Smuggling
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.
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.
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.
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.
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.
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.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)