How do you define bunker?
there is a fine line between point holding and bunkering
in general my build as a ranger is bunker
but when i ask in /m when im LFG I never say bunker ranger cus it never really felt right to say that
instead i opted for “point holding ranger LFG”
ele, guard and engi have the abilty to bunker and push off a point with ease
i was toying with the idea of taking a LB just for point blank shot so i can have the ability too but I hesitate because of nerfed damage close range.. but im leaning towards it more and more..
I play a bunker that is hammer and trip med, I tried a build yesterday that could take more damage but no hammer, i felt lost without the point ctrl.
Its never about damage, as a guardian bunker if they die its either due to retaliation or accident. But i can stay there and keep them off the point and save the point or grab it.
That lb idea sounds kinda cool actually.
IMO its a combo of both. you gotta be tanky enough to hold your point while you wait for reinforcements, and any amount of CC/damage mitigation is always a bonus. Classes that can do this with the most balance are better bunkers then others.
This is why i ask for a definition, cause i see two types.
Bunker (health and survive)
Point Controller (more flexible , toughish, mobile?)
Engineers and rangers can punish opponents for coming onto a point—bombs and traps are extremely defensive tools (they don’t hit unless your opponent is pressing the attack). I consider that “point control” because you are basically keeping the opponent off your turf.
Very true.
I tend to find “Point control” More valuable.
The most common “point controllers” are mesmers (because you can easily portal back) or rangers (strong in 1v1 and tanky enough), mabye you can put in here a D/D ele.
The bunkers are Guardian and S/D Eles. (Why? Because everything is specced on surviving)
Bunkers are always.
1. Highly durable. With good healing.
2. Tend to do low damage ( ele bunkers are sort of the exception here. ).
Bunkers usually are.
1. Responsible for stomping in team fights, as they have high durability.
2. STability buffs, important as heck on guaridan, to lesser extent on engy.
The main purpose of a bunker is to be able to hold a point 1vs2 for a meaningful length of time for help to come. Or to keep a point neutral in a team fight over a point.
Ideally bunkers should be able to last nearly indefinately in a 1vs1. making trying to solo a bunker, essentially a waste of time.
Bunkers are always.
1. Highly durable. With good healing.
2. Tend to do low damage ( ele bunkers are sort of the exception here. ).Bunkers usually are.
1. Responsible for stomping in team fights, as they have high durability.
2. STability buffs, important as heck on guaridan, to lesser extent on engy.The main purpose of a bunker is to be able to hold a point 1vs2 for a meaningful length of time for help to come. Or to keep a point neutral in a team fight over a point.
Ideally bunkers should be able to last nearly indefinately in a 1vs1. making trying to solo a bunker, essentially a waste of time.
Good description. Just for the record, bunker engineers don’t have stability. 100nades engies have it on a 50/50 proc for 4 seconds…I only say this because someone lost to an engi once and started a rumor that they are OP.
Bunker = High survivability, no dmg, lots of knockbacks and stability and able to resist vs 2 for at last 20 secs
Point Holder = Just one with pretty high survivability with some cond dmg usually and way more mobility than bunker guardian, but not made for knockbacks or survive vs multiple opponents for a decent time, it’s just a matter of holding it for a fast backup
Bunker Ele = As everyone know is a bunker with mobility and some dmg…but this is another story..
imo
(edited by Archaon.6245)
Bunkers are always.
1. Highly durable. With good healing.
2. Tend to do low damage ( ele bunkers are sort of the exception here. ).Bunkers usually are.
1. Responsible for stomping in team fights, as they have high durability.
2. STability buffs, important as heck on guaridan, to lesser extent on engy.The main purpose of a bunker is to be able to hold a point 1vs2 for a meaningful length of time for help to come. Or to keep a point neutral in a team fight over a point.
Ideally bunkers should be able to last nearly indefinately in a 1vs1. making trying to solo a bunker, essentially a waste of time.Good description. Just for the record, bunker engineers don’t have stability. 100nades engies have it on a 50/50 proc for 4 seconds…I only say this because someone lost to an engi once and started a rumor that they are OP.
bunker engies do indeed, the F(#) key that parrellels exlir s can grant stability for stomps. The reason i said some somewhat is that its RNG and can proc other effects. It should basically alawys be stability.
bunker engies do indeed, the F(#) key that parrellels exlir s can grant stability for stomps. The reason i said some somewhat is that its RNG and can proc other effects. It should basically alawys be stability.
Sorry, I wasn’t very clear. Bunker engineers don’t take elixir S because its main function gives up control of the point—they’ll always take another knockback or elixir R for a stunbreaker. Elixir S gives stability on a 50/50 chance for four seconds (the other proc is stealth) and is commonly used in burst engineer builds. It’s an even 50/50 proc, there is no greater chance for stability. Most burst players would actually rather have the stealth anyway.
That’s why I said engineers aren’t really bunkers (no stability, low invulnerability) but do pretty well at keeping opponents off a point.
It’s a very minor detail, but the forum in general seems to not have a very clear idea of how engies actually work, so I like to clarify things
bunker engies do indeed, the F(#) key that parrellels exlir s can grant stability for stomps. The reason i said some somewhat is that its RNG and can proc other effects. It should basically alawys be stability.
Sorry, I wasn’t very clear. Bunker engineers don’t take elixir S because its main function gives up control of the point—they’ll always take another knockback or elixir R for a stunbreaker. Elixir S gives stability on a 50/50 chance for four seconds (the other proc is stealth) and is commonly used in burst engineer builds. It’s an even 50/50 proc, there is no greater chance for stability. Most burst players would actually rather have the stealth anyway.
That’s why I said engineers aren’t really bunkers (no stability, low invulnerability) but do pretty well at keeping opponents off a point.
It’s a very minor detail, but the forum in general seems to not have a very clear idea of how engies actually work, so I like to clarify things
Hmm good point. You rarely see bunker engies -bugged traits etc, not as good as guardian at same job.
But i would still think the invulerabiilt is only for 3 seconds that wont even let a point neut( takes 4). Still, i can see them choosing the stun break that self resses over that indeed.