Effective turret builds

Effective turret builds

in Engineer

Posted by: Breaking Bad.6241

Breaking Bad.6241

I have used Rifle, Flame and Rocket turrets with the 30% dmg reduction, self repair and 15% more dmg traits in PVE along with a rifle and it was pretty good. They pretty much never die to normal mobs and provide very good damage and some utility when overcharged. Of course they take away agro form you.
My biggest gripe is that only the Rifle turret has a short recharge so if you are exploring a map or playing fast pace, you may not be able to use all three of them every fight.
My biggest joy is that you can spread them out in events (like the Plinx’ defend the area event) and they will tag mobs and thus give you loot while you were fighting a different mob on the other side of the area.
If you are asking about PvP, then I don’t know, from what I have read they are awful there.

(edited by Breaking Bad.6241)

Effective turret builds

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Posted by: Kardiamond.6952

Kardiamond.6952

In sPvP and WvW, I don’t really know any heavy turret build that is really efficient. People usually only use rifle turret only because of surprise shot.

Rotthen (Necro) / Zhyx (Engineer) /Inglorious Beasterd (Ranger)
Server : Anvil Rock (Since Release!) [SOLO]

Effective turret builds

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Posted by: The Gates Assassin.9827

The Gates Assassin.9827

I thought up a bunker build that uses the push back turrets trait, but the issue is that turrets currently:

1) Kill utility
2) Exploding turrets makes it so you waste that turret

Essentially, a turret is only one skill, disguised as two.

Until that’s fixed, they’re really not worth it.

Main: Raine Avina (Engineer)
Message me any time in game.

Effective turret builds

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Posted by: Atamaz.4195

Atamaz.4195

In PvE like dynamic event or leveling you can use whatever you want.
But in dungeon and WvW turrets die at the first random red circle on the ground or melee swing passing by, even with 30% damage reduction, and have no gain from power/condition damage/weapon damage from gear(even if the damage shown in the tooltip is on heavy armor target).
Most of them are single target while most of dungeon and WvW situation prefer aoe, they have some targeting problems when there are many target and don’t do much damage as a single target except rocket turret, but’s still ~800 damage every 4 seconds on single target, while other are ~300 every 2 secs(rifle), or ~400 every 3 secs (thumper), probably rifle and rocket would need some kind of splash damage like pistol#1, but more than that some serious damage reduction and scaling with gear.
I’d really like to use some turrets-bomb or turrets-toolkit build if ANet will fix turrets, but I still hate the long cd for destruction for damage or toolbelt detonate

Effective turret builds

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Posted by: Anymras.5729

Anymras.5729

I’ve taken to using a sort of aggressive tanking build for PvE. 30/0/30/10/0 for traits, taking a Turret trait if it’s available (except for Autotool Installation – using Reinforced Shield in that slot instead) and trying to increase damage otherwise (except for Alchemy, which is being used for Elixir S). Pistol/Shield, obviously.

Skill loadout is Healing, Thumper, and Flame Turrets, with Throw Mine and Supply Crate.

Works pretty well, for me at least.

Effective turret builds

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Posted by: Direksone.3867

Direksone.3867

http://gw2skills.net/editor/?fcAQJAqOGJC9IxgexgUoXA/RBbpLA

Something like that could work. While leveling turrets were pretty cool, but in dungeons, even with the 30% damage reduction they die quickly. I used the Rifle and Rocket Turret and changed the 3rd one depending on the situation, mostly the Flame Turret was useless as its range isnt too good and dies quickly as its in melee range.

Traits you will want to use: Accelerant Packed Turrets – they die quickly so might as well make use of it! Damage!
Rifled Turret Barrels – more range so they can be placed further away and increases survivability and damage is damage.

Those are the ones, imo, you ‘need’. You can take the repair, but also let them die, especially in conjunction with Accelerant Packed its not that good now that I think of it. You can also repair them yourself with the Wrench kit. The 30% damage reduction is for leveling fine, but dungeons also a bit obsolete. I use a pistol/shield and went for Reinforced Shield and Energized Armor.

The rest of the traits should be allocated to your playstyle, depending on what weapon you use and such.

You might hear that its not good or anything, but just play what you like and it CAN work. Be smart with how you place your turrets: place them outside of reach, ontop of things. Sometimes the AI might screw you over and theyll target things through walls (which they cant of course) for instance.

I used turrets for a long time in dungeons and it worked pretty well, but I switched to a supporty build and have stopped using them.

