Indepth Turret Guide, by Far Shiverpeaks.

Indepth Turret Guide, by Far Shiverpeaks.

in Tequatl Rising

Posted by: pzyonix.1645

pzyonix.1645

Indepth Guide on using turrets vs Tequatl.
Written with input from various turreteers of the Far Shiverpeaks server.

You should be a guardian on a turret and nothing else. A warrior may take over your role if not enough guardians present. But by all means NEVER EVER get on a turret if you are medium or light armor!

Gear, skills and traits:

PVT armor, PVH trinkets (preferably)
2 monk, 2 water, 2 traveler runes.
Chocolate Omnomberry Cream consumable

Signet of Resolve
Signet of Judgment
Signet of Mercy
The passive effects of these signets stay in effect when you are on the turret.

Valor 20
Honor 30
Virtues 20

Must have traits: Strength in Numbers, Battle Presence, Absolute Resolution. These provide survival for yourself and your defenders, passively. The rest is as good as useless.

NOTE: IF YOU GET ON A TURRET YOU NEVER LEAVE IT DURING THE WHOLE EVENT.

Preparation:
Team up with the other 2 turreteers on your side and nobody else.
When the fight starts put a target on Tequatl and refresh it at the beginning of each phase. The important reason for this is that tilting your camera may cause you to loose focus on Tequatl and this prevents you from using your skill 1 and 2. you can focus up again by pressing ‘T’ as most will know.
Pop your food when the beast jumps from the water.

For all the turrets:
Main focus is skill 2! Spam it! On cooldown! Every single time! MAIN PRIORITY!

Now for a bit more coordination:
Outermost turret: do NOT cleanse yourself, only the zerg. use skill 4 on cooldown, go easy on skill 5. Focus order is skill 2, skill 3, skill 4, skill 1, skill 5.
Innermost turret: do NOT cleanse yourself, only the zerg. use skill 5 on cooldown, go easy on skill 4. Focus order is skill 2, skill 3, skill 5, skill 1, skill 4.

First phase:

Middle turret: do NOT cleanse the zerg (YES you read that accurate) only cleanse zerg if REQUESTED. Your main cleansing focus is yourself and your ally turreteers.
Neglect your buffing skills a bit only use them on the zerg if REQUESTED. go crazy on skill 1 and 2 to cover the loss of damage from the other turrets. Keep your eyes open for poison fields on the turrets. If you see your defenders in trouble close to the turrets, use skill 4 and 5 on them.

Laser phase:

Alternate between the zerg and the fingersquads to give them skill 4 and 5 buffs.
When the zerg is back at tequatl’s landing spot wait untill he actually lands.

This is the Stun phase

As start use skill 3,4 and 5 on the zerg. RE-TARGET Tequatl and spam skill 1 on him!!! Use ONLY skill 4 on the zerg during his stun phase.

This is all you need to know as a turreteer. Everything else around you is another persons job!

Someone else will repair your turret, someone else will defend you. Someone else will heal you. If not… then someone else is not doing his/her job!

It is however your job to warn your allies if scale stacks get too high and need to focus up. If enemies get too close to the turrets feel free to shout at them so they wake up!.

Indepth Turret Guide, by Far Shiverpeaks.

in Tequatl Rising

Posted by: Sallie Forthe.2473

Sallie Forthe.2473

Bunk. I’ve manned turrets through several successful kills most recently with those fine fellows on BG yesterday when we got him downed with 5:30ish left on the timer.

I’m a ranger. Healing spring and the Sylvari dog’s healing howl are more than enough to keep me alive, and my adjoining turreteer to boot. Fifteen defenders on North, same or slightly more on South, and you’re golden.

Biggest tip is to Ctrl-T Teq’s head when he appears in each stage so you can quickly hit T the two when spun up.

Oh, and get off the turret and back on if the turret jams, fixes it every time.

(edited by Sallie Forthe.2473)

Indepth Turret Guide, by Far Shiverpeaks.

in Tequatl Rising

Posted by: Talonblaze.3175

Talonblaze.3175

A good setup for warriors on the turrets is having a Grandmaster in Defense. Defy Pain is extremely handy when you are surrounded by the poison clouds or mobs. Those extra seconds can save you and allow you or your allies to cleanse or protect you if you aren’t able to yourself.

Healing Signet is also a considerable boon as you can’t activate utilities while on a turret, so the regeneration will help keep you alive, coupled with Adrenal Health when you do take any sort of damage.

Dolyak Signet for reduced damage and popping stability real quick (Krait mobs can pull you from the turret after all).

Endure Pain is another good utility to have if you must pop something defensively.

Shake It Off or Signet of Stamina are good alternatives if you need something to pop quickly as well, but should only be in dire circumstances.

Warbanner is preferred just in case something goes wrong with teammates around you. But Signet of Rage is also handy in building up that adrenaline when under attack for Adrenal Health.

Duty is heavier than death.

Indepth Turret Guide, by Far Shiverpeaks.

in Tequatl Rising

Posted by: folly dragon.4126

folly dragon.4126

Um, a good setup is engineers with trait where they dont take condition damage when below 25% health.

A Warrior in turret 3 and 4 with banner is also a great idea.

Guardians and Warriors should stick to defense and zerg.

On phasing, when organized, turret operators and turn and heal/buff megalaser defenders.

After when Megalaser fires, turrets should all now be firing number 1, damage is 9900 per hit, 2500 anytime he has scales.

Indepth Turret Guide, by Far Shiverpeaks.

in Tequatl Rising

Posted by: Wolfheart.1938

Wolfheart.1938

Armor is overrated. Any class is good at manning turrets, but most aren’t as good as Guardians for DPSing Tequila.

Rest is good, but I’d argue that skill 4 always takes priority over skill 5 isn’t having problem surviving (they shouldn’t)

“We have no first-person view because stupid people would lock into it”
“You can’t have more than 10 HS decks because that would confuse people”
“30 fps is more cinematic”

(edited by Wolfheart.1938)