Thoth Divine – Power Necro
I Hope You Die – Burst Berserker
So today is as most of you have noticed engineer daily & for some reason I’ve faced many teams with 2-3 turret engi as PUG. Now with 1 turret engi it’s not so bad, but when you have 2 at mid and 1 at far and they’re just camping the life out of these points, it seemed pretty hard to do anything effective.
Obviously it was pug vs pug, but I’m curious since I’ve never played an engi – what would be a counter, or at least a strategy to counter this particular instance?
(1). Let the turret engi have his point. You are 5vs 4 on the rest of the map and should repeatedly wipe the other team.
(2) Turret engineers have problems with Mesmers who can take out a rate with a F1.
Take your time to kill rocket turret first. Then you just need someone with enough stability to kill the remaining turrets fast enough. Any Mesmer, LB Ranger, Power/Condi Necro should be enough to nuke the turret engi who is fighting on point with one of your bruisers.
After that, spawn camp him with your roamers.
If the two engis at mid figure out they have a brain and rotate to defend the point, have your roamers go there and cap mid, and simply rotate once the roamer full capped the point.
The biggest mistake you can make is try to fight on a point that is not yours when your build does not allow it. If you are a bunker, then fight on point. If you cannot withstand the AoE then kill the enemies FIRST, and then proceed to try to fight on point.
Best counter to turrets is aoe (no aoe can be reflected. Retal can be nasty to aoe users though) or insane piercing burst that bypasses hiding behind the turrets. In short, LB ranger with piercing, rifle warr with piercing, staff ele with frostbow.
Stance warrior can work, but if the engi is good he or she will let you have the point then drop supply crate on you once your stability is up, then proceed to destroy you rather quickly.
Yeah figured the best strat was actually not to fight the turrent engi or to try to outmatch numbers. They are indeed very static so having swift rotations is the best way to handle them. Good ideas though to actually vs them.
They have no direct counter 1v1. The counter to turret engies is teamplay.
1. Don’t engage him when he holds a point, leave him there (he’s close to useless in rotations without his turrets).
2. Kill 2-3 people of the ennemy team by being 5v4 on the rest of the map
3. Engage him 2 or 3v1 when they are respawning.
4. Decap, then back-off.
5. Repeat.
The fact that such a lazy, braindead, passive build has such an impact on the entire game is what makes them kings of low/mid PUG games, and hated for good reasons.
The fact that they are so easily countered by good teamplay and rotations is what makes them inexistant in organised mid/high team games.
Staff ele. Go zerk amulet and defensive traits. Your job would be roaming and not fighting on point. When someone calls for help, drop a meteor shower, lava font, eruption. That’ll kill the turrets, switch to water for last burst of damage with ice spike, heal your ally and move to next point.
Zerk Ranger, your arrow shower should significantly damage the turrets. Move in with GS to Maul remaining to death.
Warrior, with stability it’s easy to kill turrets. Axe works best imo.
Bunker Guardian, I don’t know the traditional bunker guard but I play mine with staff and mace or hammer traited for large symbols. I’ve never fought engi with this but I’d imagine you should he able to survive while your symbols tick away at the turrets. You also have lootstick auto attack.
edit: forgot to mention, everything said above is for when you are going in to help an ally with a turret engi. 1v1, any good engi will wait out your stability and cc the kitten out of you before you can take down turrets.
So really your only option is to run and come back with 2 people or just let them have that point. You can 5v4 the other 2 points now.
(edited by Vert.5041)
If you are 1v1 vs. a turret engi, go elsewhere and win by holding the other 2 points. Otherwise focused fire by more than one person makes short work of them.
AoE only works vs horribly bad turret engis. If the engi has a brain then he won’t place any turret on the point other than Thumper in which case AoE won’t help that much. Zerker staff ele is a bad idea, you can’t crit hit turrets and anything will demolish that build, even turret engis who know how to place the turrets.
As atrocious as it may sound, I’d go with a D/F condi ele: you can chain 10+ seconds of anti-projectile skills / immunity while overloading the engi with conditions he can’t deal with.
(edited by witcher.3197)
Having played a turret engi before, I take out the rocket turret then burst down the engi. They have horrible defense against conditions, and will not pose a threat at all against long range non-projectile damage.
Having played a turret engi before, I take out the rocket turret then burst down the engi. They have horrible defense against conditions, and will not pose a threat at all against long range non-projectile damage.
Adding to this, if you are a condi spec then save your biggest condi spike for just after they use the healing turret combo as this is their only source of condition cleanse. Chill is particularly effect when used in this manner, since it slows down the cooldown of their next heal and is allowed to last the full duration.
They have no direct counter 1v1. The counter to turret engies is teamplay.
Maybe the “good” turret Engis. Even then the “good” ones know how to rotate and save their turrets.
Zerk Guards usually counter the average turret engis with their GS aoe damage. Even condi/hybrid guards have a 90% win rate against them 1v1. The good turret engi’s are the ones you should ignore… There’s so many bad turret engis out there that Guards usually hold their own against them.
Also everyone is missing a very obvious (but situational) counter. Get the turret engi before he reaches a point. If you just killed him (or her, but guys are generally lazier), then get someone to head to the enemy spawn point in time to take the engi down on respawn. Anything that isn’t a bunker class works for this job.
The engi will either die on the way to the point, or waste his turrets before he reaches the point, allowing you to fight him away from this turrets.
For solo counters: Hambow war, skullcrack war, staff ele, power ranger, shatter mesmer, fresh air ele, power necro, medi guard (pref scepter/focus + gs). Some longer range or very bursty condi builds can make short work of them as well, but there is some more risk involved esp. for those that have to get in close. General strategy for 1v1/2v2 is to take out rocket turret (and flame if they’re condi) first, then focus the engi, unless you’re 2v2 with a strong condi player on your side, in which case go ahead and focus the engi first.
Team fights 3v3 or larger you’ll want to focus down the turret engis one at a time. Clear any supply crates with AoE, and don’t get in close unless you have stab/stunbreaks available. Condi burst after they use healing turret. If there are multiple turret engis on a node that you need, consider taking out rocket turrets first if possible, and any squishy turrets placed near each other.
You should always in my opinion run 1-2-2 or 1-3-1 to cap points to prevent edge attacks on most maps. It forces the other team to rotate for earlier and prevents the snowball effect from happening earlier. Also if you want win the 1 vs 1 matchups vs the engy you can typically fight them off points to get them to use there elite skill and if ther turrets there dead when fighting away from them.
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