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Posted by: Laxuar.3504

Laxuar.3504

I was soo excited hearing about the stronghold mode but when i red the news i just thought man this sound so booring.

The smuggler role is something like the flagger of GW1 that was the most boring role in the GvG and here it comes again:
1. You have to channel for 2 s to take ONE supply.
2. You have to run back to your racks.
3. You have to channel for 2 s to spwan an NPC.
4. Repeat all.
Yeah probally at supply point you will have to fight but becaouse your main objective is to gather supply you will just spawn some things that stay there and fight for you (like spirits in GW1) and after taking one supply thanks to a stability of someone else you will run back again.

I’m sure i will see as smuggler just warriors and turrets engi cause they have both mobility, and things that stay there while you run back (banner and turrets). Maybe there will be either rangers without the traits that spirits follow you.
There is the chance that new specialization will introduce more static defence to other profession and that is great cause the engi with turrets and the spirit ranger are so much loved in the pvp community.

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Posted by: sendmark.4731

sendmark.4731

Well they did want some simple roles for players new to pvp, I think that’s a pretty smart move tbh. As for turrets/spirits – there is still a treb and which can hit the supply depot to help clear them out.

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Posted by: Mouby.7096

Mouby.7096

You have to interupt the enemy if you want to deny him getting supply. So there is no point in building turrets there (since pure dmg wont interupt anyone), or it’s at least not as effective as you may think it is.

I personally think turret engi would be really bad at “smuggeling” due to his static build. Turret engis are in fact not mobile at all.

And why would you leave some banners there? What’s the point? They’re not even dealing any dmg, same goes for spirits (if you don’t use them).

You will probably see a lot of shoutbow warriors running supply due to the fact they’ve got a lot of sustain, mobility and high 1v1 potential. In addition their warbanner comes to handy if your lord is about to die.

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Posted by: YouWillLearn.9531

YouWillLearn.9531

You have to interupt the enemy if you want to deny him getting supply. So there is no point in building turrets there (since pure dmg wont interupt anyone), or it’s at least not as effective as you may think it is.

I personally think turret engi would be really bad at “smuggeling” due to his static build. Turret engis are in fact not mobile at all.

And why would you leave some banners there? What’s the point? They’re not even dealing any dmg, same goes for spirits (if you don’t use them).

You will probably see a lot of shoutbow warriors running supply due to the fact they’ve got a lot of sustain, mobility and high 1v1 potential. In addition their warbanner comes to handy if your lord is about to die.

Turret engineer not mobile? Wut? My main class I play is an Engineer. Though I really dislike turrets. Seems to easy to win. Nonetheless, my point being. An Engineer running 2 turrets and Tool kit (only helps turrets). Will have 100% swiftness up time. Taking out the effect of skills jumping you forward and whatnot. That is still very mobile. Plus, if the engineer was smart he would just take a Thumper, and Net to slow any possible enemy smugglers until he gets back with his 100% up – time swiftness.

This isn’t including being paranoid, and dropping both turrets, and supply crate before you leave. Trait in Elite Supplies for 1 flame, 1 riffle, and 1 more net turret. 5 Turrets, 2 doing damage and 3 doing cc. That’ll be pretty rough to not be slowed down with. Unless your smuggler class is running a hard stability build.

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Posted by: Mouby.7096

Mouby.7096

You have to interupt the enemy if you want to deny him getting supply. So there is no point in building turrets there (since pure dmg wont interupt anyone), or it’s at least not as effective as you may think it is.

I personally think turret engi would be really bad at “smuggeling” due to his static build. Turret engis are in fact not mobile at all.

And why would you leave some banners there? What’s the point? They’re not even dealing any dmg, same goes for spirits (if you don’t use them).

You will probably see a lot of shoutbow warriors running supply due to the fact they’ve got a lot of sustain, mobility and high 1v1 potential. In addition their warbanner comes to handy if your lord is about to die.

Turret engineer not mobile? Wut? My main class I play is an Engineer. Though I really dislike turrets. Seems to easy to win. Nonetheless, my point being. An Engineer running 2 turrets and Tool kit (only helps turrets). Will have 100% swiftness up time. Taking out the effect of skills jumping you forward and whatnot. That is still very mobile. Plus, if the engineer was smart he would just take a Thumper, and Net to slow any possible enemy smugglers until he gets back with his 100% up – time swiftness.

