(edited by ArmageddonAsh.6430)
Last Utility Slot
Go p/p and pick up toolkit for the pull confusion and block
On the Flame Turret: No Turret’s Overcharge will activate without targets, except for Healing Turret.
Somebody thought it was a good idea to bind Overcharges to firing cycles, which are currently bugged anyway, as far as I am aware. I’m not going to get into the habit of testing all the Turret bugs every time a patch happens, because there are a lot of bugs, so I’m not sure whether they fixed this but I don’t think they did.
On the Flame Turret: No Turret’s Overcharge will activate without targets, except for Healing Turret.
Somebody thought it was a good idea to bind Overcharges to firing cycles, which are currently bugged anyway, as far as I am aware. I’m not going to get into the habit of testing all the Turret bugs every time a patch happens, because there are a lot of bugs, so I’m not sure whether they fixed this but I don’t think they did.
This should be fixed with the upcoming patch that makes turrets fire on the target the Engineer him/herself is currently attacking. I don’t know why the smoke screen doesn’t proc outside of combat, since you can get area stealth from the smoke bomb/shield 4 combo very very reliably.
elixir gun. you have the traits for it and it gives a stunbreak and extra condi removal. i’m assuming you’re running healing turret which is your only condi removal.
On the Flame Turret: No Turret’s Overcharge will activate without targets, except for Healing Turret.
Somebody thought it was a good idea to bind Overcharges to firing cycles, which are currently bugged anyway, as far as I am aware. I’m not going to get into the habit of testing all the Turret bugs every time a patch happens, because there are a lot of bugs, so I’m not sure whether they fixed this but I don’t think they did.
This should be fixed with the upcoming patch that makes turrets fire on the target the Engineer him/herself is currently attacking. I don’t know why the smoke screen doesn’t proc outside of combat, since you can get area stealth from the smoke bomb/shield 4 combo very very reliably.
Why would that change whether the Flame Turret requires a target to trigger the smoke field? Because it would attack the user’s last-damaged target, whenever possible, going by the ‘leaked’ patch notes?
The issue is linked to the firing cycles, and if they don’t initiate at all, due to having nothing to target, then that won’t change a thing – likewise with, say, Thumper’s Thump, the only other Turret-centered AoE Overcharge that operates similarly.
Go p/p and pick up toolkit for the pull confusion and block
I like the Shield, Its great in so many different ways, for example when trying to reach a Keep or Tower that that is under Siege. I Also like using its 5.1 as an attack throwing it through a bunched up group of enemies it works really well.
elixir gun. you have the traits for it and it gives a stunbreak and extra condi removal. i’m assuming you’re running healing turret which is your only condi removal.
I tried the Elixir Gun, i just cant get into it. If The Acid attack (#3) actually affected the Engineer as well then it would be quite good, currently it doesnt which makes it lacking. Though the Stun break is nice. Its a shame that the Super Elixir that HEALS you is a Light field, i just dont quite understand that
I am also running Medkit, which has a condition removal on it. Might not be as good as the condition removal on Turret but it has Fury and swiftness which are both great and means i can have Swiftness up alot.
elixir gun. you have the traits for it and it gives a stunbreak and extra condi removal. i’m assuming you’re running healing turret which is your only condi removal.
correct me if im wrong but there isnt any condi removal on the elixer gun
Current Season – Platinum (Soloq)
Retired GW2 ESL Tournament Admin
elixir gun. you have the traits for it and it gives a stunbreak and extra condi removal. i’m assuming you’re running healing turret which is your only condi removal.
correct me if im wrong but there isnt any condi removal on the elixer gun
The acid attack causes Poison and Vul on enemies and removes conditions on allies – has no affect on you though so i wouldnt really count it myself.
i figured it out, lmao sorry for the confusion, light field with #5 on Egun and then projectile finisher for condition removal
Current Season – Platinum (Soloq)
Retired GW2 ESL Tournament Admin
not only that he said Heal turret is your only condi removal o.0 what about medkit, the greatest heal of all :P comes with fury aswell
Current Season – Platinum (Soloq)
Retired GW2 ESL Tournament Admin
super elixir cures a condition on you if you’re in the blast.
super elixir cures a condition on you if you’re in the blast.
Its a light field, it gives Retal. I have never seen it cure conditions.
My recommendation would be Rocket Turret. It’s got 1200 range, provides a 3s base burning for every rocket that hits, as well as an AoE 2s Knockdown every 20 seconds, a potential blast finisher if you need it, and it’s tool-belt skill is a 1200 range, minor AoE single target skill with decent base damage with low power builds.
super elixir cures a condition on you if you’re in the blast.
Its a light field, it gives Retal. I have never seen it cure conditions.
I think they mean the impact zone when it’s initially fired, not an actual blast finisher.
On the Flame Turret: No Turret’s Overcharge will activate without targets, except for Healing Turret.
Somebody thought it was a good idea to bind Overcharges to firing cycles, which are currently bugged anyway, as far as I am aware. I’m not going to get into the habit of testing all the Turret bugs every time a patch happens, because there are a lot of bugs, so I’m not sure whether they fixed this but I don’t think they did.
This should be fixed with the upcoming patch that makes turrets fire on the target the Engineer him/herself is currently attacking. I don’t know why the smoke screen doesn’t proc outside of combat, since you can get area stealth from the smoke bomb/shield 4 combo very very reliably.
It won’t be fixed. Normally this is where I would insert a snide remark about Arena Net’s intention or ability, but this time I don’t have to. Arena Net themselves said this won’t be changed; all they are doing is making turrets prioritize the player’s target like every other pet in the game has been doing since release. And Arena Net themselves said that things like the firing cycle or will not be effected by this patch.
yes sorry for the poor explanation. super elixir will cure one condition if you’re in the impact zone. the lingering field will not cure a condition.
My recommendation would be Rocket Turret. It’s got 1200 range, provides a 3s base burning for every rocket that hits, as well as an AoE 2s Knockdown every 20 seconds, a potential blast finisher if you need it, and it’s tool-belt skill is a 1200 range, minor AoE single target skill with decent base damage with low power builds.
Will give it a try, been giving Flame a run out. Doesnt seem to bad when used on doors getting siege by players. Still dont like the Smoke Field though. Could have and SHOULD have been designed better.
1) Shouldnt need a target
2) Shouldnt take 3-5+ seconds
Will give rocket Turret a try and see what it is like.