80 finally need some serious help.
Turrets are awfully buggy, but if you’re a stubborn player, you can make them work.
After all, I do. I typically run a three-or-four turret setup.
The best advice I can give about turrets in dungeons is: Find out what situations you’ll be in beforehand. Then build around those. Or, pick a role you’re comfortable with, and use that as the basis.
For example, if you’re running Ascalonian Catacombs, and trying to protect Hodges or whatever his name is, I’ve found a hybrid Pistol/Shield Gadget/Turret build, of Healing Turret, Flame Turret, Thumper Turret and Throw Mine, to be of particular use in preventing him from getting downed.
During the segment where you protect the Essence Collectors from the swarming Gravelings, I could get and hold aggro, while managing to not die, by running like a crazy person, dropping turrets whenever I could – I actually managed to kite the swarm well enough that people specifically commented on it.
The final incidence where this build was particularly effective was during the phase of the dungeon where you pull chains to activate spike traps to rip into the approaching Graveling horde – intelligent placement of the turrets and liberal use of Throw Mine could help push the Gravelings back, allowing more traps to be sprung.
Of note, of course, is that this build was particularly useful against swarms. Single, powerful enemies would require a different approach, such as Rocket and Rifle or Flame Turrets, though Throw Mine is one of the better skills the class has, in my opinion.
Point being, of course: Don’t just know what you are doing, know what you’re going to be doing. I knew I would be dealing with crowds of enemies, so I used skills and traits that would allow me to survive and push them back.
(edited by Anymras.5729)