4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
HoT Turret Trait suggestion
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
From the current trend, the following minor trait in the turret line seems more probable:
-Turrets take double damage from conditions and auto-detonate on receiving a critical hit.
The mob has spoken and the turrets shall be burnt at the stake.
Honestly, shut up.
No one likes turret engis. Suggest changes that will give it active play please.
twitch.tv/bey0ndb
Honestly, shut up.
No one likes turret engis. Suggest changes that will give it active play please.
Like this?
Fortified turret is different. It is based around creating and exploding your turret for strong reflects and strong knockbacks. I loved how this build was played until the knockback was there. In the stream, fortified turret and metal plating just didn’t feel right together. After all, engineers only get reflect shields when turret is created. The engineer shouldn’t care about a 33% decrease if the turret is going to blow up before it gets killed.
Fortify turret still remain a viable option for those wanting to going into Inventions as a non-turret build because of healing turret. The reflect and knockback will give Non-turret engi strong survivability. Even if it says turret in the name, you don’t have to bring any utility turrets.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Or we could bandaid further by replacing turrets entirely with their overcharge.
Rocket launcher, healing bomb, smoke pellets.
And then change traits accordingly. Meaning fortified turrets becomes fortify etc.
No ai, that means they cant complain about that atleast. And then we could actually crit with them.
Or what about making them traps?
Rocket trap calls down a rocket when triggered, seismic trap launches etc.
Or we could bandaid further by replacing turrets entirely with their overcharge.
Rocket launcher, healing bomb, smoke pellets.
And then change traits accordingly. Meaning fortified turrets becomes fortify etc.
No ai, that means they cant complain about that atleast. And then we could actually crit with them.
Or what about making them traps?
Rocket trap calls down a rocket when triggered, seismic trap launches etc.
ANet worked really kitten fixing turret bugs. I don’t really want them to throw all that hard work away because some people complained too much.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
^As long as a cleric water ele can’t auto it to death in a reasonable amount of time and a warrior can not out out heal them with healing signetalone there will be someone to complain about them cos ai.
I saw that thread about flying turrets after the patch and i was wondering if they where placed up in the stratosphere, because i cant see any turrets no more. :P
On a serious note my original idea was to turn them into fully fledged stationary remote controlled kits.
(edited by miriforst.1290)
Since when was ai the problem? Conditions are ai. After you apply them, you just watch them tick, no further actions required on your part. Your opponent can cleanse them, like they can destroy the turrets.
If traited conditions did enough damage without any gear investment, so that you could build tanky instead, they would be a problem, too.
Not to mention that after the trait changes, Phantasms will be the new turrets.