Suggestion to make Turreteer viable/balanced
Also, since the tilde (`) key, which is normally swap weapon, is currently unused by our class, having it force all the turrets to attack your current target would be kinda nice =D
Bump for great justice!
I like that, though I’m guessing that if an Engineer spends the traits to have turrets auto-heal, that healing is stalled for as long as you would be holding (picking up) a turret?
As to the tilde (`) key, that’s one idea… but what if the person has no turrets out? Maybe having it serve a function to your Belt would be a more sound suggestion, since no matter what, that Belt is in use by the Engineer (their one constant). Refresh all Belt abilities but double their cooldown?
Use a Elixir build instead. Turrets were made to be stationary.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The tilde key is used to instantly drop whatever kit you’re using and go back to the primary weapon, I’d prefer to keep it that way rather than having to hit the kit again to switch out.