Any turreteers out there?
I don’t think it’s wise to make a build completely around turrets as they are very situational on their use, I don’t main an engineer but I didn’t see anything that effects the cool down on turrets.
I usually run my engineer with the bomb kit and elixir supports, kind of has a bomber man feel to it.
Yea, I was afraid of that. Unfortunately I’m not a big fan of kits at all, but I guess at the end of the day turrets are more of a novelty and the kits are the primary focus of the class.
Sadly it seems that way unless there is a major change later on, I’d give kits another go. I know it varies person to person by play style but they can be pretty cool in some situations only kit I really hate is the flamethrower.
I run turrets on pve quests when I have to kite (I’m an 80 engineer)
but in pvp the turrets are pretty useless, in pve if they’re attacking something else it’s an alright move to drop them.
Engineer is just situational class, it depends on so much to say what is “best”
A Turret Build is very Viable actually, but it requires you to use them situationally rather than in every fight.
Firstly the CD is reduced slightly if you pick up your turrets. I think this is still the case, will need to check but the Healing Turret is one of the best heals the Engi has, and here’s why.
If used correctly the Healing Turret can cause 3 effects. 1 your normal drop heal, 2 an AOE Regen and 3 a burst AOE Heal effect. When you place a Healing turret, as soon as the regen hits detonate the turret, this way you get the most of your heal and your CD starts running again. Leaving out your healing turret is normally not a good idea. If paired with a thumper you gain an additional AOE Burst heal with just your tool belt skills, healing Turret AOE Regen with Thumpers shockwave.
Another nice not is that Flame turret can cause a AOE invis. Drop, overcharge and detonate of thumper toolbelt skill if you’d rather not detonate.
But overall you’ll need to do most of your damage with your weapons, Pistol and shield work well with it.
Picking up the turret should reduece the cd much more – feels just worthless to me as it is now and I always wondered why it was possible to pick up in the first place. I just checked on some necromander minion skills at wiki… because it can be compared a bit – we have turrets and they have minions. But minions can move. Turrets can’t move. So the turrets should have a lower cooldown that we can place them somewhere else faster. But seems minions on necromancer have lower cooldown.
But then again the turrets might do more damage. I like it to place them in crowded area and have all important traits for them. Rocked tower really does a good amount of damage and knocking down when overloaded. And in combination with rifle and the rifle knockdown and net shot skill very nice.
And it you destroy it early you can safe some time. Not when the last mob is death. A bit ealier and kill his remaining hp with the rifle or other kits you are using. Then going to next area and fight a few mobs without turret while waiting. And I combine it with supply crate and wait a bit always. Not using everything at the same time. And rarely use the rocket turret if only against 1 or 2 mobs.
As far as turrets are concerned, if going for a full turret spec I would suggest you keep one or two turrets off cd (situational use).
If you’re going to drop a turret, slap your belt skill on cd. If you need the belt skill again don’t be afraid to blow a turret up.
Don’t be afraid to detonate a turret to combo in a field. Essentially try to get full use out of the skills. Playing with a friend who is on an ele, or something with combo fields (even another engie with flame thrower) can also help as they can lay a combo field on your turrets.
I think the reason why Anet designed turrets to not be so tough (apart from thumper <3) is that you should be not only using overcharge at the right time, but when overcharge is on cd to detonate them off in a combo field.
The cd’s are not too terrible if you run pistol shield so that you can kite/block enough to survive.
I stopped get my armor repaired so I’m naked.
A turrent build is the only way to go, that and a rifle for it’s CC. Supply crate too. Sometimes I switch out flame turrent for the thumper if I need a tank.
I got all the turret skills in the tools trait line and the firearms skill that grants vulnerabilty on crit.
It works for me.
Engineer was my first character… I scrapped it after level 30. I found the redeeming qualities of the Engineer to be the Elixir Gun, and Elixirs in general and the Grenade Kit.
I made that Engineer for turrets too, but I couldn’t stand how completely useless they were. Too fragile, immediately drawing aggro, unable to focus fire, unable to hold fire, and sometimes just shooting at nothing for no apparent reason.
As for the topic at hand. It’s been discussed over and over that the Engineer should get a cooldown reduction for picking up his turrets and redeploying them, rather than destroying them. But that should be the last thing ANet works on with regards to the turrets.
does your turret scale with +power or +cond dmg or any stat? Necro pets dont and neither does guardian spirit weapons ans its stupid imo
As far as i’ve seen, turrets don’t scale with gear, and that makes no sense.
Even if they were good enough, it would still make no sense.
If they dont scale and are ok for a player with gear, they will be too good for players with bad gear.
If they dont scale and are ok for a player with no gear, they will suck when that player has gear.