This isn’t including being paranoid, and dropping both turrets, and supply crate before you leave. Trait in Elite Supplies for 1 flame, 1 riffle, and 1 more net turret. 5 Turrets, 2 doing damage and 3 doing cc. That’ll be pretty rough to not be slowed down with. Unless your smuggler class is running a hard stability build.

Most of the turret engineers out there aren’t even running speedy kits. That beeing said if a engineer would be smart he wouldn’t run turret engineer at all. In a map beeing as large as this stronghold map without ppl beeing forced to stay or fight on a node all the time it’s pretty useless.

Any good player out there will just ignore your turrets and i doubt they’ll interrupt the enemy player all by themselves (especially considering a cast time of only 2 seconds).

In addition you’re going to be pretty weak while running around due to your “utility skills” afking at some point on the map. They could easily kill you on your way back to the supply-camp.

Turret engineers are very weak in terms of rotations, you’re not going to do anything while out of range of your turrets.

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Posted by: YouWillLearn.9531

YouWillLearn.9531

You have to interupt the enemy if you want to deny him getting supply. So there is no point in building turrets there (since pure dmg wont interupt anyone), or it’s at least not as effective as you may think it is.

I personally think turret engi would be really bad at “smuggeling” due to his static build. Turret engis are in fact not mobile at all.

And why would you leave some banners there? What’s the point? They’re not even dealing any dmg, same goes for spirits (if you don’t use them).

You will probably see a lot of shoutbow warriors running supply due to the fact they’ve got a lot of sustain, mobility and high 1v1 potential. In addition their warbanner comes to handy if your lord is about to die.

Turret engineer not mobile? Wut? My main class I play is an Engineer. Though I really dislike turrets. Seems to easy to win. Nonetheless, my point being. An Engineer running 2 turrets and Tool kit (only helps turrets). Will have 100% swiftness up time. Taking out the effect of skills jumping you forward and whatnot. That is still very mobile. Plus, if the engineer was smart he would just take a Thumper, and Net to slow any possible enemy smugglers until he gets back with his 100% up – time swiftness.

This isn’t including being paranoid, and dropping both turrets, and supply crate before you leave. Trait in Elite Supplies for 1 flame, 1 riffle, and 1 more net turret. 5 Turrets, 2 doing damage and 3 doing cc. That’ll be pretty rough to not be slowed down with. Unless your smuggler class is running a hard stability build.

Most of the turret engineers out there aren’t even running speedy kits. That beeing said if a engineer would be smart he wouldn’t run turret engineer at all. In a map beeing as large as this stronghold map without ppl beeing forced to stay or fight on a node all the time it’s pretty useless.

Any good player out there will just ignore your turrets and i doubt they’ll interrupt the enemy player all by themselves (especially considering a cast time of only 2 seconds).

In addition you’re going to be pretty weak while running around due to your “utility skills” afking at some point on the map. They could easily kill you on your way back to the supply-camp.

Turret engineers are very weak in terms of rotations, you’re not going to do anything while out of range of your turrets.

We are not talking about running a bunker engi with turrets. That would be stupid. Run rabid/carr. Doesn’t effect your cc abilities of course. If you’re an engineer who dies fast (just not skilled in telling spells, and when stuff is going to happen) Run rabid. For the more “Dodgey” skilled run carr for the all around dps. I’ve never really bumped into much problems running that type of build. Minus the fact i have to disengage often.
It’s not about the interrupts anyways. If you want to get into interrupts than I’d run thumper/rocket turret. I was more playing on the style of helping slow them down for other players to kill. Whilst doing my job as a smuggler.

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Posted by: runeblade.7514

runeblade.7514

You have to interupt the enemy if you want to deny him getting supply. So there is no point in building turrets there (since pure dmg wont interupt anyone), or it’s at least not as effective as you may think it is.

I personally think turret engi would be really bad at “smuggeling” due to his static build. Turret engis are in fact not mobile at all.

And why would you leave some banners there? What’s the point? They’re not even dealing any dmg, same goes for spirits (if you don’t use them).

You will probably see a lot of shoutbow warriors running supply due to the fact they’ve got a lot of sustain, mobility and high 1v1 potential. In addition their warbanner comes to handy if your lord is about to die.

I think OP is talking about Mobile Turrets

Which is vastly different than regular turret engineer. The difference is Mobile turrets uses turrets more actively than turret engi. Mobile turret’s strength is in the creation and destruction of turrets for reflects and knockbacks rather than the passive damage.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

(edited by runeblade.7514)