engineer turrets and dungeons

engineer turrets and dungeons

in Suggestions

Posted by: krixis.9538

krixis.9538

so after spending a few days trying out turrets in dungeons as 30-10-0-030 grenade engie i found it can be good and bad.

for example, i have ground target turrets so alot of fights i can pop them on ledges above a boss and they last the entire fight.

but in other fights i can deploy a turret 10-20 seconds after a fight starts to avoid “agro” and they would be killed seconds later by a ground target aoe e.g subject alphas dragon tooth (this is just 1 example of many bosses that do this)
and lvl 48 fractals is not a turret friendly place either

so a few ideas for DUNGEONS only as i do like the idea of turrets but in there current form where most encounters in dungeons are aoe heavy.

dungeons would include the following
story mode
explorable mode
fractals
living story dungeons

as not any one of these involve any pvp at all or have any link to pvp and would only affect turrets when inside a dungeon there is no need to comment on it being OP.
imagine if warrior banners took dmg from aoe / boss attacks how long would it take before anet gave them aoe immunity ?

1. turrets cause no threat when placed inside a dungeon and have AoE damage immunity ( DUNGEONS ONLY still take full aoe dmg in pvp / wvw)

2. turrets cause no threat and immune to all damage, this would stop turrets blowing them self up on reflect spells

3. turrets cause no threat and bosses do not target turrets with any spell or affect / ground target aoe (would only apply to dungeosn only)

considering i want to use turrets to complement my build and not have a build focused on turrets or any points spent in the inventions tree.
this would also make turrets viable for any build in DUNGEONS allowing them to be used with out any worry from being killed 5 seconds after deploying them even if using the ground target turret trait.

this would not work in open world PVE WVW or SPVP / TPVP. so cant be used for “botting” or unkillable turrets in any form of pvp.
so no need for any kind of “BUT ITS OP IN PVP”rubbish.
and the turrets could use the new target system

TLDR give turrets in PVE DUNGEONS AOE IMMUNITY / no threat so engineers can atleast use a core mechanic of the class in pve with out any change to pvp at all.
i know people will try and say its a bad idea and we have traits blah blah, well i dont want to use any traits in the inventions tree and i want to use turrets along side my build.

as would many other engineers in dungeons.

Desolation EU
Fractal lvl 80 – 126 AR

engineer turrets and dungeons

in Suggestions

Posted by: krixis.9538

krixis.9538

i would also like to use an example from another game and how they sorted the problem engineers in GW2 currently face. and i assure you its all relevent

a long time ago World of Warcraft came to life and they had a class called the Shaman.
the shamans mechanics was based around totems and these can be compared to turrets in gw2 as they do basicly work exactly the same.
example. the shaman would drop a fire totem and it would shoot fire balls at a target or a earth totem and it would root the target in place if it got very close to the totem.

so how is this relevent i hear you cry.

they are placed on the floor with 5 health and unable to move. they would be instantly killed by any aoe in game or any direct damage.

so how did blizzard fix this problem?
they gave the totems aoe immunity but they still took dmg from direct attacks. this was all good for pvp aspect but in pve when raids came this was still a problem.

so when the totems attacked a PVE NPC all threat generated by the totem was counted as the shamans threat and the totem itself removed from any threat tables in combat (they ofc can still agro a boss if placed in its agro range as it counts as the shaman)

its 2013 and we have a aoe heavy game that does not provide protection for fragile summons / pets / minions in dungeons where they dont live very long at all

Desolation EU
Fractal lvl 80 – 126 AR