Oh no, there's a bunker engi in home
Bunker Engi? they don’t have enough stab to bunker easily decapped
I thought it’s common sence to leave the engi on close and play for mid + far, because if the engi stays you play 5 vs 4. And if the engi leaves… well you go for it.
Automated Tournaments!
There’s no reason to pursue the engi once all his turrets (especially crate) is on the point. Just roam elsewhere and help your team out. If he follows you he’ll die easily. If not, he’ll stay on point while his team on the other points gets handicapped.
Out rotating them is easier than debunking them.
Two bunker engi’s were in this game.
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Rank: Top 250 since Season 2
#5 best gerdien in wurld
Engi haven’t stability but have Turrets! Who need to stand up when all the damage is done by the turrets, that kill you faster than the engi? And obliviously if you play a dps class with CC (warrior for example) you deal low damage because every time you use a CC the engi obtain 3 sec of protection (every 5 sec!!!!!!!!) and all your damage is reduced by 33% (if you can hit the engi, because he can use a lot of immobility and CC skills to take you away when it’s turrets kill you. Then, the only way to kill a engi in direct damage is by distance. But if you stay away you can’t cap the point and the engy need only to stay away when you lose time killing it’s turrets from range (because if you go within the point the engi come and CC you to hell).
But there’s a way to kill a engi: Conditions!!!
Then it’s easy for a terrormancer necro kill a engi because of the engi is weak to conditions and CC. But… wait! My condition’s last only 25% of they’re durations! Oh, right, the engi have 33% hp and the rune… then he can reduce condition duration by 75% in a passive way…
Then, if you want to kill a good engi you need to be 2 or 3.
And if it’s a decapper, you have to stay there all the time because he can recap your point in 20 sec (only the time to come back and knock back you to the other side of the map)
Turret engi does not have automated response but if so he has no vigor.
There’s no reason to pursue the engi once all his turrets (especially crate) is on the point. Just roam elsewhere and help your team out. If he follows you he’ll die easily. If not, he’ll stay on point while his team on the other points gets handicapped.
Out rotating them is easier than debunking them.Two bunker engi’s were in this game.
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Great picture post, i really dont think people understand how often that happens especially when you run with premades. People complain about running into 2-2-1 or 3-1-1 premades but when you run a full 5 you will see alot of the turret engy crisis and you either know how to beat them or dont.
Also im not sure if you were a premade or just soloing but still a good pic post.
Turret Engi is very weak against organized teams with any common sense. They can do little else but park their butt on a point and hope you waste your time with them. If you don’t, the rest of his team will be 4v5 disadvantage. Too often people waste their time with a turret engi, and there’s hardly ever a reason to. Play the nodes the turrets aren’t on, and you’ve got a 2-cap all game.
If you do have to bother with them, their turrets are weak against AoE cleave, and the Engineer has kitten-poor condi clear. Take out that kitten rocket turret and they’ve just lost half their usefulness. There is absolutely no reason that any player above hotjoin level play should lose to a turret engi. Like PU mesmer, the best policy is to just ignore them.
:: |SPvP | Rev | Engi | ::
the issue is turret engis completely change the way a team has to play the game. it’s ridiculous that the “correct” move is to ignore them and play around them. it’s pretty much unanimously agreed upon even by top competitive players that turret engis are by far the most overpowered class to 1v1. there are so many ways Anet could balance turret engis but they refuse to so turret engis continue completely destroying any game where you arent playing against as a coordinated team.
even in a recent 2s tournament in the finals noscoc switched off his necromancer to a turret engi just to stomp the other team since they were down a game. It really says something when a near perfectly played necro gets completely trumped by a turret engi.
but who knows, i thought turret engi mightve been nerfed in the september patch of last year but LOL what was i thinking. maybe theyll get nerfed next year.
There’s no reason to pursue the engi once all his turrets (especially crate) is on the point. Just roam elsewhere and help your team out. If he follows you he’ll die easily. If not, he’ll stay on point while his team on the other points gets handicapped.
Out rotating them is easier than debunking them.Two bunker engi’s were in this game.
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vGreat picture post, i really dont think people understand how often that happens especially when you run with premades. People complain about running into 2-2-1 or 3-1-1 premades but when you run a full 5 you will see alot of the turret engy crisis and you either know how to beat them or dont.
Also im not sure if you were a premade or just soloing but still a good pic post.
The problem isn’t running into 5 engis in the sense of being difficult to deal with. Of course you can outrotate them, not everyone knows this and they’ll struggle. However, in my opinion, it’s just incredibly frustrating, boring and annoying to fight 5 turret engis. These people take the fun out of the game and that’s what bothers me. Even winning against these people won’t ever give the feeling of a great match.
the issue is turret engis completely change the way a team has to play the game. it’s ridiculous that the “correct” move is to ignore them and play around them.
