Note: This is a fun PvP spec. It is not intended for highly competitive play (tournaments, dungeons). If you plan on using this build in those venues, please make sure your party/team members are okay with it.
This build uses Juggernaut, HGH, and the newly updated Strength runes and sigils to maintain 20+ stacks of might in battle, while keeping ~22k health and 2.5k toughness. This allows for strong burst with Flame Blast and rifle, while constantly reapplying heavy burn as well.
The last two points can be placed in either Firearms to take Rifle Mod and increase burst damage, or explosives for bomb on dodge and Acidic Elixirs.
Key Traits:
HGH, Fast-Acting Elixirs, and Juggernaut for might stacking (plus defense from Juggernaut)
Fireforged Trigger, Deadly Mixture for the reduced cooldown and increased damage on Flame Blast
Speedy Kits for speed (if you feel the need for more defense, you can move your two optional trait points and the 2 points from tools into Inventions, and take Stabilized Armor and Power Shoes. This is both less damage and less speed, though.)
Key Skills:
Flamethrower (duh)
Elixir B- This skill is important because the fury it gives you will significantly help your first burst. Try to use this skill just before engaging enemies. Also great for might.
Elixir C- The condition cleanses are vital when facing condition heavy builds. Very useful for getting out of immobilize as well.
Supply Crate: Simply our best elite.
On your healing skill: You can choose either Elixir H or Healing Turret and be effective either way. H helps with might stacking and can give you some nice defensive boons sometimes, but Healing Turret provides a double condi cleanse and either a lower cooldown or a burst heal/might/whatever if you blast it.
In general you’ll want to use Flame Blast off cooldown and detonate it just after it hits your target for great damage, then autoattack in flamethrower for the burning. You should use Air Blast and Net Shot to facilitate your main burst, which should include Flame Blast, Blunderbuss, and Jump Shot. Overcharged shot is nice as well. Use Smoke Vent to stop enemies from CC’ing you or your allies when you stomp.
Variants:
Pistol/Shield instead of Rifle. This set brings more condi pressure and defense at the cost of burst damage. Static Shot can be useful in facilitating stomps by your allies, though, and both shield skills can be used to prevent enemies from ressing, or interrupt their heals.
Pros:
- High mixed damage
- Easy decaps
- Decent survivability
Cons:
- No stunbreaks. You will die to stunlocks or fear chains.
- Easily killed by enemies that can deal good damage while kiting. Bow rangers, mainhand pistol thieves, and PU mesmers can be a serious problem.
Thoughts?
If you’re stacking more than 9 might for your group regularly, or you find yourself below 90% health often, take strength runes.
Move 10 of your points from tools to firearms and take Modified Ammunition. You can switch out Static Discharge for Speedy Kits whenever you need to skip if your team isn’t providing swiftness already. Or if you’re lazy, just leave speedy kits on. Either way, you’ll be at higher damage because of modified ammunition and target the maimed. Switch out that sigil of intelligence to a sigil of the night, and carry an alternative around with you for day dungeons/fractals. Take Explosive Powder over Short Fuse— the shorter cooldowns on shrapnel/freeze grenades aren’t worth taking over the 10% damage boost. You may want to look into getting an ascended rifle, as kits now scale based on weapon rarity.
Ouch.
Great, now I feel like the scum of the earth for doing both dungeons and tpvp. Ah well.
8 characters, 7 80’s, 0 map completions.
I can’t justify spending 30 in explosives for it. There are too many great +damage traits in tools and firearms— not to mention the extra cit chance/damage. A slightly faster burst vs 10% rifle damage and/or 10% damage with full endurance… I know which I’ll be using.
@sins
good job with reading only half of my post.
I come to the same conclusion like you.@Miltek
same as Sins.
I already displayed that the dps on the auto is very low, it’s the function as group-buffer via ET that makes this build viable. The FT is just the logical choice since deadly mixtures is on its way.
My fault was with your calculation of DPS for flamethrower. You can’t use all your burst skills off cooldown and still use FT autoattack at the same time(excluding surprise shot). The rest of my post was a response to the topic in general. Sorry if that wasn’t clear.
I prefer Melandru runes when I bunker— conditions can be a serious problem as an engi, even with HT, elixir gun and transmute. Also, settler’s amulet over cleric’s, but this may be because I usually end up bunkering home. 1v1s will go on forever with cleric’s, but with settler’s you can get a good confusion spike with prybar/concussion bomb/static shot, along with burning from fire bomb (tip: use throw wrench through fire bomb for more burning), and poison pressure from pistol. I also take Power Shoes over Reinforced Shield, but you don’t need to if you have someone to give you swiftness before the match starts, or if you’re taking med kit.
