(edited by Swagg.9236)
Engineer Turret Suggestions
TURRET OVERCHARGE ACTIVATION
- Utility skill turret overcharges can now be activated outside of combat (no longer require a target).
TURRET DURATIONS
- Turrets now each have individual durations. These durations dictate a respective turret’s maximum lifespan once placed on the battlefield. After a turret’s duration is up, it explodes automatically.
- The Engineer will have certain skills that reset a turret’s respective duration when they “strike” a turret. These skills include:
- [Tool Kit]’s auto-attack skill: [Smack]
- Rifle’s [Jump Shot]
- Off-hand shield’s [Magnetic Inversion] and [Throw Shield] skills
- Off-hand pistol’s [Glue Shot]
- [Healing Turret]’s overcharge skill: [Cleansing Burst]
- [Elixir B]’s tool-belt skill: [Toss Elixir B]
PICKING UP A TURRET
- Manually picking up a turret now greatly reduces that turret’s recharge. The recharge reduction varies by turret.
- Picking up a turret now takes 1 second.
TURRET OVERCHARGES (OPTION 1)
- A utility skill turret’s overcharge now interrupts its respective turret’s current skill queue upon activation (it triggers immediately the second that you press the button).
- All utility skill turret overcharges now begin with a 1-second long mini-version (180 radius) of the Elementalist’s [Churning Earth] animation (only the rumbling earth animation; sans the explosion at the end) that occurs at the turret’s immediate location. Either this animation would be its own skill (an overcharge would queue two skills: the harmless charge-up animation, then followed by the actual overcharge skill), or all utility skill turret overcharges would have to be reworked to simply begin with the charge-up animation. During this charge-up animation, the turret is invulnerable to damage.
TURRET OVERCHARGES (OPTION 2)
- Utility skill turrets are now triple skill chains. Skill 1: [place the turret]; Skill 2: [Engage Overcharge]; Skill 3: [Overcharge].
- [Engage Overcharge] would function akin to the Ranger profession skill [Return to Me]. It breaks a turret’s target and performs the harmless charge-up animation. It also displays the same mini [Churning Earth] animation as described above. After using [Engage Overcharge], the turret remains inactive until the Engineer activates the [Overcharge]. In this case, the [Overcharge] is then directed at the Engineer’s current target if applicable (if no target is selected, the turret attacks the nearest target; if the attack doesn’t require a target, it simply activates as it normally would).
- A turret’s respective [Engage Overcharge] would inherit the recharge of that turret’s [Overcharge] skill.
- After using [Engage Overcharge], an Engineer has 5 seconds to use a turret’s [Overcharge] ability before it flips back to [Engage Overcharge] ([Engage Overcharge] begins recharging immediately after its use).
- Activating [Engage Overcharge] grants a turret 1 second of invulnerability.
HEALING TURRET
would remain unaffected by the changes listed above (it’s fine the way it is now).
(edited by Swagg.9236)
TURRET AND OVERCHARGE SKILL SUGGESTIONS
Rifle Turret
- Duration added: 180 seconds.
- Picking up this turret reduces its recharge to 5 seconds.
Automatic Fire (Rifle Turret overcharge)
- Rate of Fire increase increased from 50% to 100% (Overcharged attack rate increased from once every 1 second to once every ½ second).
- Overcharged duration reduced from 10 seconds to 4 seconds.
- Recharge reduced from 30 to 20 seconds.
Rocket Turret
- Duration added: 25 seconds.
- Damage reduced from 794 to 618.
- Burning inflicted reduced from 3 to 2 seconds.
- Recharge reduced from 50 to 40 seconds.
- Picking up this turret reduces its recharge to 15 seconds.
Explosive Rockets (Rocket Turret overcharge)
- Overcharge duration reduced from 7 to 4 seconds.
Net Turret
- Duration added: 25 seconds.
- Rate of fire increased from once every 10 seconds to once every 8 seconds.
- Immobilize duration reduced from 3 to 2 seconds.
- Picking up this turret reduces its recharge to 15 seconds.
Electrified Net (Net Turret overcharge)
- Overcharged Rate of Fire increase removed (now only fires 1 Electrified Net).
- Overcharged duration reduced from 10 seconds to 4 seconds.
Thumper Turret
- Duration added: 25 seconds.
- Recharge reduced from 50 to 40 seconds.
- Picking up this turret reduces its recharge to 10 seconds.
Flame Turret
- Duration added: 180 seconds.
- Recharge reduced from 25 to 20 seconds.
- Picking up this turret reduces its recharge to 5 seconds.
