Engineers and Turrets <3
nice little asura you got there. i’m pretty sure he’s able to make alot of monsters have a bad day
i’m really sorry to say, but turrets ain’t no real turrets at this state of the game. and there seems to be no effort in ever turning them into turrets.
for example there’s the healing turret, which applies a big instant healing when deployed and should best be overcharged instantly to gain an additional area healing. when doing this you’ll apply a waterfield which should best be used by exploding that same turret right away in that small time gap of that waterfield, this causing additional healing.
what did you get? an instantly exploding turret after creation. wow.
same applies to thumper turret, which can be instantly exploded for a total of 3 blast combo finishers, which is actually pretty powerful, but nowhere near of what you think a turret would work like.
turrets in this game are like instant spells that require several clicks and the ability to press buttons in the right order. (deploy -> overcharge -> explode)
If you’re ok with that, you’ll soon accept it as it is, but that requires thinking outside the box.
(edited by pza.8024)
Hi there!
I have my engy for 4 weeks now (first char) and even after all this time I still feel almost the exact same way about my turrets. Whenever there is a class with minions or even stationary minions (omg so many strategic possiblities!!) I’m already hooked for months usually.
However, there is one thing you should be warned about: Around this forum turrets are considered to be utter garbage due to a variety of reasons. Most of them are just nonsense, imo, if you always take the whole turret skill with it’s overcharge, HP(pve distraction) and it’s corresponding toolbelt skill into account. Especially their toolbelt skills (including both the regular and the detonation skill) are usually stronger than those from kits or some elixirs.
The only reasonable cons are a handful of bugs:
-overcharge / attackrange not always working properly (no idea how many of them have already been fixed).
-Displayed stats in all tooltipps are wrong, concerning rate of fire (usually a few % slower), overcharge time, alleged conditions and damage
-Damage stats are wrong because the tooltipps imply your turrets scale with your power and conditiondamage which is unfortunatly not true. I really hope they reconsider this particular point but since there’ve been complains about it since release we should doubt it.
Another thing that bugs me is that the most awesome trait of all Rifled Turret Barrels is hidden deep in our toughness & healpower tree, right behind elite supplies (only way to get even more turrets).
This means if you want to max your turrets, you won’t be running a damage build of any sort, plus you have to choose both of them over some of our best support traits.
As a result, I expect them to be the least used traits even if turrets had a better reputation.
On the other hand, classes with minions and turrets almost never work the way both of us enjoy in any RPGs out there. Most of the time they either have a limited use, uptime or are just too few. Your asura engy should do pretty well in comparison though so don’t get frustrated ^^
(edited by Escadin.9482)
nice little asura you got there. i’m pretty sure he’s able to make alot of monsters have a bad day
i’m really sorry to say, but turrets ain’t no real turrets at this state of the game. and there seems to be no effort in ever turning them into turrets.
for example there’s the healing turret, which applies a big instant healing when deployed and should best be overcharged instantly to gain an additional area healing. when doing this you’ll apply a waterfield which should best be used by exploding that same turret right away in that small time gap of that waterfield, this causing additional healing.
what did you get? an instantly exploding turret after creation. wow.
same applies to thumper turret, which can be instantly exploded for a total of 3 blast combo finishers, which is actually pretty powerful, but nowhere near of what you think a turret would work like.
turrets in this game are like instant spells that require several clicks and the ability to press buttons in the right order. (deploy -> overcharge -> explode)
If you’re ok with that, you’ll soon accept it as it is, but that requires thinking outside the box.
Aww, well that kinda sucks =/ On the other hand, I’m only doing PVE, and I’m more of a low level monster grinder, than one to build up and prepare for one massive level’d boss, so I don’t need to be the best around =)
Thanks for the tips though, I guess I’ll need ’em when I take the fight to PVP and WVW =)
Errr as much as I love the Halo series, Halo Wars grossly oversimplifies anything that represents itself as an RTS, lol. Mico is pretty sparse. Dune 2 required more thinking -.-
Turrets are a pretty bad state though. Its fun to use them in PvP and they can be used to trigger many many blast finishers combos. Outside of that, most of what they can do other engineer skills do better sadly :/
Also that mortar turret is a joke. I’m sure someone in Anet is laughing his head off when he designed it, whoever made that skill was overpaid by his entire paycheck.
A few patches ago, they changed the rifle turret from bleeds to vulnerability. Horrible thing, I know… Turrets are really fun in PvE and I love using them.
Oh and I also love halo wars. As simple as those controls are, I get endless hours of fun from that game still (Love spawning a ton of sniper jackals!!)