Kluzukaze – Mesmer
Rhomulos Prime – Revenant
Hello! o/
I’m seeing a lot of decent turret-related suggestions on here. I thought I’d throw mine into the mix too. Keep in mind I’m not considering exact math, dps and attack rates into consideration here, so the numbers may seem a little under/over powered to some of you. (You can also pretend instead of a debuff on targets that it’s a buff on yourself if it seems like it’d improve functionality)
My idea is based on keeping the engi active while fighting, so turrets have to be managed and not just laid down and forgotten. This creates a true use for our auto-attacks by giving them a secondary function, and offers an entirely new play style to explore.
Pistol/Rifle auto-attack applies a stack on anyone hit by it, this stack will increase all damage taken from turrets, and will have a 4s duration per stack. Each stack could also add a different effect based on the turret. This isn’t an AoE-heavy type of trait, AoE needs to be toned down drastically, so this would be fitting into a future template of the game for sure, whether it be pve or pvp. (hopefully at least pvp)
Rifle Turret – add 250 dmg + 1 vuln per stack
Flame Turret – add 1.5s burning + 50 dmg per stack
Thumper Turret – add 150 dmg + .2s immob per stack
Healing Turret – add .5s poison per stack, if the overcharge/regen pulse goes off with an enemy with stacks on them is in the area, it could also heal allies in range for an extra 100hp per stack
Rocket Turret – 200 dmg + 40 AoE radius per stack
Net Turret – add .7s Torment + .2s cripple per stack
Walking into a turret nest should be devestating, this will make anything blow up if they advance on your position. It also ensures that engis can’t just safely plant down a bunch of turrets right in the middle of a fight since it requires them to build up their damage through auto-attacks.
While this isn’t a perfect fix by any means, but it covers the damage. Any coordinated group can wipe this, or a 1,500 ranged player that can dodge magnet. Turret’s defenses are terrible, we all know that. Simple band-aids like 50% reduced cleave damage, or having the turret regen additional HP after meeting a certain requirement would help fix this issue for a time till the numbers of the game change.
Feedback is appreciated, just thought I’d try a new idea. Apologies if something like this was suggested somewhere already.
It’s an interesting idea, and one I’ve not seen before, but it being in the same tier as Rifled Turret Barrels would make it unlikely to be taken. Master, perhaps, would work; Autotool Installation requires them to stick around too long for it to be worthwhile in most situations.
I can appreciate your suggestions, but I personally, do not like the idea or think they will work
I am confused. What is wrong with the other 17 turret threads on the front page of the engineer forums that we need a new one just for your post?
the stupid part was that anets said we dont want engis to do as much damage with the 1 weapon and as much damage with kits as other classes.. they also said the turrets are for controll … thumper turret and net turret.. you cant controll if turrets die in 1 fn hit even if your smacking em with a wrench
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