Engineer Turrets
I say we combine the rocket turret and the rifle turret to make a rocket rifle turret with a lazer pointer.
Mobile turrets would be pretty cool. I like the idea of having the same type turret out multiple times, but everyone would then probably only ever run 3 rocket, especially for events (I know I would).
Please give us a keyring…
I know there are situations where I’d want 3 overcharged rifle turrets over 3 overcharged rocket turrets, or 3 net turrets above all else. HELL 3 thumper turrets could be quite the beast in ambush-style events.
I don’t like flame turret, there’s something wrong with it… not sure what though.
Just thought of this; I need a UI widget that shows me turret health. I want to be able to know when to detonate my turret if it’s about to die without having to look around and find it in a pack of people so I can check its HP.
Ground targeted turrets need to be a default part of the turret skills. Also, the explosives turret trait needs to be moved to adept level instead of major.
Mobile turrets would be pretty sweet. At this point, I’d settle for being able to upgrade existing turrets. Maybe add additional barrels to the rifle turret or shoot flames farther with the flame turret.
Agreed, although mobile turrets seems stupid. It would be too similar to necro pets, and if we wanted mobiles we’d just get steampunk golems.
Also turrets in general just need to not suck. Sometimes things just need a hard buff. If they were beefier and did more damage they would be a lot more viable and the engineer would simply kick more kitten and have a defined role. It wouldn’t hurt anyone to use a little restraint and discretion in getting close to the turrets. That’s a simple and effective way to counter the turret engineer and it’s not hard. Why should a thief or warrior be as successful as they are charging an engineer that’s built up lots of turrets? They shouldn’t. If it’s hard to kill an engineer doing this, it doesn’t mean it’s OP cuz you cant win, it means you don’t lose and the engineer is just sitting on his hands. Same thing with thieves, except you can actually see and respond to it and turret culling complaints doesn’t sound like anything anyone would ever mention ever.
If it seems OP to just drop all the turrets at once in the middle of combat, give them a bigger cast time and larger cooldown on destruction. It makes sense that there should be a setup period to a good defense and I know I would much rather have powerful turrets as opposed to ones that are quicker and more disposable.
Some kind of “upgradable” turrets idea could also accomplish this because that’s similar to my idea of a large cast time in that it takes time to set up.
(edited by Chickenshoes.6250)
Think people would cry nerf if we could spawn turrets as fast as mesmer clones? Even if they were just rifle turrets?
They’d still be stationary unlike some clones, wouldn’t confuse people who the target is, and rifle turret probably does about the same damage lol
Just thought of this; I need a UI widget that shows me turret health. I want to be able to know when to detonate my turret if it’s about to die without having to look around and find it in a pack of people so I can check its HP.
Just press alt bro…