build because the traits Performance Enhancement and Energized armor give you a decent amount of Power. Also I wanted to stack precision for proc’s and more damage. Not to mention the basic bomb and Acid Bomb scale exceptionally well with power.
Anyway the healing should be phenominal, with AoE burst healing maxxing out at about 16k in ideal conditions, on top of excellent regen ticks and bombs healing for ~300/sec . Hopefully the damage isn’t terrible either.
Most (if not ALL) the support comes in the form of blast combo-finishers, there are 7 total, with combo fields that’s an extra ~10k healing, ~15 stacks of might, ~10 seconds of stealth, ~15 seconds of retaliation. Just not at the same time.
Anywho, I’m seriously thinking of putting this build together, anybody know a NA server with an cleared temple of Lyssa so I can go blow a buttload of karma on Magi Trinkets?
Thanks to all. My last unanswered problem is the on concerning the X trait in Alchemy: what does that mean?
it removes one condition when you drink an elixer, and removes one condition from everyone you hit with the toss elixir toolbelt including yourself
i get harrassed by thieves all the kittening time, if your running Elixir gun you can use acid bomb to quickly switch direction for an escape. And if you take kit refinement with it you can immob them at the same time. But yea I wouldn’t take them on solo, run to some NPC’s or some friendlys
All true. But there are a number of procs that can be triggered on-heal. In the case of the medkit, that means every time we swap to the kit. So the proc is limited only by the sigil/trait/rune’s own ICD. This gives the medkit another strength in my book.
I take the Enhanced Performance trait, which procs 3 stacks of might every time I heal, on a 10s ICD. In conjunction with Juggernaut, that let’s me stack might very effectively without having to trait 30 into Alchemy for HGH. [Healing Turret with its new reduced CDs can do this quite effectively too now.]
I’ve taken it further with the might stacking, I was so tired of chugging elixirs but am also addicted to might. So with Enhanced Performance, 2x Rune of Altruism, and sigil of Battle. Thats 9x might for swapping to medkit and out, which I do all the time anyway for swiftness and vigor. With 65% boon duration I can stack up a permanant 18 stacks of might by myself very quickly without Juggernaut (I like grenades). It doesn’t work that well with juggernaut because you have to constantly swap kits.
Ah but Phineas burning scales best with condition damage out of all the conditions
Great Job! very complete picture. This just confirms that med kit is the best heal you can take, especially if you have points in tools, along with Inertial Converter and procc’ing on heal abilities its hard to beat
I’ve only read about 50% of the reply’s, but I thought I’d point out the fact that hip shot is a ‘piercing’ shot. In RL terms this would mean either a very high velocity large round i.e. a 50 cal sniper bullet, OR could be interpereted to mean a spread shot like a blunderbuss/shotgun.
I for one am fine with the animation, EXCEPT for the fact that it blows my trenchcoat up like I’m freaking Marilyn Monroe.
I think a simple solution would be to add more blunderbuss skins. (AND NOT ones that shoot confetti!)
For general use I would definitly say grenades are the way to go, but you must take the Grenadier trait for them to be used correctly.
http://gw2skills.net/editor/?fcUQFAUl0piYX3ShF1LJyoCdGIF6lfJqQ+95Bb1WQIA-jgyAoLAiAQ2jIjN9BVzKiGriBTZCoOXUt3AwfwoVDA-e
I fixed up your traits there and left everything else the same. Grenade/E-gun is a very effective combo, I’ve switched back to it recently and love it. I would really switch the runes up tho. Centaur runes are redundant with the speedy kits trait.
Most elixer builds today play off the HGH trait and boon duration to stack up a ton of might to make up for the overall lack of damage our weapons put out, but this also means filling your utilities with Elixers. I prefer kits tho and have come up with a way to stack might without elixers.
