Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
What Team Comps have you seen Post Patch?
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Any team with brains, a Mesmer and a Thief would just camp side points and get an ez win against that comp. Thief nullifies Ranger, Mesmer nukes the point holders without even being pressured. Throw in a D/D Ele and any other bunkerish specs (Warrior, Guardian, even Engi) and you get a gg.
Any team with brains, a Mesmer and a Thief would just camp side points and get an ez win against that comp. Thief nullifies Ranger, Mesmer nukes the point holders without even being pressured. Throw in a D/D Ele and any other bunkerish specs (Warrior, Guardian, even Engi) and you get a gg.
To answer, they simply move the Ranger to wherever the Teef isn’t, put the Shotbow on the other point, and leave the pure turret engi mid. They can delay you at either point for a decent amount of time and just rotate to wherever they need to keep 2 points. The Pure Turret Engi could also leave turrets mid, go to wherever help is needed, drop a crate/CC a bit. gg.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Any team with brains, a Mesmer and a Thief would just camp side points and get an ez win against that comp. Thief nullifies Ranger, Mesmer nukes the point holders without even being pressured. Throw in a D/D Ele and any other bunkerish specs (Warrior, Guardian, even Engi) and you get a gg.
To answer, they simply move the Ranger to wherever the Teef isn’t, put the Shotbow on the other point, and leave the pure turret engi mid. They can delay you at either point for a decent amount of time and just rotate to wherever they need to keep 2 points. The Pure Turret Engi could also leave turrets mid, go to wherever help is needed, drop a crate/CC a bit. gg.
kitten , if an engi can crate AND leave a pt, he still wins it pushing out?!, someone call the balance police and arrest this build pls.
Any team with brains, a Mesmer and a Thief would just camp side points and get an ez win against that comp. Thief nullifies Ranger, Mesmer nukes the point holders without even being pressured. Throw in a D/D Ele and any other bunkerish specs (Warrior, Guardian, even Engi) and you get a gg.
To answer, they simply move the Ranger to wherever the Teef isn’t, put the Shotbow on the other point, and leave the pure turret engi mid. They can delay you at either point for a decent amount of time and just rotate to wherever they need to keep 2 points. The Pure Turret Engi could also leave turrets mid, go to wherever help is needed, drop a crate/CC a bit. gg.
kitten , if an engi can crate AND leave a pt, he still wins it pushing out?!, someone call the balance police and arrest this build pls.
I think you misread. The engi would leave the utility turrets at mid, and crate at wherever it’s needed. If you pay attention to the map you can just pop the Thumper active as soon as someone tries to decap. The exception of course is Graveyard, but that has the advantage of you being able to place turrets in annoying to reach spots, forcing any attackers to either kill them first or have to deal with them while taking the point.
I always wonder what kind of turret engis people are facing when they say they’re no good in organized play, being able to have a presence in multiple parts of the map is always good if you have something like a Shoutbow along.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Any team with brains, a Mesmer and a Thief would just camp side points and get an ez win against that comp. Thief nullifies Ranger, Mesmer nukes the point holders without even being pressured. Throw in a D/D Ele and any other bunkerish specs (Warrior, Guardian, even Engi) and you get a gg.
To answer, they simply move the Ranger to wherever the Teef isn’t, put the Shotbow on the other point, and leave the pure turret engi mid. They can delay you at either point for a decent amount of time and just rotate to wherever they need to keep 2 points. The Pure Turret Engi could also leave turrets mid, go to wherever help is needed, drop a crate/CC a bit. gg.
kitten , if an engi can crate AND leave a pt, he still wins it pushing out?!, someone call the balance police and arrest this build pls.
I think you misread. The engi would leave the utility turrets at mid, and crate at wherever it’s needed. If you pay attention to the map you can just pop the Thumper active as soon as someone tries to decap. The exception of course is Graveyard, but that has the advantage of you being able to place turrets in annoying to reach spots, forcing any attackers to either kill them first or have to deal with them while taking the point.
I always wonder what kind of turret engis people are facing when they say they’re no good in organized play, being able to have a presence in multiple parts of the map is always good if you have something like a Shoutbow along.
…. you have no idea how much damage a Mesmer able to freecast is able to do on a Turret Engi.
The shoutbow can’t be everywhere everytime. He can support ONE fight, and even then, a single Mesmer deals enough damage to outdps his sustain on the engi.
I think you’ve never experienced first hand how deadly a thief-mes comp is. Only a full celestial team could hope to survive that kind of burst, not some decap sheets.
Any team with brains, a Mesmer and a Thief would just camp side points and get an ez win against that comp. Thief nullifies Ranger, Mesmer nukes the point holders without even being pressured. Throw in a D/D Ele and any other bunkerish specs (Warrior, Guardian, even Engi) and you get a gg.
To answer, they simply move the Ranger to wherever the Teef isn’t, put the Shotbow on the other point, and leave the pure turret engi mid. They can delay you at either point for a decent amount of time and just rotate to wherever they need to keep 2 points. The Pure Turret Engi could also leave turrets mid, go to wherever help is needed, drop a crate/CC a bit. gg.
kitten , if an engi can crate AND leave a pt, he still wins it pushing out?!, someone call the balance police and arrest this build pls.
I think you misread. The engi would leave the utility turrets at mid, and crate at wherever it’s needed. If you pay attention to the map you can just pop the Thumper active as soon as someone tries to decap. The exception of course is Graveyard, but that has the advantage of you being able to place turrets in annoying to reach spots, forcing any attackers to either kill them first or have to deal with them while taking the point.
