Elixir Gun:
- (Healing Mist: Stunbreak and a bit of healing. You can use this to break the Self KB of Overcharged Shot to speed up a spike rotation at the cost of well, your only stunbreak.)
- Tranquilizer Dart: Will see little use in this build. Less damage than Hip Shot, no pierce. Can be useful against power builds but those will most likely run with -duration food and this build has no +duration so weaknes will probably fade before they hit you. To put it simply: go for the damage, unless you really really need a fraction of a second weaknes on a foe.
- Elixir F: Personally I rarely use it. It’s flight quality is quite lacking thus the hit rate is low. Can be useful for the criple.
- Fumigate: Use this for damage “through” walls, to proc sigils (high hit rate), to poison heals or removing conditions from allies in XvsX.
- Acid Bomb: Mobility, damage and blast finisher. Try to utilise more than one of these at one time. Cancel the jump shortly before landing to get back to running more smoothly. Bind turn around to a key, I have it on X. So you can X – Jump to move “forward”. Also useable to jump over gaps.
- Super Elixir: Cond remove, a bit healing and light field. Hit enemies near you with one of your projectile finishers for more condition remove!
Supply Crate:
When things go wrong or you want to add a little more CC to a CC chain. Destroyed Turrets will also deal damage and knockback, so throwing this in a bigger group can be quite disruptive. In small encounters try to pick up the medipacks when you’re low and place yourself next to a turret when the enemy is a cleaving melee attacker. Mind that thieves can use these turrets for CnD-ing.
Traits
Explosives: 2
- (Evasive Powder Keg): Can do some nice damage when you dodge in melee.
- Accelerant-Packed Turrets: This makes Rifle as well as Healing turret quite dangerous to be around for enemies. The damage is solid, mind it can’t crit but also will not counter attacks on yourself. The KB is amazing for kiting melees or chaining a CC with Magnet.
Firearms: 2
- (Sharpshooter): Can add a little damage but isn’t really worth mentioning in a power build
- Hair trigger: CD reduction for rifle.
Inventions: 4
- (Low Health Response System): Not a essential part of the build, but when you get a heal with Automated Medical Response off this will add some more healing over time.
- Energized Armor: More damage – universally useful. You might want to swap this with Stabilized Armor, Claoking Device or Protective Shield depending on the situation.
- (Automated Medical Response): Strong but situational and difficult / impossible to make use of in some situations. You basically have to know that you’re going to go low because you won’t have much HP left when this triggers. Be ready to stunbreak and immediately cast HT when your health drops.
- Power Shoes: Speeeeeeeed.
Alchemy: 0
- -
Tools: 6
- (Adrenaline Pump): Usually doesn’t get much attention but it’s a nice endurance generator that works “backstage”.
- Static Discharge: Static Discharge. It fires a bouncing bolt to your target when you use a targeted toolbelt skill. Other toolbelt skills (like Detonate Turret) will fire a bolt towards the center of the screen/in the direction your character is facing.
- (Inertial Converter): Reloads TB skills. Goes hand in hand with Automated Medical Response when you go low during a stun.
- Power Wrench: Less CD on Tool Kit skills plus a criple on Throw Wrench and the Smack-Chain. However, don’t try to heal your turrets. I know you love them but you have to let them go.
- (Enduring Damage): Adds some damage sometimes. Won’t be active long in intense fights but it’s always good for a strong opening strike.
- Adrenal Implant: for more dodging.
Runes & Sigils
- Runes: Runes of the Pack. They have a good amount of offensive stats (main power +125 prec) and will add a moderate Fury uptime which this build lacks otherwise. Undeniable strength runes would be strong too, but having no base boon duration and prefering other sigils makes me stick with Pack (and also the price). So… For the pack! You also get that howling wolf on proc. He’ll strike fear into the hearts of your enemies.
- Sigils: I run Air and Blood at the moment. They add good dps and some sustain. You can also get a Rifle with Purity+Generosity against cond users, Fire+Hydromancy/Force/Geomancer for camp capping or something differently mixed. The patch is still new and my choice is just based on my intuition.
(edited by Silinsar.6298)