tPvP Maps: Rated for Turrets

tPvP Maps: Rated for Turrets

in PvP

Posted by: Grackleflint.4956

Grackleflint.4956

On a scale of 1 to 5, 1 being the worst, and 5 being the best. All ratings are based on my personal experience. You will need to practice a lot with Turrets to reach this level of comfort using them so don’t expect to grab a turret build for TotSS and win all of your fights

Temple of the Silent Storm: 5

Temple and Altar reward intelligent placement of turrets where you can put them out of harm’s way. Net Turret is especially effective on this map because when you go to commune with a buff, you can place it where you think the enemy will approach to buy you some time. You can even overcharge it without interrupting your channel; a Thumper Turret is a nasty thing when placed on Stillness as the overcharge will send enemy players for a swim. The Gate is much more tricky, but I still go here if I’m needed. Thumper Turret is usually placed above on the ledge (you know which one) in preparation because I need a way to knock ranged players off of it and make them play down in my turret farm. The Accelerant-Packed Turrets trait shines on this map because you can use them to buy time for a teammate that is trying to capture Tranquility. I usually place a couple along the bridge and when opponents come running by I detonate them to send them into the water. Supply Crate also helps when going after Tranquility.

The Battle of Khylo: 2.5

Ah, the trebuchet (or treb for short). That thing makes it rough to keep turrets alive because even if you put them well off the point (Rocket, and Rifle usually) they can still get hit because not everyone hits the point dead center with their treb shots. I still run turrets here but I don’t place them until fights begin because I don’t want them to get removed by the treb beforehand. This makes placement a lot more challenging, but allows me to use their Tool Belt skills early. Usually Net Attack, Surprise Shot, and/or Rocket, though Rumble can be combined with Regenerating mist for a small burst of healing. If you’re inclined to use the trebuchet yourself you can set up a turret farm to protect you from enemy players. This tactic is an old one, but a good one. Set up your turrets near you and away from the ramp. You want players to come up to you and get nice and cozy in your turret farm—not just kill them one by one on their way up. Again, Supply Crate is a rock star here, as is Accelerant-Packed Turrets.

The Legacy of the Foefire: 3.5

This map is good for turrets due to the size of the points and the multiple firing lanes and elevation changes. I love this map because my turrets almost never die when placed properly. I use ledges, elevation, and other hard to reach spots to place my long range turrets. The points are big enough that Thumper Turret’s cripple effect allows me to kite around inside of a point, and your turrets those from Supply Crate can make downing an enemy Lord a piece of cake. If you want to roam as this map often dictates, then choose low cooldown turrets like Rifle, Flame, and Net so you can move on and quickly set up where you’re needed most.

The Forest of Niflhel: 4

Again, we have a map with some useful firing lanes, and elevation changes. You have quite a few choices to make at each point for turret placement. For example, at Mine you can run into the mine and up the wooden ramp to place a turret on the platform. This makes it very hard to see and keeps it out of the line of fire. At Henge you can place your Net Turret behind a pillar at the back of the point and either push or lure a lone enemy player into chasing you. This will immobilize them off of the point and out of line of sight so you can easily neutralize it. The Keep is usually AoE central, so you want to place them on the far side of the platform near the railing (overlooking the path below) or up above if you’re assaulting the point. As for the NPCs, if you brought the right turrets (generally Thumper, Net, Rocket) you can solo them given a little extra time, so don’t be shy about it if your team needs the points.

Please feel free to ask questions or contribute your own experiences with turrets in tPvP. Remember—constructive questions will get answered—qq’ing about the state of the engineer class, turrets, etc will get ignored.

cheers

(edited by Grackleflint.4956)

tPvP Maps: Rated for Turrets

in PvP

Posted by: Cosine.7841

Cosine.7841

Do you have a link to your turret build?

tPvP Maps: Rated for Turrets

in PvP

Posted by: Grackleflint.4956

Grackleflint.4956

Here it is, Cosine:

(remember to copy and paste the link to get it to work)

http://tinyurl.com/nzco4kr

Your main form of survival is through Protection granted by Protective Shield and Protection Injection. Both have their duration extended by the Runes of the Forge which also has it’s own Protection proc. I use Incendiary Powder for a dps increase (and it’s the only decent trait on the way to Accelerant-packed Turrets for this build) so I chose a Rampager’s jewel to boost my crit a little further. I find I have no problems triggering Incendiary Powder with even just 15% crit.

The Sigil of Smoldering is pretty straightforward, but the Sigil of Paralyzation might seem like a strange choice. Stun and Knockdown are never rounded down, so you get an extra .3 seconds of stun/knockdown out of your Static Shield, Net Turret Overcharge, and your Rocket Turret Overcharge.

I tweak this build a lot, so I left 10 trait points up to you. I usually go 10 more points into Alchemy getting the Minor Trait “Transmute” to help vs. conditions, and the Adept Trait “Blood Injection” to add more condition damage.

Thumper Turret is sometimes rotated out for a kit, and if so I exchange my Smoldering Pistol for a Pistol of Hydromancy for the swap effect. Kits I regularly use are Tool Kit, Elixir Gun, and Flamethrower. I used to use Throw Mine, but it’s currently bugged.

I hope you have fun with this build.

(credit to Fairtex for the basis of this build)