Engies keep turrets- Warriors keep adrenaline
well each turret takes up an utility spot. Once you have it down, picking it up triggers a cooldown so they’re very much immobile. If a player kills your turrets that triggers a cooldown too. Not to mention by placing turrets you lose F1 to F4 abilities as those just become ways to overcharge and explode your turrets, which once again leaves you with no utility slots.
As someone that runs a turret engineer in SPvP (yes, I know) and uses one in PvE sometimes as well, it’s not a fair comparison.
In fact, the better comparison is engineer turrets to warrior banners. Both are placed and do something in the area around them so long as they are there. Banners can be placed with ground targeting automatically, turrets need a trait for that. Banners can also be picked up and carried, even giving some bundle/weapon skills of their own when carried, and turrets can’t be moved. The balance to this is that turrets actually do damage on their own, where banners provide buffs to any allies in the area and leave it to them to do the damage.
Now, if you want to compare warrior adrenaline to engineer toolbelt skills, then I’ll agree that the engineer comes out ahead in many cases. This is somewhat countered by the fact that some warrior skills and traits give added benefit from building up adrenaline and NOT spending it. Not using toolbelt skills means they’re simply useless, there’s never any benefit to them being unused.
delicate, brick-like subtlety.
Once you have it down, picking it up triggers a cooldown so they’re very much immobile.
Oh noes! Don’t make the Eng have a cooldown! The horror! Won’t someone think of the children?
This is somewhat countered by the fact that some warrior skills and traits give added benefit from building up adrenaline and NOT spending it. Not using toolbelt skills means they’re simply useless, there’s never any benefit to them being unused.
Case in point- shoutbow meta.
The trait you are referring to is on the defensive traitline which is used by shoutbow. Rest assured many of the older and undocumented builds which proved powerful would rely on using the burst skills quite often in order to win the fight.
The tempo of the legacy warrior relied on the opponent not dodging, blocking, or retaliating the burst. The current warrior meta doesn’t really worry about that.
I am a little bit confuse here, why are comparing adrenaline with turret here?
Also, when did shoutbow become a meta? are we talking about open world pve here? or did Anet changed war so much in last 2 weeks?
The engineer class mechanic is not turrets… the comparison is faulty.
Once you have it down, picking it up triggers a cooldown so they’re very much immobile.
Oh noes! Don’t make the Eng have a cooldown! The horror! Won’t someone think of the children?
All I’m stating is that turret engineers are very immobile. Remove their turrets and they won’t have any utility for quite a while. There’s nothing wrong with that cooldown, however that gives a disadvantage to that build.
Turrets are not a class mechanic, therefore the premise of this thread is invalid.
This is a completely uncompatible comparison. You’re reaching way too far to justify your buff request.
I hear Pluto is no longer a planet, so they should give warriors perma adrenaline.
I’m pretty sure the people watching this game’s profession metrics 24/7 will have a good chuckle if this thread ever oozes its way through the notification process.
Which it won’t.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
Warriors being able to easily nearly perma increase their damage output by 25% was a bit OP….and I play Warrior as well. I’d be willing to discuss giving Warriors a few more seconds before the Adrenaline starts to drain, but overall the change was a good idea.
….Engineers use turrets?
(goes to look at my Engie again….)
Fate is just the weight of circumstances
That’s the way that lady luck dances
This is a completely uncompatible comparison. You’re reaching way too far to justify your buff request.
I felt compelled to write this as the premise for the buff was (and correct me if i’m wrong)
That warriors could enter combat with an advantage
So when an engineer has turrets pre-placed at a location, what the heck can anyone do about that? Is that not entering combat with an advantage?
Having more armor and HP (compared to an Engineer) isn’t “an advantage”?
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
Having more armor and HP (compared to an Engineer) isn’t “an advantage”?
Jesus I thought this argument died a week after launch.
Elementalists must be a horrible profession, right. Lowest armor and health in the game, what are they good for anyways? And who even uses that water trait line? Ugh.
I remember those Warrior threads, where jelly wars complained about Necro’s Life Force not decaying while they were idle.
Now turrets? :v
Thief’s initiative shall be next?
Having more armor and HP (compared to an Engineer) isn’t “an advantage”?
Turret engies can get higher armor stats over various warrior builds and have 25k+ hp.
Certain weapons need to generate adrenaline faster without having to use Cleansing Ire. Have you ever tried to gain adrenaline using Hammer without using Cleansing Ire?
Mace is kind of a joke to build adrenaline with if it wasn’t for the fact that you could use Sigil of Rage to speed it up a little bit.
Other than that unless they revert the Rampage changes, Warrior is fine as is.
Schwahrheit, #1 Fuhrer NA, Just your everyday typical rager
you can’t comparate adrenaline with turret. you should comparate the tool belt with adrenaline, saying, maybe, “a engineer can use all toll belt skills without charging it why warriors can’t do that?” or “a necro can save his life in death shroud why warrior can’t?”.
anyway the answer has nothing to do in any case with comparison with other classes, they changed the starting adrenaline mechanic for a matter of “balance”.
Engies keep turrets- Warriors keep adrenaline…. and Thief keep initiative?
So does ANYONE think there’s a case being made here that the Devs can’t look at the data sampling for 30 seconds or less and say “Nope”? Engineers aren’t over performing and Warriors aren’t underperforming enough to justify anything like this.
Do a better job with what you’ve got.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
Is this logic bad? Lets put it into perspective, an engineer can place a turret/turrets at any location he chooses and it stays there, the longer its there, the more value it gains. It remains at it’s location regardless of being in combat. In many cases you see engineers stacking turrets on top of turrets-heck sometimes i’ll even go in pvp to find an engi sitting on 6 turrets on the cap point.
And lets face it- Turrets do their job just by being there. They are hardly the situation utility they once were… Rather than being responsive, the engi just spams all his turrets.
So why then, cant a warrior keep his adrenaline? What is the value of adrenaline if not 1.5x more damage/utility than a normal skill? People say signet warrior is bad- maybe fury signet would actually have use if we could use it with our burst to open a fight.
And lets face it, its a whole heck of a lot harder to pull off most burst skills than it is to spam some turrets. Killshot, blade flurry, and eviscerate are all a bit better than a normal skill but are harder to land.
And lets not forget that unless we actually spec for it or take some time, we cant just press a button and get 3 bars of adrenaline by pressing a button like an engineer can to gain his turrets.
We all wonder why shoutbow is meta- and i’d be willing to bet that its due in part to the adrenaline mechanic, warriors simply can’t get value anymore unless they stay in combat 90% of the time.
Your logic srsly remind me this:
https://www.youtube.com/watch?v=c1COCSjWsvA
Tekkit’s Workshop