My Condition/Turret build.
The first issue i see is you have really low hp, conditions will chew through you really fast with our low condi removal. Also, you don’t have any defensive traits for yourself. I know you’ve buffed up your turrets but it just doesn’t make that big of difference.
Would this build be for hotjoin or tournaments?
Without changing your rune set, sigils, or point allocation i would recommend taking tools V over speedy kits. For inventions I would take I and VI, XII is a good trait since your 30 into inventions
Former Gunslinger, curret Engineer, Future Spellslinger
it’s pretty glass canon turret… your turrets might live longer than you under attack
Fairtex covered it, not much relevant I can add.
If you get the jump on someone with all turrets out and ready to overcharge, you can lock him down for most of the fight. Stun, knockdown, immobilize.
Whoever you’re fighting with all those up, will hate you because they will be incapable of doing something half the fight.
But outside of that window you might have issues only relying on p/p without elixirs or might…
The blind from flame turret is a life-saver, but it better be ready when they come for you. And they better be in range
I’d suggest the following changes:
Ditch Autotool Installation. The 10% HP per 10 seconds just isn’t worth it considering how squishy they are to begin with (if a damage-focus enemy targets them, that 10% does nothing), or how often you’ll need to pick them up if you’re mobile. Instead, I’d suggest Power Shoes, Cloaking Device, Elite Supplies X or Energized Armor.
Consider exchanging one pistol for a shield; the defensive skills, I’ve found, are incredibly handy, more than making up for the lack of Blowtorch or Glue Shot – at least in PvE, though I’m uncertain as to its effectiveness in PvP. If you do switch one pistol for a shield, then maybe swap Autotool for the Shield trait instead. This would also cause you to have no reason to use the Forge rune, allowing you to fill that slot with something else – such as the Rune of the Afflicted or the Krait rune, to improve Bleed duration (considering Explosive Shot’s guaranteed Bleed, Sharpshooter and the Earth sigil’s on-crit bleed chances, this might be at least a little bit useful to get higher stacks), or the Necromancer’s, to improve Vitality slightly.
Last thing: The build really could use some more health; maybe try swapping the jewels for Rampager’s jewels to maintain the CD focus while also improving HP.
Feel free to disregard, of course – my playstyle may be very different from yours, despite being a Turret Engineer myself.
So I have been running this build a bit, and I must say it is performing better than expected. The first thing I have started doing is when camping points I always drop my healing turret immediately so that I can have a steady supply of regen to keep my health ticking upward the entire fight, of course I always pick it up if I see someone coming so that I can have the big heals when I need them. The amount of burning/cc that this build pumps out is silly. I can keep targets without stability perma CC’ed, with the netshot from my toolbelt prior to dropping my turret, the net turret itself, the overcharge netshot stun, the knock down of my rocket turret, the glue shot, and also the stun from my elite, and netshot from my elite. Putting out DPS with this build is not a problem either, I can drop targets to dead within a few seconds with the amount of conditions that I can apply, and the extended duration of burns makes it that much easier. The lack of defense is hardly noticeable given how much CC I am able to pump out, and even when targets are not CC’ed, if needed, I either drop my heal turret for the heal and then detonate to blow them off me, use the flame turret blind overcharge, or detonate the flame turret itself to blow them off me, thus giving me more defense. Given the enemy stays within the radius, which isn’t always guaranteed, you don’t require much time to survive and kill your enemy. The only true weakness of this build I have encountered is heavy condition based classes with high survive ability, and good mobility, but even those, generally they always have to come into the turret farm, and at that point it is a massive DPS contest to see whom can kill whom the fastest, and with the amount of DPS I have at my disposal even in downstate, I generally win. Yes the raw HP of the build is low, but the livability of the build is quite high IMO, given that enemies who wish to attack me, have to come to me, and given the extended range of my rocket launcher, they are being attacked well before they can get anywhere near me, not to mention, being burned to a crisp, and hit with poison darts and confusion spells galore, so the lack of range that I was fearing has not been a worry thus far. So far so good, been tinkering with the traits and sigils a bit, I am fairly happy with the runes though. Will post an updated build later.
(edited by galandor.1059)
Updated build that I am running currently.
http://intothemists.com/calc/?build=VVRR;0B-cPFs0V-NSFx0;9;4JJT;048-25-25B;4KJ;1J0-hoHAhk062Vg
Here’s my condition/turret build.
Link won’t list it, but I run with both a Giver’s pistol and shield for the extra 20% condition duration.
I also rock veggie pizza and maintenance oils for the condition duration and precision buffs.
I don’t invest too much into the turret traits b/c I feel that you don’t really need them.
I mostly solo roam or small group roam and with this build I’m definitely not a push over.
You should drop one of your turrets in place of ToolKit. . . . very very helpful and must for this build (repairing turrets, confusion/stun, cripple/bleeds & pull)
http://intothemists.com/calc/?build=VXRw;0B-cPFw0W6NSFx0;9;49TJ-94;035B26;25;8jwmAjZH92Vd
Yak’s Bend [FoW]
I have been using Galador’s build recently and I must admit, it is quite promising.
I made 1 small modification. In fire arms I am using VI and VII, not III and VI. I do not feel the need of III since I want to stay in my turret farm. I preffer to burn my enemies for a longer time then being faster inside my tiny turret farm.
Gangstamech’s build is pretty awesome itself. However, It is a lot more mobile and tanky than Galador’s.
Gangstamech’s build will assure that you run fast at all times, can take on multiple targets no problem and that you can take a pimp slap without problem, thanks to the Tool Kit, the Shield’s abilities and XII in Firearms.
Galador’s is a lot more stationary. You set your farm, trap your pray in with your net turret and belt tool then melt them with fire turret, torch, confusion, poison and my favorite, the awesome rocket turret. With this build, I believe that it is important to use the turret traits because there is always that 100b hero or that ele who will crush your turrets to bits quickly. You cannot run fast, without them you’re most likely dead.
Pro Tip: Go into hotjoins and scout out the home points, and find areas to place your turrets people wouldn’t think to look. In Temple set your rocket turret up in the rafters, away from any physical contact set your net turret behind the wall post so it can’t be seen when entering, and your flame turret towards the back, always behind you, float around it so your enemy is perma burned, and use the ability to keep them blinded to protect yourself, use your glue shots to keep them trapped, and you should be victorious within a few seconds.
(edited by galandor.1059)
I have been using Galador’s build recently and I must admit, it is quite promising.
I made 1 small modification. In fire arms I am using VI and VII, not III and VI. I do not feel the need of III since I want to stay in my turret farm. I preffer to burn my enemies for a longer time then being faster inside my tiny turret farm.
Gangstamech’s build is pretty awesome itself. However, It is a lot more mobile and tanky than Galador’s.
Gangstamech’s build will assure that you run fast at all times, can take on multiple targets no problem and that you can take a pimp slap without problem, thanks to the Tool Kit, the Shield’s abilities and XII in Firearms.
Galador’s is a lot more stationary. You set your farm, trap your pray in with your net turret and belt tool then melt them with fire turret, torch, confusion, poison and my favorite, the awesome rocket turret. With this build, I believe that it is important to use the turret traits because there is always that 100b hero or that ele who will crush your turrets to bits quickly. You cannot run fast, without them you’re most likely dead.
My build should already account for a 3 second burn tick on the incendiary powder, 4 seconds on rocket turret, and 3 seconds on the fire turret, idk if your going for longer on the blowtorch or not, but with it you should be pretty close to max.