I always wonder what kind of turret engis people are facing when they say they’re no good in organized play, being able to have a presence in multiple parts of the map is always good if you have something like a Shoutbow along.
From your response, yes, I did misread, but can somebody explain the suboptimal turret engi build? because as far as I know the build is (still) complete trash and still unviable competitively. i.e. Once an engi burns their crate (especially a turret engi) they will have little to no sustain if they leave their turrets burning on other points, let alone a stunbreak, the build can be easily outplayed by any class in this game (assuming a pure competitive environment and they leave 1 of their utils to troll 800 dmg for no reason on a pt)
I’m still baffled how people consider turret engis a problem (this is my personal and biased opinion)
Any team with brains, a Mesmer and a Thief would just camp side points and get an ez win against that comp. Thief nullifies Ranger, Mesmer nukes the point holders without even being pressured. Throw in a D/D Ele and any other bunkerish specs (Warrior, Guardian, even Engi) and you get a gg.
To answer, they simply move the Ranger to wherever the Teef isn’t, put the Shotbow on the other point, and leave the pure turret engi mid. They can delay you at either point for a decent amount of time and just rotate to wherever they need to keep 2 points. The Pure Turret Engi could also leave turrets mid, go to wherever help is needed, drop a crate/CC a bit. gg.
kitten , if an engi can crate AND leave a pt, he still wins it pushing out?!, someone call the balance police and arrest this build pls.
I think you misread. The engi would leave the utility turrets at mid, and crate at wherever it’s needed. If you pay attention to the map you can just pop the Thumper active as soon as someone tries to decap. The exception of course is Graveyard, but that has the advantage of you being able to place turrets in annoying to reach spots, forcing any attackers to either kill them first or have to deal with them while taking the point.
I always wonder what kind of turret engis people are facing when they say they’re no good in organized play, being able to have a presence in multiple parts of the map is always good if you have something like a Shoutbow along.
From your response, yes, I did misread, but can somebody explain the suboptimal turret engi build? because as far as I know the build is (still) complete trash and still unviable competitively. i.e. Once an engi burns their crate (especially a turret engi) they will have little to no sustain if they leave their turrets burning on other points, let alone a stunbreak, the build can be easily outplayed by any class in this game (assuming a pure competitive environment and they leave 1 of their utils to troll 800 dmg for no reason on a pt)
I’m still baffled how people consider turret engis a problem (this is my personal and biased opinion)
The turrets themselves give boons to you and your party when traited with Experimental Turrets. You get Vigor from the Healing Turret and Protection from Thumper. Personally, I found that those boons + Protection Injection and Self Regulating Defense with Soldier’s ammy and some sort of defensive rune (Mel or Grove) is all you need. Heck, I’ve gone Zerker and still found my defense to be adequate.
Turret isn’t hard to play, but you go have to be clever about placement and when to activate the main attack of the turrets.
Even VS Mesmers I find that with Rifled Turrets you have 1,500 range so it’s not like they’re going to be out ranging you. So long as your turrets aren’t right next to each other and you position yourself so that they can’t AoE them you force them to either focus on the turrets or you. If they focus you they may down you, but stomping you before your turrets down them as well (at which point you win) is a tall order. If you’re not there but Thumper is in the middle of the point and your Rifle and Rocket are outside you still have to deal with the Thumper at least before getting on point because otherwise the Engi can just knock you off and activate the other turret’s attacks as well (from what I’ve seen the range of Thump is the entire point if placed in the center). Most bad turret users group them too close.
What made the comp work is that the boons from the turrets made the Shotbow even more powerful due to boons and his heals let him help keep the Engis and his turrets alive but even solo the turret engi had enough staying power to hold off any single player. They at one point also dropped all their crates on one point which with that + Accelerant Packed Turrets made for a pretty funny moment (only funny in hindsight though).
Also, Turret Engis do have an emergency stun break if Thumper isn’t down in the form of Rumble. It even gives around a second of Stability to prevent immediate follow up control. The more clever Engis wait to actually put down the thumper until after they use Rumble. Of course, if they’re standing next to it when they get stunned they could also just Thump you away.
Turrets are weird, you can’t say that it takes skill to play the build itself but there are ways to play it wrong.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by BurrTheKing.8571)
These days I won a match against 5 turret engies with a random team with a basic comp. We just knew what to do and where we needed to rotate. Imagine a point with 2 supplies crates plus their normal turrets everywhere.
Seriously, nowadays people that lose to turret engies just have the classic l2p issue.
These days I won a match against 5 turret engies with a random team with a basic comp. We just knew what to do and where we needed to rotate. Imagine a point with 2 supplies crates plus their normal turrets everywhere.
Seriously, nowadays people that lose to turret engies just have the classic l2p issue.
Turrets =/= Decap
Decap only has 1 turret. They were the main threat. The pure turret engi was worth having though because he could just mix their turrets in with everything else the decaps had.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Dunno. Double shoutbow and some cele engis or eles on top is annoying. When they clump up, the amount of healing, boons and condi removal really makes it tough for a single Necro to get through all that. It feels like a WvW zerg and just doesn’t want to die.
Or kill anyone, but makes games very stale and annoying.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
The Pure Turret Engi could also leave turrets mid, go to wherever help is needed, drop a crate/CC a bit. gg.
The Turret Engi away from his Turrets is an easy prey. Turrets without the Turret Engi are easy to take out. You should take advantage of such an situation.
(edited by Shylock.4653)