Engi turrets in PvP
The turret build is dead…praise jesus
Ppl complained about engi turrets because it was a build that coul tank insane dmg while doing the same because turrets excels in AoE cleave, and when placed in nodes you are controlling one of the core mechanics of PvP… That said, the best form to counter this was focusing the other 2 nodes and getting a 4v5, but ppl in overall thought this wasnt a “cool mechanic”, and claimed anet to nerf turrets… So they are pretty bad right now
The turret build is dead…praise jesus
^
ahah at least im not the only one to think that turrets suck. However it seems that engi use kits and potion only. Turrets are useless and very few people use gadgets (slick shoes most of the time)
Turrets are thankfully useless in PvP. They are not fun to fight against and when stronger, they make the skill required to play too low.
you can still use them but they’ve been heavily hit with the nerf bat,
everyone QQed so now another build is pretty much gone.
they don’t have the 15% damage trait or the auto regen trait, or the ground targeting trait and they’re now critable (but still can’t deal crits).
I hope arenanet treats the currently unbalanced builds like they did with engi turrets.
They actually got over-nerfed (not that I particularly care). The first nerf that allowed crits and condis to land on turrets already threw the build out of the window, then they got rid of Metal Plating, Auto-tool installation and Rifled Turret Barrels which were three of the most essential turret traits which made them even more useless than they already were.
Svanir Appreciation Society [SAS]
Warriors cried.. eles qq’d.. ANet heard… turrets gone. End of story.
Ppl complained about engi turrets because it was a build that coul tank insane dmg while doing the same because turrets excels in AoE cleave, and when placed in nodes you are controlling one of the core mechanics of PvP… That said, the best form to counter this was focusing the other 2 nodes and getting a 4v5, but ppl in overall thought this wasnt a “cool mechanic”, and claimed anet to nerf turrets… So they are pretty bad right now
In this zerk meta, turret engi could not survive well even if the nerf never happened. Turret engi did well because of the cele meta. Everyone’s dps is stupidly low.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
They actually got over-nerfed (not that I particularly care). The first nerf that allowed crits and condis to land on turrets already threw the build out of the window, then they got rid of Metal Plating, Auto-tool installation and Rifled Turret Barrels which were three of the most essential turret traits which made them even more useless than they already were.
Indeed. They had a lot of good suggestions made for how to change the way turrets work to get rid of the OP build and make the class better overall,but instead they just brute forced it out of existence. I never played it because it was boring but they had better options than just nuking it completely.
C’est la vie.
Turrets can easily be made useful again by:
1.) Allowing them to receive buffs/crit
2.) Speeding up the excessive cooldowns for when they are destroyed.
You could have them recharge in the background, because apparently that change was fine for mesmer mantras.
Turrets can easily be made useful again by:
1.) Allowing them to receive buffs/crit
2.) Speeding up the excessive cooldowns for when they are destroyed.
3) Allowing turrets to be deployed wherever they want.
4) Make them uncrittable/unable to deploy condis.
5) Give it back 1500 range.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I hope arenanet treats the currently unbalanced builds like they did with engi turrets.
I would hope not. We need more viable/effective/<insert buzz word here> builds, not less of them.
As much as people complained about turret builds, it was an important style of build for the engineer to have. It was the only kitless build that was genuinely effective in a game mode, and it was the only place that turrets actually did something useful.
But after the nerfs, and now the specialization changes, they’ve been reduced so significantly in power that it’s generally not worth running them anymore. They can now die from simple cleave damage more often than not, and they still have problems like locking out your toolbelt skill while having them deployed.
I’d like to see turret builds see a revival, although I can understand why people don’t want them back at the same level they were at previously. I look at them kind of like the warrior skullcracker builds. They were incredibly powerful and tough to deal with initially, then they were more or less deleted from the game, but were eventually brought back into the mix and provide a reasonable alternative to more conventional warrior builds that is actually effective in some regard without being over the top.
However, I’m not 100% on what the correct answer is in this situation. A lot of people would just like turrets to stay weak, but a lot of people also want global stealth nerfs, kits on every profession, and warriors with all mobility removed. If nothing else, they should either make turrets harder to kill than they currently are, or at least allow them to gain additional damage through things like critical hits or other stat scaling (i.e. healing turret still doesn’t scale with healing power on the overcharge, although I can understand why they haven’t fixed this yet).
I’m not sure why people just want one, maybe two builds that are actually effective in PvP, let alone other game modes. Hell, turrets weren’t even that effective at higher competitive levels. Most of the people raging at them were solo queuer’s and hotjoiner’s (although to be fair I imagine that encompasses the majority of the PvP population).