I used to run a grenade/E-gun build that worked amazingly well. Both kits stack conditions so you don’t have to use pistols for conditions. I’m really thinking of switching back to it after the confusion WvW nerf.
http://gw2skills.net/editor/?fcAQFAUl0piYX3y3F1LJy4DdGoC6l4D53nHsVaBhA-jkyAIMAqCQKcIr5wIWNLiGr6GTbmYFMqOOQOkEDA-w
This is an idea of what I would do with it, works best at long range as with rifled barrels both e-gun and rifle autos are 1200 and grenades are 1500, only close the gap if your target is CC’d to finish them or hit em with blunderbuss/fumigate. You can really pick anything for the 3rd utility, I chose the boots cause they’re the fastest cooldown stunbreak ,give access to burning outside of Incendiary powder, and creates distance from target.
To stay on topic I would definitly take sitting duck to go with the kit refinement imobilizes, also I would try coated bullets, it makes the pistol autos pierce and with each hit it causes and aoe explosion, so in zerg fights you will see a ton of white numbers. Also if you keep HGH (which would’nt be a bad idea) I would go with cleansing 409 instead of deadly mixture, and change the runes to +duration (i like 4x altruism and 2xwater, but any combo of might or boon duration would work)
(edited by Linc.6834)
Nice build, good synergies. I was thoerycrafting a build today to max out might stacks without HGH. So I’ll share it here http://gw2skills.net/editor/?fcAQFAUl0pyaX3ShF17ICoH1XddXiUkfN2HFs1DC-j0CBYLAkIAJQFRjtIcIaVXhVvATXKx6WoKXQqXAeDLrGA-w
with an omnom cream form +20% boon duration you can get max stacks of might. Just have to stay in FT most of the time and switchout for support or control abilitys.
I really enjoy the SD glass cannon build. I have noticed as far as Badge farming it returns many more badges then my current P/P condition build, but alas the SD build has lower survivability and worse return in 1v1 and 1v2+.
I want to try and find a more balanced SD build that offers better survivability and moderate decrease to the burst dmg.
Substitue Zerker gear with Soldier’s untill you find the balance you like, and while its kind of against the question in this thread the toolkit synergizes extremely well with static discharge, as box of nails and the block give you that survivability.
Non-kit builds are difficult because it really limits how many skills have, you must focus on the mainhand weapon, making firearms almost a must. For example in rifle builds I like to take 20 pts for hair trigger and rifle mod as a base.
But imo the only non-kit options are HGH elixir faceroll P/P conditions. Or Tanky Turrets with P/S. Your could do Static discharge without toolkit, but I feel it would be hampering the potential of the build. In fact I guess all three of these types of builds would benefit from a kit.
Elixir R is your stun breaker, so running without a stunbreak can be dangerous, but that’s your call. Also remember that toss Elixer R can remove a condition (and i believe will remove one each pulse, but im not sure) also super elixer from the E-gun will remove one. And if you get a projectile finisher on the light field (from pistol or egun auto) it will remove a condition on you or allies near your target.
I agree with Kardiamond, if your expecting conditions go for 409, but backpack regen or self-regulating defenses or even fast acting elixirs would be a better choice to me. I don’t think I’d give but those 10 pts in alchemy for incendiary powder as that minor trait gives you a good boost once you get some boons rolling.
One thing you might try out is going with rifle for the CC or sheild for blocks and the pushback/daze. You’ll probly only switch to non kit weapons for these utility abilitys anyway.
Lmao I have honesty had the most fun in this game when I switched to masks HGH pistols build (massive props BTW). I love it when I get singled out and chased by 20-30 ppl because I’ve killed them all over the map in 1s and 2s
I don’t really think it’ll happen, but I would like to see the mechanics of confusion changed. Instead of stacking in intensity it should be a base damage that removes a stack for every skill you use while you have it on you. This limits the amount of damage it does while still making it viable in a condition spec’d built. The same should be done for retaliation.
Still trying to figure out what jewelry is the best to use with this build. ATM I am running rabid, nothing else looks worth it atm.
While I haven’t tried it I would think it might be worth trying Valkyrie jewelry. With a rifle or P/S. You would keep same toughness and lose precision, but with fury from Elixir B and 30 in firearms should still be critting. Switching from conditions to power/crit may be a big change in playstyle though