(edited by Red Renegade.3824)
Engineer Shield Turret - It Deflects!
I agree that a turret like that would make the engineer more versitile and dynamic. Since it´s still breakable and doesn´t actually reflect the attacks it doesn´t seem unbalanced. I support the idea.
I really like this idea, especially if the overcharge of the turret would block enemies like the Guard wall.
it would push them out on activation, yes. but to prevent it from being an op mix of sanctuary and shield of absorbtion, it would only do the initial push. then they can enter again.
(edited by Red Renegade.3824)
I am really fond of this idea . [Hope] that Anet notices this thread . FOR ENGINEERS !!!
Glad you could agree with me
There is already an elixir that does that job.
It’s only problem is that in typical RNG fashion, you can never know if it will reflect or just block incoming ranged attacks. And obliviously it has a small cool-down.
I would rather see a buff on the rest of the turrets to become a useful build. Most of them become useless once you reach the end level and start getting dressed in good items.
well we are talking a dome rather than a wall here, something that allows for protection from all sides, but can be disrupted. also, a brand new type of projectile block that sends projectiles in a random direction
I think the elixirs should be replaced with gadgets and the like. Engineers focus on tech, not magic potions.
This turret is a great idea all on its own, I freakin love it. Then Kite said we already have an magic potion that creates a wall. This would be the perfect replacement.
The toolbelt skill could create a wall rather than a dome. minus the RNG the magic potion has.
I would like to remind you that our aim is not to replace, but to add on more. as for the elixirs, i don’t think they should be removed, as they are alchemical and not magical, however, the shield turret would remove the use of the elixir with a wall, but it has some good replacements that would fit better to the potion’s theme anyway.
Time to kick this thread to the top again.
Turret doesn’t die unless melee’ed and reflects all ranged attacks? So… 100% reflect uptime on ranged enemies… Ya, that wouldn’t break anything.
Or they could sharply reduce the shield cooldowns, as right now its best use is for punting people off cliffs (and you can’t do that to mobs).
I would like to explain again. The turret would be designed to hold in the majority of a party, so about the radius of guardians shield of absorption radius. however, the shield will not Reflect, with an R, but an entirely new concept Deflect, with a D, that simply bends off projectiles in any direction outside the dome randomly, most likely in a 180-250 degree angle, so about 1/250 chance to return to the owner directly, but once again it depends on how close they are when it comes back, as of course they would cover more of the dome the closer they get. cooldowns on the overcharge would be significantly balanced, as well as the turret armor.
Still completely trivializes any ranged content by using only 1 skill. Is this secretly a TAFU thread? The more balanced duration effect you’re looking for would be Toss Elixir U. Smoke screen destroys projectiles, wall of reflection reflects them.
(edited by Player Character.9467)
I would assume that if you are inside the “shield” area, even if using ranged weapons, you would still be able to destroy said turret.
it would push them out on activation, yes. but to prevent it from being an op mix of sanctuary and shield of absorbtion, it would only do the initial push. then they can enter again.
Maybe instead of that, the secondary ability of the turret (F1) could be to overcharge it. Knocking back and doing damage based on how close to the initial blast enemies were?
My idea compilation thread:
https://forum-en.gw2archive.eu/forum/game/suggestions/Seven-ideas-in-one-post/first#post3038023
it would push them out on activation, yes. but to prevent it from being an op mix of sanctuary and shield of absorbtion, it would only do the initial push. then they can enter again.
Maybe instead of that, the secondary ability of the turret (F1) could be to overcharge it. Knocking back and doing damage based on how close to the initial blast enemies were?
well a turret that already blocks ranged damage shouldn’t give damage back, unless of course it’s when it deflects projectiles and it randomly hits someone. point at the end is a turret that can protect from all angles, but when destroyed has a large cooldown, therefore making it a solution for problems right there and then, rather than a combat strategy all in itself.
i can see how ppl would abuse this in pvp so im pretty sure it wont be done
i disagree, it would only cause a new situation for ingenious players to solve. i know for a fact that people like the challenge of beating the unbeatable through genious solutions. simply put, it would only give more for those people, as well as more to the turret engineer builds.