HoT Turret Trait suggestion v2

HoT Turret Trait suggestion v2

in Engineer

Posted by: runeblade.7514

runeblade.7514

Most people don’t like the current state of turrets. So, I’ll just bend it.

For this turret suggestion, turrets now have short duration and then it blows up. They are more like spells/skill than an AI companion. Think of like Mesmer’s Phantasm but instead, after the first attack, it will shatters itself.

After, the engineer drops a turret, the turret will use its activated skill. For example, Healing Turret will now use Cleansing Burst, Rifle turret will now use a buffed up version of Automatic Fire, Net turret uses Net shot, Thumper turret will thump or cripple, Rocket turret will send out multiple rockets in an AoE. After 5 seconds, the turret will automatically blow up and knock enemies back. Engineers can still knock back early if he chooses to.

  • Turrets will be invulnerable since it has a very short duration(5 seconds). Cooldowns may be adjusted to balance it.
  • Requires a target to drop it like how a mesmer requires a target for illusion. Otherwise turret can’t hit anything.
  • Autotool installation/Metal plating/Rifle turret barrel/deployable turret gets deleted.
  • Revised trait: Fortified turret- Summoning turrets will reflect projectile. Also, turrets will last 1 second longer(to use a second attack). Increase knockback range from turrets.

Why?

  • Way less ‘cancerous’ than the afk turret build. Way more active than afk turret build.
  • More PvE and WvW friendly than before. Both of them can drop it, watch the turret do damage, watch it blow itself up and then move on to do the same on other players/mobs.
  • Still possible to keep a full turret build that isn’t the afk turret build because turrets gives tons of reflect and knockbacks.
  • Turrets no longer has to be removed from the game.

tl;dr Don’t ask to remove turrets without reading this first.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

HoT Turret Trait suggestion v2

in Engineer

Posted by: RunicAura.9860

RunicAura.9860

I’d have to say this would defeat the purpose I feel that the turret has. After all the turrets I feel are supposed to fortify your position helping you do damage and then move forward after the battle. Offering passive support either by fire power or defense. Though I would like to see the cool down instant if you pick up the turret instead of having it destroyed or blown up. I know that isn’t going to happen. I think they function how they should now. As it is you can always call up the turret hit it’s secondary ability then explode it causing a blast finisher all within that five second time. The cool down though would mean you’d have to wait to do it again.

HoT Turret Trait suggestion v2

in Engineer

Posted by: runeblade.7514

runeblade.7514

The purpose is lost with the nerf. Plus, it seems no one wants that.

Reflect bubbles does have the “fortify your position” element.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

HoT Turret Trait suggestion v2

in Engineer

Posted by: MiniEquine.6014

MiniEquine.6014

I’d have to say this would defeat the purpose I feel that the turret has. After all the turrets I feel are supposed to fortify your position helping you do damage and then move forward after the battle. Offering passive support either by fire power or defense. Though I would like to see the cool down instant if you pick up the turret instead of having it destroyed or blown up. I know that isn’t going to happen. I think they function how they should now. As it is you can always call up the turret hit it’s secondary ability then explode it causing a blast finisher all within that five second time. The cool down though would mean you’d have to wait to do it again.

Honestly, their purpose is very questionable at the moment. I know the original intent is an automated unit that helps you in battle, but this is clearly not a good solution for the PvP scene and it’s not very effective in any other game mode (especially after the nerfs, like how I can’t keep healing turret alive when fighting veteran mobs in Silverwastes…).

I think Runeblade’s idea makes them act more like actual utility skills; skills that are used, have some effect last a certain amount of time, and then going on CD for a certain amount of time. It would completely revamp how turrets are played, and it would be active play.