I had a lot of fun with an earlier version of
this build which had Elixir U instead of Elixir Gun and 10 points into Precision for the 20% CD on Rifles along with the full 30 in Inventions for some more stats goodness and Cloaking Device. It was effective, very high survivability with adequate condition removal and enough Healing Power that I could eat a 100 Blades to the face and heal it off with health to spare. I'm not saying that's a good idea, I'm just saying it'll freak that Warrior right the hell out when you heal and wind up with more health than before his 100B. Elixir U gave me some nice burst and the random Toolbelt spells are always one of three Wall spells (Smoke Screen, Veil, the Reflect Wall) so not too bad but not reliable either. And the build, for me, was never about burst anyway so I dropped it. This newer build sacrifices a smidgen of survivability (last 5 points in Inventions) for more synergy. In theory, as I said, I only played the older one.
I call it the Rifle Guardian. Survive everything, buff allies and yourself, do okay damage. Every toolbelt skill is still an Elixir, meaning it'll proc Cleaning Formula. Not to mention Regeneration ticks for close to 300 Health on that build so don't underestimate a timely Healing Mist. Kit Refinement on switching to Elixir Gun drops a Super Elixir on a 20s CD, meaning you can keep it up permanently. I'm not sure, but I think 4 and 5 also trigger Elixir specific traits. At least, it says 'Elixir.' in the tooltip. Even so, Super Elixir with that much Healing Power is mmmmm. And Elixir Gun is just a good support kit overall.
Elixir H and B are pretty cookie cutter inclusions in any Elixir build, but they're just solid skills with the most synergy. The RNG element on Throw sucks, but we just gotta deal with it. Even so, more boons is more boons and that's great for Energy Conversion Matrix.
Elixir R can be changed out for anything, really. But the Throw Skill is just so godly, especially with the Inertial Converter minor trait. Self-res for the win. Still, in a pinch any of the other Elixirs can fill that slot. Elixir C for when you're up against very heavy Condition builds, for example.
Cleric's Amulet and Jewel for the Healing Power and Performance Enhancement means you don't lose out on Power too much (-190 compared to Soldier's, I mean, that's still a lot but close to 1800 Power isn't horrible either). The Elixir B Fury boon should help with damage regardless; 24% crit chance isn't great by any stretch of the imagination, and an extra 15% crit damage isn't either but you can pop the 13s Fury fairly regularly. I'd say around 40%ish uptime with just Drink B, Throw B is unreliable but it can only increase the uptime.
And Sigil of Superior Water is pretty terrible, probably best to change that to +5% damage. Although rumour has it Attunements and Kit Swapping will be regarded as weapon swapping for Sigil purposes, so who knows.
Runes, well, I just like Melandru. 25% shorter duration on Conditions and Stuns is quite nice. Like I said, the older build did fine in Hot Join, this one will probably do too, but then again, everything works in Hot Join. In tPvP, well, I don't know. I kinda doubt it, a Guardian can just do everything this build does but better so yeah. Still, I'll give it a whirl, and any comments are much appreciated.