(edited by Swagg.9236)
First post commentary
http://www.mediafire.com/download/twir76xeuur19un/Engineer_discussion_-_Turret_trait_lines.mp3
Songs used (in order):
- Akaneiro Ga Moeru Toki – GunGrave 2 OST
- I’m a Man – Smoove
- Magic Touch – Funk Off
Second post commentary
http://www.mediafire.com/download/b78l5147vq45xi6/Engineer_discussion_-_Turret_overcharges.mp3
Songs used (in order):
- Mood Indigo – Duke Ellington
- Hack Beat – Kevin MacLeod
- Neighborhood 2 – The Sims OST
Third post commentary
http://www.mediafire.com/download/79799j2dx5yarm9/Engineer_discussion_-_Turret_skills.mp3
Songs used (in order):
- Yellow Soul Force – Moutain Mocha Kilimanjaro
- Dunes – Chriss Onac
- Twilight Park Waltz – The Pillows
- Karate – Galactic
(edited by Swagg.9236)
Hello Swagg! Nice post [+1]
New trait: Elixir-Packed Turrets
- Master (Major)
- Turrets explode when killed. When your turrets explode, they cure 1 condition on allies in the area and create a healing field.
- Condition cure radius: 360
- Healing per pulse: 325
- Pulse: 1 second
- Healing field duration: 3 seconds
- Healing field radius: 240
- Combo Field: Water
I like the idea behind turret explosions curing 1 condition on allies, as condition removal outside of elixirs is lacking for us, whereas condition application and reapplication is rich between professions.
I think the water fields are overdoing it a little, especially considering Healing Turret already provides x2 Water Combo Fields.
And besides, particle effects would be CRAZY combining the Blast finishers! ;P
and snares my capability, in fairness of vantage…
Discuss: https://forum-en.gw2archive.eu/forum/game/gw2/PvP-Down-state-Evaluation/first
Make sure any changes to turret are active play ones. These aren’t bad but I don’t want turrets to be another spammy AI spec – spirit ranger 2.0
really bad engineer
Also would like it if Overcharge skills reset turret rate of fire upon activation. ^^
and snares my capability, in fairness of vantage…
Discuss: https://forum-en.gw2archive.eu/forum/game/gw2/PvP-Down-state-Evaluation/first
Updated the original posts. Also added two more posts below the actual suggestions that are commentaries on the posts above. I’ve yet to do the third commentary on the third post, but I’ll get to it eventually.
Turrets should crit and should affect traits/sigils as well – Such as Sharpshooter, Precise Sights and Sigil of Strength. They should have a trait for healing. They need a damage buff. Rifle doing under 500damage when i have more than 3,000attack power is a joke.
New trait: Elixir-Packed Turrets
- Master (Major)
- Turrets explode when killed. When your turrets explode, they cure 1 condition on allies in the area and create a healing field.
- Condition cure radius: 360
- Healing per pulse: 325
- Pulse: 1 second
- Healing field duration: 3 seconds
- Healing field radius: 240
- Combo Field: Water
I think it would be better if they were RANDOM. You have a chance for any of the fields. Maybe give it a say 10second cool down so you chouldnt spam them or anything.
I was thinking the overcharges should always just activate on deployment and not require manual activation. Then it can just activate the overcharge at successive intervals automatically and not rely on player intervention. This might seem like it’s giving them less usability, but I think it would be more convenient. The reasons are as follows:
1. The turrets will just die in an explosion of colour anyways, so they might as well just crank out their overcharge while they’re up.
2. Overcharges can not be activated in reaction to something due to it activating on the next turret’s attack, so letting it activate immediately on deployment gives you a method of activating it on reaction. If you need your stun net to help you deal with 5 backstab thieves, you’re currently gambling that it’s either ready to fire or it’s just going to fire after you’re already dead as if it’s laughing at you. That is, deploying the turret can be the reaction to an event rather than activating an overcharge (of course CC would screw this up, but the result will be more or less the same if your turrets decide to go on vacation).
3. Healing turret is not a turret, it’s just a glorified water bomb. There’s no point in not activating the overcharge immediately, and then either picking it up or popping it in the water. Demanding the spamming of the heal skill to ensure the overcharge occurs is not only convenient, but it can also result in your death if the skill lags or the turret dies in 0.0000001 seconds due to everything exploding everywhere. Imagine if thieves had to push the heal button twice for hide in shadows, once for half the heal and the second for the other half heal and stealth. It’d be terribly inconvenient and unnecessary, so why make healing turret like that? Either redesign the thing to be an actual turret or make it less of a pain.
4. Having the overcharges activate automatically means that the utility slot button can be used for self-destruct. What this means is that the toolbelt skills for all turrets can be available at all times. The current design does not fit into the limited skill bar philosophy because there are too many skills to fit in the slots available. In some cases, it’s better to take the turret solely for the toolbelt skill, meaning you have very little incentive to drop it (i.e. SD burst build with rifle turret). This does mean that certain traits can’t proc off the self-destruct anymore (i.e. SD, endurance regen), but now you don’t have to lock yourself out of your own skills. Also, I feel that the way self-destruct works with things like SD is not an intentional design choice and just occurs because of the way SD is designed, but only the devs really know that.