Deploy Turrets + Kit refine

Deploy Turrets + Kit refine

in Engineer

Posted by: Deified.7520

Deified.7520

So these two things seem to be the big conversation starts on the forums right now and here are two things.

Deployable turrets is fixed. It is now working. I’d love to see some builds using the detonate on turrets + knockback to do some heavy CC inside of zergs. Knock back every 20 seconds untraited for cooldown reduction? Might be interesting.

Secondly,

I think I might know where Anet is going with kit refinement. Kits were supposed to take the place of weapon swapping and perhaps multi kit builds they though were a bit too op because of all the “weapons” we could swap too. They couldn’t put a cooldown on equipping another kit, but they still had to discourage players (this is all based on assumption, not fact) from constantly switching kits just for the kit refinement. Perhaps this nerf was that. I mean I do agree it was a bit overzealous to do that. Engineers don’t have a whole lot of burst damage and 100nade was one of our only viable routes that was reliable. Nades are pretty good burst, but very easy to dodge. 100nade was a fun build for me at least, lots of apm. The nerf I think will still make it viable in zerg/point situations because you will still be able to do a large inital burst damage. I mean in theory you still run to someone and do the 100nade skill set up. Just when you switch to toolkit you’ll have to wait 10 seconds.

Deploy Turrets + Kit refine

in Engineer

Posted by: Anymras.5729

Anymras.5729

In PvE, the Deployable Turrets fix enables an Turret Engineer to have access to two knockbacks with twenty-second cooldowns (Healing Turret, Rifle Turret); with Throw Mine thrown in, that’s three knockbacks with twenty-second-or-less cooldowns. Toss a Net Turret in there to round it out with another relatively low-cooldown turret, and…four knockbacks, one with an 18-second untraited cooldown, two with 20-second cooldowns, and one with a 30-second cooldown.

Hopefully, turrets will get a cooldown reduction, maybe a trait, at some point.

Deploy Turrets + Kit refine

in Engineer

Posted by: MeateaW.3519

MeateaW.3519

Kit Refinement was too low level for the benefits it gave.

Many people ran Kit Refinement because the investment of 10 trait points was too attractive for the gain. (if you used EG/FT/Grenades it was often a better choice for those slot, and if it wasn’t then the alternatives at that level, SD and speedy kits were a simple switch).

Basically, that trait spot is very valuable. If Kit refinement was higher up the tree or better yet; got better with the height up the tree you were (similar to Elementalist Attunement bonuses) then at the top of the tree we could have what we used to have, and at the bottom we have what we have now.

So; maybe they should have had a “Kit Switch Cooldown” that the height you were in the last tree = %’age reduction in Kit-Switch cooldown. shrug. That cooldown = your kit refinement global cooldown.

Deploy Turrets + Kit refine

in Engineer

Posted by: SmoothHussler.6387

SmoothHussler.6387

Some great ideas there. Unfortunately….

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