2. Utilities
Heal
Given that the elixir is untraited, it is generally a poor choice, with far more utility and survivability provided by the other two options. I won’t be considering it for the purposes of this discussion
Med Kit
A heal on the toolbelt, 3 dropped bandages and one condition clear every 15 seconds.
Healing Turret
The healing turret has two water fields, provides regeneration, and the ability to clear two conditions every 15 seconds. The detonation is a blast finisher.
For me, the med kit would be the better choice if I was speccing further into the tools line, due to the 15 point minor traits in tools and the reduced recharge on the toolbelt heal. The 15 point minor in inventions, which I currently take, is useless with the kit.
Personally, I find the med kit too fiddly to use, as you spend far too long in it to maximise the healing potential, distracting you from other cooldowns which are already quite difficult to manage.
I also find the water field on the healing turret very valuable. However, I’d love to hear if anyone has used a 20 points in the tools line build instead and taken packaged stimulants instead, which increases the healing from bandages and reduces the cooldown on the amulet, while allowing them to be ground targeted. Its something I’m considering. Another important note is that the med kit heal is more susceptible to interrupts.
Slot Skills
Most of the choices here are going to be kits, which really require a longer guide to look at the usefulness of them. That’ll be in the next section of this guide. Here I’ll outline the choices for the build, what I use and why. It’s very important to get a good balance of skills to be able to deal with a variety of different classes, but I’d welcome discussion about this section particularly below. There are a lot of utilities that could be argued to be useful, so please bear with me!
Skills I’m going to rule out because of a lack of utility here are Grenade Kit, Rifle Turret, Flame Turret, Rocket Turret, Rocket Boots, Elixir U, Elixir B (stab duration not worth it imo), Personal Battering Ram, Utility Goggles (too long CD, toolbelt useless), Elixir R (too long CD on toolbelt, utility not that useful).
Leaving Elixir Gun, Tool Kit, Bomb Kit and Flamethrower as kits. Elixir S, Elixir C, Slick Shoes, Net Turret, Thumper Turret as other choices. If I were to discuss anymore, I’d be here all day.
I’ll leave the kit choices for the latter section of the guide, but I’ll discuss the other utilities here:
Elixir S seemingly has a lot of utility. A stun break, a stealth, invulnerability. There is a huge problem though in that stealth and invulners prevent point capture. For me this is not a viable choice.
Elixir C is an excellent choice for dealing with condition classes. The ability to have a safeguard once you drop below 25% health and auto immune response activates is truly excellent. The combination of the two make you unkillable by condi classes if you use them correctly.
While the net turret has its uses, it actually does little for survivability once the point is capped. I currently mostly take Flamethrower and the Rifle, which provide more than enough knockbacks for capping the point without the immobis here. The same follows for slick shoes, useful, but not useful enough, despite the stun breaker.
The thumper turret though has more utility with a blast finish/stunbreak/insta stability combo on the toolbelt. This is definitely an option worth looking at.
Elite Skill
There are two choices here, the supply crate or Elixir X. The supply crate is undoubtedly better for survivability, but Elixir X offers stability regardless of the transformation and is your best chance of neutralising a point with multiple enemies on it. Both choices are viable to some extent, but the clutch neutralises offered by Elixir X make it the best choice in my book. Again, if taking packaged stimulants the sustain from supply crate might offer a lot more, worth a try!
(edited by jonnis.2946)