DMG:
Flamejet: 3.5-6k per autohit (1.75-3k dps)
Flameblast: 5-10k (1.5-3k on direct hit / 3.5-7k on blast) (1.25-2.5k dps)
Blunderbus: 3-6k (300-600 dps)
Jumping Shot: 6-12k (1.5-3k on intial hit / 4.5-9k on landing) (300-600 dps)
Static discharge: 1.5-3k per hit / 2hits per target max (since the different cd’s of the toolbelt skills its dps is hard to determine, but lets overdo it a bit so nobody can complain about too low dps from it: 2x rifle cd: 300-600 dpsTogether that are 7.3k dps, given that most of this stuff crits, which is a valid expectation, based on 43% base crit-chance + perma-fury.
You’re calculating dps wrong. All those skills (minus some toolbelt/SD procs) have cast times and aftercasts. Any 30/30/0/0/10 build can use the same rifle/SD bursts you can, so the only difference is in autoattacks and flameblast. Grenade builds use shrapnel grenade and freeze grenade as well on cooldown, which have higher coefficients as well. In a comparison of autoattacks, flamethrower will always lose— its skill coefficient is just too low. It also has a maximum of 3 targets versus 5 on bomb kit and for every grenade. Either the coefficient needs to be raised or the channel length needs to be adjusted to make flamethrower worth using in PvE.
I just ran Hall of the waves
I, uhh, you… nevermind.
I want to play the race that includes the most exclamation points and question marks in its name.
Bank, mystic forge.
This seems like a good excuse to direct everyone to this little gem of a webpage. The original log-in screen may be long gone, but it will never be forgotten.
Nice. Does it go through the whole sequence?
The old login screen/launcher was beautiful, with amazing music. After ANet moved to the new launcher, you could access this login screen with the -useoldlauncher command line argument, but this option was removed in August of 2012. Please bring back this option.
That moment when people actually think warriors out-dps eles.
It’s not that bad, honestly. Flesh Golem charge clears pretty much every burrow and wells / dagger AA do a number on them too.
This, really. The hardest part is targeting the last couple burrows on p1 under the mass of gravelings that have already spawned.
My experience with 5 necro AC wasn’t exactly great… waited 9-10 mins for group to fill (my guild is inactive =\), and got 4 guys running signet of the locust. Yeahh… pretty sure they were all condi builds besides me as well. Which was not fun for burrows. Got it finished and left after p1. This was a few weeks back, so no vid for you guys, sorry. If anyone else wants to give it a go, hit me up in-game. (I’m in NA)
Edit: removed a redundant statement
(edited by Sins.4782)
In a game advertised as having horizontal progression, cosmetics driven end-game, charges to change your looks do not belong. If ANet truly wishes to have a cosmetics end-game, they should not implement these charges. There are other ways to make money off of gems, as shown by the prevalence of musical instruments, infinite use gathering tools, and toys/outfits/etc. I would prefer they focus their efforts there.
Let’s see… 2 condi cleanse every 15s (20s if detonated), regen, water field which can be blasted multiple times for burst heal, includes own blast finisher— can be used to blast fire/smoke/light/whatever fields if you need those effects as well, has a low cast time, can be used to knockback enemies if traited… what more do you want from a heal? Perma prot/aegis? Seriously. Healing Turret is one of the best heals in the game.
This thread is hilarious. I should have made popcorn.
I for one fully support ANet’s decision to implement the human instrumentality program.
Ordered from best to worst.
Best tier (100% stomp avoidance-ish):
Thief – Shadow Escape allows movement to safe(er) areas, capture points, and stomp avoidance. Stealth Bomb provides stomp avoidance, but it will probably not come off cooldown if you are glassy. Prevents point capture contribution, but can be useful if a nearby enemy is about to die.
Ele – Vapor Form allows 100% stomp avoidance, but prevents point capture contribution. It can, however, be used to move onto a capture point or away to safety.
Mesmer: Deception allows great stomp avoidance, but prevents capture contribution and can move you into harm’s way. Phantasmal Rogue deals great damage.
Mid tier (AoE interrupt, can be aegis/blind/stability/invulnerability stomped):
Ranger: Thunderclap applies AoE daze. Lick Wounds can res, depending on pressure, if opponents are unable to stomp. Overpowered underwater.
Guardian: Wave of Light pushes enemies away from you. Symbol of Judgement provides decent damage, and can res if your enemies for whatever reason decide to leave you alone (who am I kidding, this will never happen).
Worst tier (single target interrupt, can be aegis/blind/stability/invuln stomped):
Engineer: Grapple line interrupts and pulls the target to you. This can be used to prevent a stomp on an ally, but puts you at risk of being stomped yourself. It can also be used to pull an enemy off a capture point. Booby Trap is an AoE knockback, but will not be off cooldown unless your enemies do not immediately attempt to stomp you, or wait/recover slowly from grapple line.
Warrior: Hammer Toss knocks down for 2s, with a 1s cast time. Interruptable. If enemies do not persist in attempting to stomp, vengeance can be used to finish off a foe and possibly rally. However, this prevents capture point contribution.