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Effective turret builds

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Posted by: Gorwe.9672

Gorwe.9672

First of all, this is all imo:

What you need(leveling+dungeons):

Healing Turret
Thumper Turret
Supply Crate(gee what a surprise!)
30 in Inventions(get at least Metal Plating+Autotool Instalation)
10 in Tools(Deployable Turrets is a M.U.S.T.-it adds whole another layer of tactics)
At LEAST 600-750 Compassion(make the most out of perma regen)

Now for the optionals:

Rifled Turret Barrels from the Inventions line: is a good trait overall. Tho, I am not sure about its usefullness with Thumper Turret. Moreover, in more Defensive build(Pistol Shield) it is subpar trait to the Shield trait.
Shield modifying trait: if you want to use Pistol Shield, otherwise skip
Net Turret: beautiful for kiting with rifle. Lack of dmg could be noticable tho.
Rocket Turret: has larger damage than Rifle, but it also has lower rate of fire. Therefore, effective DPS plumets. It plumets even more against heavily armoured enemies(no vulnerability).
Rifle Turret: Faster but weaker counterpart of Rocket Turret. Has an useful toolbelt skill(if you are going to do Discharge Turret build) and has vuln as well.
Flame Turret: Beautiful both for maximising your burn durations(in Pistol Pistol builds) and for defense(Pistol Shield) and for kiting(Rifle-the longer you kite around it, the more damage it does). Beautiful toolbelt and overcharge effects.
Explosives trait line: if you wanna go Defensive with Healing Turret+Thumper Turret+Bomb Kit+Throw Mine. Otherwise, it’s entirely skippable. DO NOT INVEST points here only to enhance Turret explosions(IMPORTANT!)!!!
Firearms trait line: is nice both for its malice(Pistols) and Crit(Rifles) bonuses. It makes you fight from larger distances, makes kiting easier and if you ever feel Like using Flamethrower-Juggernaut is a must. All in all, a nice enough line.
Alchemy trait line: does not give you anything. Skip it.
Tools trait line: has nice enough build possibilities with Toolkit+Static Discharge oriented Traits. Not a bad line per se, but you DO need ANOTHER trait line to make the most out of it(either Firearms so you get both +crit chance and +crit dmg or Explosives so you get +dmg and +crit dmg. Firearms prefered.).
Defensive stats(Vitality, Toughness): they let you REALLY drag out the Battle when combined with Compassion. Tho, you will lack dmg.
Offensive stats(Power, Malice, Crit Chance): they make the most out of your time. Remember, you are quite tough so you can get into extended firefights with your enemies. They excel at this. Tho, you could skip crit chance unless you are going more or less full offense.

My advice on the build? Here it is:

Rifle
0/30/30/0/10
Healing Turret
Rifle Turret
Thumper Turret
Flame OR Net Turret
Supply Crate
Traits used are: Rifled Barrels, Hair Trigger, Rifgle mods, Metal Plating, Autotool Instalation, Rifled Turret Barrels, Deployable Turrets.
Stat importance: Vitality>Power>Compassion>Toughness(you can switch the places of Power and Toughness if you are feeling Defensive-you can also bump Compassion one place up).
And last, but definitely not the least, remember to HAVE FUN with this my little build.

Now, I will say what we are lacking. Our Turrets, simple as that, need to have at least 50% of our stats applied to them(or 100% bonus stats-YOUR choice ANet!). Nothing more is needed.

That is all I’ve got to say about that.

Effective turret builds

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Posted by: The Slyfe.7231

The Slyfe.7231

This is my turret build.
http://gw2skills.net/editor/?fcAQFAUlspyVnty2F8LJyoCkWoHS49tYgUYX+loCVGA;TgAA1CtoKyUkoIbRuikFB

0/20/30/10/10
with all pow, vit, tough for now.
6 lyssa runes
damage sigil for now.

It is probably going to become my main build as I am really impressed with turrets despite the negativity surrounding them, I’m still figuring out stats for it (mainly how much survivability can I sacrifice for more burst). but I’ve used a variant of it on all aspects of the game (except Fractals, but PvE is PvE). Static discharge used with the toolbelt abilities (which beside damage can output immob and 15 stack of vuln) and mixed with a rifle chain is a good clip of damage that can be used like any other rifle build with the same expected result.

The net turret throws people off their game extremely well in pvp and used with the rocket turrets overcharge has people hating life all while you damage and cc with your rifle great against any class who needs mobility to live (all of them it seems these days)

fun fact the rocket’s overcharge javelin like trajectory is great for keep sieges on defense or offense.

I like the build because you can be mobile when you need to, hole up when you have to, and escape when things go wrong. Best part is I’m not even that good with it yet, so I’m pretty amped at how effective it is with my currently sloppy play.

The elite and the runes is all personal preference. I used them to try and create a game changer move for when it all goes wrong. Usually if my auto-S goes off I heal up (heal recharges at 25% as well) pop my elite, lose all conditions gain boons and start bringing the hurt.

Effective turret builds

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Posted by: Anymras.5729

Anymras.5729

Now that the patch has given turrets a little scaling to stats, Condition Damage builds are lookin’ like they’d be nicely complimented by a turret.

If and/or when they let turrets scale to everything (including, possibly, Vitality and Toughness, though it honestly wouldn’t be so bad if they’d just deal decent damage, so at least scaling with Power and Precision), that’ll make them able to fit into every build, and maybe even make them a mainstay of the Engineer class overall.

Well, that, and maybe if we get lucky they’ll make the toolbelts better. Maybe have Shockwave (with a shorter cooldown, for kitten’s sake) or Surprise Shot (with a longer cooldown, or else it’d be ridiculous) be a stunbreaker, maybe make Throw Napalm or Rocket strip boons…just generally give them useful secondary effects that make them worth the long kitten cooldowns. Or just, y’know. Reduce the length of the cooldowns on both turrets and toolbelts.