I agree turret engie is mega-lame. However, there is another couple alternatives:
1. Force teamfights on the engie’s node. Turret engies are great in 1v1, but get worse in larger fights.
2. Group up and wipe the engie. Then and this is key spawn-camp the engie. Wait by spawn and start wacking away at him the second you can, while he is off-point. He will either die, be forced to pop turrets (and be weaker when he reaches the point), or reach the point with like 10% health and no turrets set-up. As most turret engies are terrible, they will just keep streaming out and let you farm them.
At the start of a match with engies, it is important to be aggressive on any engies heading towards a side-point. Have team-mates engage them in-roads and drop as much damage on them before they can settle into their little cubby-hole.
turrets are not worse in teamfights in pug queues, they pulse a ridiculous amount of boons to all his teammates while dealing a ridiculous amount of collateral damage and forcing people to change their positioning or pop stability to fight on the points.
the other issue is even if an engi has already set up on a point, they will win 99% of all 1v1 matchups, this is ridiculous for a bunker build. things like d/d ele or shoutbow can at least be contested on a point but someone playing turret engi that isnt a drooling moron is borderline unkillable in a 1v1. they pulse protection from thumper turret, pulse protection for 3s everytime they get cc’d with a mere 5s cd, their heals get reset when theyre almost dead and have a ridiculously high uptime on regen so theyre constantly healing. they barely have to do anything between retaliation from turrets and the turrets themselves hitting you, you basically kill yourself going after the engi.
you can dissect how to kill or stop a turret engi all you want. the bottomline is they require a ridiculous amount of commitment to be killed and even more commitment to be kept down. there is no other class or spec in the game that requires such a ridiculous amount of coordination and pressure to be stopped while having probably the lowest skillcap in the game.
When I am in soloque, turret engis are by far the most annoying thing ever. Not because I personally have a hard time dealing with them, but because I some how always get people that keep running into a point and try to take on one or even two turret engis, instead of rotating around them.
Perfect example of how to deal with them (this was with a team but still holds true.)
- If they win the first team fight that’s fine. Back cap them and have a ganker (thief/mes combo) or any combination of a pain train intercept them before they get to a point.
- If they have two turret engis that blew all their cds mid, use superior mobility to keep them from getting anywhere.
If they do have mid, don’t try and take it back. Keep the turret engis corralled in the area around mid. My best example of this is Temple of The Silent Storm. Once the mid fight was lost we pushed far and capped it. They still had 3 people mid from the team fight. We had two people kite the bridges and the edges of Gate. While our thief/ele kept eyes on respawn. Using that strat we kept all 5 of them stuck in mid, and they could not get out because well they were engis. They couldn’t teleport up to the bridge, and sneak around. They had no stealth, and all their turrets were mid.
3 minutes into the match I believe it was 150-75 ish them. By the time tranq had popped they had barely increased that score and we had tripled ours because they couldn’t get stillness and we already had people on the side points for when they got tranq. One thing people need to understand, is yes you can play off three points. But if some turret jackhole has a meatgrinder set up on one point you don’t have to go in there. Turret engis, are the ultimate noob/pug killer.
I think they should be nerfed only because they make new players playing any other clkittene their life, and they make absolutely terrible players think they are good with out making them learn the mechanics of PvP/the game in general.
I’ll never forget that turret engi who called me and my entire team noobs who can only play meta-builds and nothing else and who have no skill and that I’m a PU-noob exploiting cheap mechanics and I am the worst player ever… after I’ve killed him. With MtD-shatter, with only one source of stealth, no PU whatsoever, and surely not meta (not to mention, PU would be even less meta).
But yeah; turret engis can be very annoying at times. Rocket turret hits you once and you have a huge dent in your hp, even with toughness. And then all that cc. Oh well. Always fun to just kill them anyway (if they are bad), or ignore them if they actually are at least decent.
Turret engi is the strongest 1v1 class atm. I laugh when ppl say to use conditions (its even stated on the meta battle page to kill them). It’s like they don’t realize condition classes do not have the stability or dps to handle the thumper turret, elite supply drop, exploding turrets, rocket turret, and overcharged shot. The only way to win against turret engi is to play the other nodes. Gl if one of the other ally is a bunker or turret engi too.
They do not die fast enough to warrant the regroup tactics. If u manage to kill one at home, your other nodes will be lost.
(edited by mirrorcle.5709)
People have no idea what bunker means.
A bunker is a build that sacrifices all dps for sustain and team support. Sustain translates into stability, condition cleanse and other such things. Bunkers do not deal damage.
Basically only 3 classes can fill the role of the bunker effectively. The classic guardian, staff ele with cleric amulet melandru runes(or monk) etc and to a certain extent mercy rune warrior.
Bunkers fell out of popularity because there is no reason to go full defense when you can go hybrid celestial with comparable sustain and also deal moderate damage which allows you to move around more freely.
A bunker always has to rotate into team fights or it’s useless. A celestial hero has no such requirements.