Necromancer: Fear fears an enemy away from you, dealing damage if traited, but has a long cast time and is interruptable. Enemies who do not watch their positioning may end up feared off a ledge. Can be used to move enemies off of capture points, or prevent stomps of allies as well. Fetid Ground provides AoE damage and poison.
Edit: Formatting
And what about PvP only skins like the masquerade armor?
(waits diligently for an answer)
I certainly hope so… I regret spending the last of my glory on tomes now.
Power (main stat), precision, toughness or Power, precision vitality.
Also, anything with 4 stats would be interesting, as long as it’s more evenly distributed than the asceneded amulet style.
(edited by Sins.4782)
Your crit chance is a little low. I would consider switching to foods/consumables which give precision. Also, with only Rocket Kick for reliable static discharge procs, you may be better off either taking Scope over SD, or moving 10 points from tools into Firearms. With 10 in firearms you can take infused precision, which, combined with invigorating speed, will give you perma-vigor. Depending on the fight, this could be both more damage and more survivability than what you have now.
Thumper Turret’s blast finishers have way too high a cooldown to be useful. Sure, it’s 3 blasts, but if you can only use those once every 3, 4, or 5 fights, another utility would be more useful.
I’m on Crystal Desert, and I got 8 pms today. Several people in ganderran fields were complaining about it too. My block list is growing rather quickly.
Ele variations are missing, including the 30/30/10/0/0 vuln stacking and 30/20/10/10/0 staff build. Guide here.
The first guardian link (to obal’s thread) includes the most up to date builds, but the third link is to the old 10/30/0/5/25 build, while it should be the new 20/25/0/0/25 build.
The ranger builds are up to date.
I don’t play mes/war/thief, so I can’t comment on those, but I feel like you should include the current engi & necro metas, despite the criticisms against the classes’ uses in dungeons, for those who choose to play them. The engineer meta is 30/30/0/x/x, thread here,, and the necro meta is split between a more PUG-friendly 20/25/0/0/25 ( guide here ) with higher fury uptime and the higher damage 30/25/0/0/15 ( vid here ).
I guess this means I can’t play 14/14/14/14/14 celestial builds anymore, darn.
I think the more interesting question is why he gives Ascalonian Tears from his bag of wondrous goods drop.
Is it called holy because it’s full of holes? Or are we supposed to worship it? I don’t understand. OP pls.
Starting at party composition, going over to common stack spots and ending with generally in-combat skipping and waiting.
My old duo p1 runs took 4-5 minutes, nowadays pugs need about 10+. Still, in the rare ocassion that Pepsi and I are up to some AC, we average times below 9-10 minutes.
Even the current record of 5 minutes and a bit can be beaten by at least 30 seconds.
Could you link a video or describe how your stacking/skipping strategies differ from most pugs? I know some spots are suboptimal, like stacking at the pillar at rumblus without FGS, and on top of the rubble in the tunnel after spider queen (wtf? are these guys planning on ranging or something?), but other than that I’m not sure what could be done to speed up runs significantly…
Viable != optimal. Currently, in PvE, bombs/grenades are optimal. Don’t expect to come close to the same sustained damage output without them. PvP and WvW are different beasts, however, and a properly played rifle/static discharge burst build can be very effective.
-cut-
Did you even read the OP?
If you’re having trouble running the 30/30/0/x/x meta build in full berserker’s, it’s fine to substitute in some knight’s or soldier’s gear until you’re used to it, then gradually change those pieces to berserker’s. That said, you shouldn’t have much trouble against trash mobs if you’re using your blinds correctly. Grenade 3 is a good opener for multiply non-champion enemies, and you can use smoke bomb for continual blinds. Static shot on pistol is also a blind, which bounces between 3 enemies.
For champions and above, where blinds are only 10% effective, you’ll have to learn to dodge large attacks, or block with shield 5, when necessary, as well as other situational means of damage mitigation. A lot of bosses are different, though, and if you don’t know a dungeon’s encounters yet, don’t expect to steamroll through them on your first try in full berserker’s.
Being able to mark down where important resource nodes are once found would be lovely.
I believe the maximum is 12 unique conditions for +24% damage, which you’ll only find on world bosses or champions being zerged down. It’s definitely an amazing trait for group content.
+1
Thanks, Allie. Always nice to find something other than the usual rank/glory and reward boxes.
19: Forums related to pvp are filled with positive, constructive comments.
isnt there a rune thatll do that for ya >.>
Superior Rune of the Sunless. I don’t think you can get them for sPvP though.
I think a 1.5-2s fear on using Elixir X would be appropriate. Who’s not going to run when you suddenly turn into a tornado?
Smoke bomb or flamethrower 5 for more decap-y specs are great for ensuring stomps. Stability is still a huge issue against decap engies and those weird knockback guardians, though. If a decap engi comes at your point when you’re playing bunker engi you might as well just leave.
But yeah, it feels like a completely different game when you compare tall norn/charr to small asuras. My latest 3 characters have all been minimum height because of the camera.