Engineer : Charliengine
Engineer : Brother Thompson
(edited by Nirvana.8659)
I don’t know if i well understood it….do they both works with turrets?
I can’t judge things by now i know…but….
Inventions is ok , is turrets related….but at least for alchemy i was expecting something usefull to work may be with elixirs?
Ok Elixirs are already strong….i know…and turrets need buffs to be viable…i know…but even if i haven’t tested new changes yet,turrets sucks….and gain some second of a buff from a tree that is elixir oriented….dunno it leaves me a bit mad.
I personally don’t like others grandmasters too…but ok….i mainly want to focus the discussion about 2 grandmaster traits in 2 different trees that both focus on…turrets.
If the alchemy was going to be “turrets are now able to follow the engineer” it should have been ok ofc ;D .
What do you guys think?How can alchemy be usefull with…turrets? Oo
Do you like the idea?
Do you think turres can become viable in WvW/pvp with this changes?
Would you prefer something different as new alchemy grandmaster trait?
(edited by Nirvana.8659)
It doesn’t matter whether the Alchemy trait is good with turrets or not. Turret traits are far to spread out now, and it’s impossible to get them all. Not to mention the two different Grandmaster traits supply you with literally no offensive capabilities, so good luck killing anything.
ive got a mate who runs a pritty solid turret build, but i think these changes will be more beneficial for pve, but we cant play with em yet so its still all out in the open for what we can do.
ive got a mate who runs a pritty solid turret build, but i think these changes will be more beneficial for pve, but we cant play with em yet so its still all out in the open for what we can do.
the turrets in wvw…awesome! will cripple range dmg towards your whole group/zerg
ive got a mate who runs a pritty solid turret build, but i think these changes will be more beneficial for pve, but we cant play with em yet so its still all out in the open for what we can do.
the turrets in wvw…awesome! will cripple range dmg towards your whole group/zerg
mmmm yes, as well as the buffs that will come from the turrets if you choose will be great for teams.
i wonder if they buffs will effect supply drop, thats a whole lotta buffs for a team if your using 4 turrets
ive got a mate who runs a pritty solid turret build, but i think these changes will be more beneficial for pve, but we cant play with em yet so its still all out in the open for what we can do.
the turrets in wvw…awesome! will cripple range dmg towards your whole group/zerg
mmmm yes, as well as the buffs that will come from the turrets if you choose will be great for teams.
i wonder if they buffs will effect supply drop, thats a whole lotta buffs for a team if your using 4 turrets
Both new traits affect all turrets including Supply Crate.
Also somewhat related they said turrets will be affected by Explosives traits. I assume the detonation will now be considered an “explosive”.
I really really hope experimental turrets doesn’t work with supply crate or we can end up seeing a nerf to our favorite elite :/.
meh.. i had wished for something like a “perma flame jet” or a “poison dart” (basically adding poison to the bleed of the auto attack of the e-gun) thing…
ive got a mate who runs a pritty solid turret build, but i think these changes will be more beneficial for pve, but we cant play with em yet so its still all out in the open for what we can do.
the turrets in wvw…awesome! will cripple range dmg towards your whole group/zerg
mmmm yes, as well as the buffs that will come from the turrets if you choose will be great for teams.
i wonder if they buffs will effect supply drop, thats a whole lotta buffs for a team if your using 4 turrets
Both new traits affect all turrets including Supply Crate.
Also somewhat related they said turrets will be affected by Explosives traits. I assume the detonation will now be considered an “explosive”.
neat, will be interesting to see a support turret engineer in the new 5v5 DM game mode
I feel like theyre trying to push engis onto being supporty turret semi bunkers in spvp. Kinda like spirit rangers
Definitely gonna experiment in spvp with something like this
(edited by Carpboy.7145)
no more than theyre pushing every other class into supporty roles
I could maybe see myself using the alchemy one. It just means that my allies and I get some vigor every time I pop my healing turret. Might work in my healer/support build, depends on what I’ll need to give up to take it though.
These new turret traits are a bit weird though. They incentivize picking up/detonating turrets more than ever, although you’ll have to have it out for 4 seconds if you want the total reflect bubble.
The should make it so that the bubble and the boons come out periodically such that you can gain the same overall benefit (or more) by having the turret constantly deployed. Otherwise you hamper yourself even further by leaving a turret deployed since you don’t get as many boon or bubble procs.
The only real problem with the new turret traits that I have, is:
1) You have to sacrifice traiting into other lines, so your DPS is going to drop significantly. Making them not really viable for Dungeons.
2) none of the traits do anything to make turrets more resilient to AOE or mele damage. So they still are likely to be obliterated immediately when they are dropped.
Saying that this changes nothing with turrets, wouldn’t be correct, but it doesn’t change them enough to make them a viable choice over other kits, or to justify sacrificing all that damage.
Well, no one force us to use both grandmasters on turrets.
I think they want give us 2 different options:spec with turrets in a defensive way with invention tree (bubble refect), and boonsharing with alchemy tree (boons in area on turrets deploy).
I’m disappointed they gived us a turret grandmaster for alchemy…i mean is a no sense…no one can play a x/x/30/30/x build to focus on an useless turret for a bubble and few seconds of a boon.
It’s Alchemy….based on elixiers/boons….give me something related to this not dependent from an useless turret.
I still don’t know if they were lacking ideas, or if they really think i will go 30 in alchemy to equip a turret in one of my utility…for 3/5 seconds of fury or might or vigor or 10 sec swiftness.
I do better better support with elixiers only, and i’m also better in offensive situation with a classic HGH in a competitive gameplay.
I don’t even know if it can find any place in pve….
Anyway…things are done…that’s what we’ll get (sadly…for me).
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