Mobile Turrets Vs Man Portable Turrets
If they did this, they would have to add a cooldown to the reflective bouble and move the healing turret placement heal to Clensing Burst.
If they did something like this, I think it should be X% cooldown reduction where X is the turrets current health as a percentage of it’s total health. For example if the turrets health is full, then there is no cooldown, however if the turrets health is 20% then we only get a 20% cooldown reduction.
This would however make healing turret harder to use, since we would no longer see Clensing Bursts cooldown if we pick it up, and considering that only healing turret is widely used, a lot of engineers would dislike this change.
Since you gave it a name, I’m quessing this is an idea for a trait? Where would that trait go, What would it replace?
If they did this, they would have to add a cooldown to the reflective bouble and move the healing turret placement heal to Clensing Burst.
If they did something like this, I think it should be X% cooldown reduction where X is the turrets current health as a percentage of it’s total health. For example if the turrets health is full, then there is no cooldown, however if the turrets health is 20% then we only get a 20% cooldown reduction.
This would however make healing turret harder to use, since we would no longer see Clensing Bursts cooldown if we pick it up, and considering that only healing turret is widely used, a lot of engineers would dislike this change.
Since you gave it a name, I’m quessing this is an idea for a trait? Where would that trait go, What would it replace?
Move it to the overcharge. This way, I can have greater control over reflective shields.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant