Fvux' Turret Mania!

Fvux' Turret Mania!

in Engineer

Posted by: The V.8759

The V.8759

Hey guys!

I have never been into turret build since I do not like passive play. However turrets can be played actively. Therefore I started experimenting with builds and came on the following:
http://gw2skills.net/editor/?fdAQFAUlUUpuq1WxyKseNifBN6mskdA63FgFLq7B-TJBFwACeAAt2foaZAAXAAA

Why the traits?

As for the Firearms line I went first for infused precision. Since this build doesn’t have any kits I did need a source of swiftness for my vigor. The master choice is pretty standard. Your rifle is your main source of damage and a 10% buff is very welcome. As for Grandmaster I went for Bunker Down. I feel like this trait offers much more than it seems. It creates some great pressure against your enemies who are up in your face and can keep the damage up high.

As for Alchemy I went as standard for Invigorating speed since Vigor is really strong.

In the Tools line I went first for static dicharge. This gives you the oppurtunity to get some huge spikes off with you detonate turret or rocket for example. In master I went for Leg Mods because 33% reduction can save your bum really easily. Finally I went for Adrenal Implant for even more endurance regeneration.

Why the skills?

The skills I choce offer me very much. Healing turret is easily the best engineer healing skill in the game so there is no doubt about that. I chose Net turret because it is a 2 second stun every 30s. It also offers you a 3 second immobilize to land a burst.
Rocket turret again is great damage in combination with CC. The Rocket toolbelt skill is also a very good skill to burst your enemy, with an easy crit of 6k+. For the final slot i went with thumper turret. It offers you an AoE Launch with blast and a nice and highly needed stun break (On a 34,5s CD).

How to use this build?

In this build you want to make sure to use your turrets as real utilities, so not placing them in 1 spot and leaving them there. You want to use them when you need that certain CC, immobilize or blast.
This build offers many ways to offer you help. Whenever you need healing you can throw in additional blasts, while you can still upkeep your pressure on the enemy by detonating your turrets and giving them static discharge.
Also be sure to prepare your bursts well. You can use the Net stun very well for this followed by blowing it up, shoot a rocket (If target is close to you!) and blunderbuss them for example.

Pros
- Very very high CC
- High pressure uptime
- High burst
- AoE support through many blasts and water field
- No traits wasted in invention line

Cons
- Poor Condi removal (Can be minimalized by adding in sigil of generocity)
- Weak against high CC due to 1 stunbreaker

I hope you guys give it a chance! It is really fun to play and actually requires quite some skill to be effective. But once you have mastered this….It is very effective ^^

greetings! Fvuxxx

One of the Firstborn Channel of Fvux

Fvux' Turret Mania!

in Engineer

Posted by: Arantheal.7396

Arantheal.7396

Looks like a decent no-kit build, but I’d recommend to switch net turret with rifle.
You run s/d with max points in tools, so the synergy is real.

Still, adrenal implant as grandmaster makes no sense, since you already proc perma-vigor with the traits you’ve chosen, and vigor already hard-caps your endurance regen (means, the trait and boon do not stack their effect, vigor just overrides the trait).
One could argue deployable turrets would help this build, but that just messes with the healing turret combo, so I’d recommend scope or armor mods as replacement.

Also, I’d recommend to take 2 points out of firearms and get transmute in alchemy and explosive powder keg in explosives. Transmute solves your condi-clear issue, without sacrificing your rng burst potential from air+fire, while explosive powder keg does more dmg per bomb than bunker down. And since you have perma vigor, you can use your dodge offensively more often.

If you then want to get some decent performance out of rifle, switch rifle mod with hair-trigger. Reduced cd’s, and therefore more cc / better availability of burst is way more valuable than a plain 10% dmg modifier that only helps your AA and 2 burst skills, and this also compensates a bit for the absence of net-turret.

Personally, I’d rather take TK with this, but since you want to go the full turreteer route, the above given recommendations will greatly improve your balancing between cc, dmg and survivability (if you decide for armor mods)

Engineer is love, Engineer is life.

Fvux' Turret Mania!

in Engineer

Posted by: The V.8759

The V.8759

Looks like a decent no-kit build, but I’d recommend to switch net turret with rifle.
You run s/d with max points in tools, so the synergy is real.

Still, adrenal implant as grandmaster makes no sense, since you already proc perma-vigor with the traits you’ve chosen, and vigor already hard-caps your endurance regen (means, the trait and boon do not stack their effect, vigor just overrides the trait).
One could argue deployable turrets would help this build, but that just messes with the healing turret combo, so I’d recommend scope or armor mods as replacement.

Also, I’d recommend to take 2 points out of firearms and get transmute in alchemy and explosive powder keg in explosives. Transmute solves your condi-clear issue, without sacrificing your rng burst potential from air+fire, while explosive powder keg does more dmg per bomb than bunker down. And since you have perma vigor, you can use your dodge offensively more often.

If you then want to get some decent performance out of rifle, switch rifle mod with hair-trigger. Reduced cd’s, and therefore more cc / better availability of burst is way more valuable than a plain 10% dmg modifier that only helps your AA and 2 burst skills, and this also compensates a bit for the absence of net-turret.

Personally, I’d rather take TK with this, but since you want to go the full turreteer route, the above given recommendations will greatly improve your balancing between cc, dmg and survivability (if you decide for armor mods)

Thanks for the feedback!

First of all I was not aware of the endurance regen cap so indeed I can better remove implant.
Next to that I tried to run with rifle turret but it gives you less controll over the enemy, resulting in less surviveablity.
The traits you suggested are great and I will definetly try it
As for last indeed toolkit would be so useful, but since this is indeed a full turret build and I want to keep that its not an option:)

Greetings Fvux!

One of the Firstborn Channel of Fvux