New Turret Engineer

New Turret Engineer

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Posted by: Loboling.5293

Loboling.5293

Hey guys and gals,

I decided to try the new turret engineer today in pvp (even though I didn’t like the play style in the past). I continued to use a zerker amulet, but switched my healing turret for a med kit, and riffle turret for nades. The result was hilarious. I destroyed a thief who angrily kept coming for me all game. Seems like the build is just as effective at killing noobs, and even better at killing people who are noobs and follow the forums. I had many different players coming to 1v1 me on point it was hilarious. Almost made me like to play the build. My team was worried that I’d be useless, but I ended up with the highest score on my team and we won… Was really surprised to see I had scored 155 as a turret, but it feels like these changes only served to remove the completely braindead turret build and give my opponents more confidence than they should have.

I hope everyone else takes this time to come up with new turret builds that reck bads.

3 people who came to kill me that game were a power necro (without lich, so I didn’t have to run), shoutbow (he would spend 2-5 minutes just dancing with me while I control the point before dying to my allies showing up) and thief (who was playing like a chicken with his head cut off, was really funny, but maybe that’s cause thief is my longest running main and I know that class really well)

So why don’t you share your turret stories since the patch.

FYI, my biggest reason for playing turret today, was I’m getting really bad lag (250ms), so I didn’t want to play my harder builds.

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Posted by: Dreaming serpent.5197

Dreaming serpent.5197

So I was playing around in practice (I know) with my turret build. I ended up changing my build to have both accelerated turret packets and deployable turrets. Deployable turrets is just so very unfair. I was placing turrets in literally impossible to reach spots. I found that the thumper turret was even more useful than normal because now I get access to stability in a team fight, another blast finisher (+ the 2 water fields from healing turret, so strong) and I can reposition it ever minute or so, perfect for blasting people away during a res/stomp.

The Rocket turret and rifle turret just sit usually unmolested in a tree or something similar, I’ve put them on walls, half-way up a pole, you name it. So far the biggest counter has been a power necro using DS4 and simply killing them very easily.

I too feel like this patch actually helped out turret engies become more skillful, and is weeding out the brain dead ones.

Jake Demoni -Necromancer- “Please stop moa-ing me”

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Posted by: Loboling.5293

Loboling.5293

I’m not saying they don’t suck, but I’m pointing out that the same people this build killed before are dying now… XD Obviously I had to change my build a bit to not rely so heavily on turrets. Otherwise, I’m using 5 turret traits, 2 turrets and 2 kits, elite supply drop. Pretty effective 1v1 for defending a node. Also, can assist team fights.

(edited by Loboling.5293)

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Posted by: Shaogin.2679

Shaogin.2679

I’m not saying they don’t suck, but I’m pointing out that the same people this build killed before are dying now… XD Obviously I had to change my build a bit to not rely so heavily on turrets. Otherwise, I’m using 5 turret traits, 2 turrets and 2 kits, elite supply drop. Pretty effective 1v1 for defending a node. Also, can assist team fights.

Yeah, it was never the build that killed them, it was their own inadequacy. I toyed around with it too, taking Rifle / Med Kit / Tool Kit / Rifle Turret / Rocket Turret / Supply Crate. The result, Supply Crate is destroyed insanely fast, but it is still good for a stun that drops bandages, which is basically what I used it for before anyways. Med Kit and Tool Kit are nice for that sustain and damage.

But most incredibly, when throwing my Rifle Turret and Rocket Turret on completely accessible ledges (tried placing them in trees and what not but they just never fired then), my enemies would sit there and try chasing me down and killing me while being completely oblivious to my turrets that are killing them. Despite the fact that they could destroy my turrets with a single ranged auto-attack or two, they just ignored them!

So yes, turrets will still kill the same morons they killed before, but will die in seconds against anyone with half a brain.

Doc Von Doom – Asuran Necromancer
Gate of Madness
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Posted by: shion.2084

shion.2084

Sorry how does a single ranged 1 attack kill a turret? They usually take a few hits to go down I find.

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Posted by: naphack.9346

naphack.9346

Sorry how does a single ranged 1 attack kill a turret? They usually take a few hits to go down I find.

Try mesmer with GS.

The only crime, turrets committed, is being good against the celestial meta.
The mob has spoken and the turrets shall be burnt at the stake.

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Posted by: shion.2084

shion.2084

ah just found out about new balance change Played all last night having no idea. Needless to say I am not a turret engineer. Now if you touch my bombs… then we be having words.

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Posted by: Gern.2978

Gern.2978

I’ve done a lot of PvPing since the changes, and my turrets don’t feel any less useful.

Hi, my name is Gern, and I’m an altoholic….

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Posted by: shion.2084

shion.2084

Actually playing again last night I do find one big problem… my healing turret actually dies before I can overcharge it. So your immobilized, in a condition well, you think, hey bringing out my healing turret and overcharging to remove a condition would be really useful here…. So since it does no offensive damage, they could at least make it last long enough to be overcharged immediately. I also can’t pick them up reliably anymore because they are dead before I hit the retreive option.

I think this needs to be thought about a bit more by the developers.

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Posted by: MiniEquine.6014

MiniEquine.6014

Actually playing again last night I do find one big problem… my healing turret actually dies before I can overcharge it. So your immobilized, in a condition well, you think, hey bringing out my healing turret and overcharging to remove a condition would be really useful here…. So since it does no offensive damage, they could at least make it last long enough to be overcharged immediately. I also can’t pick them up reliably anymore because they are dead before I hit the retreive option.

I think this needs to be thought about a bit more by the developers.

Healing turret is probably hit the hardest because of these nerfs. Engineers already have issues dealing with condition removal and this turret dying as fast as it does will not help at all. This particular change is affecting nearly every engineer too, not just the turreteers.

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Posted by: shion.2084

shion.2084

Alright I want 1 second of invulnerability for healing turrets when they first get dropped

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Posted by: Peutrifectus.4830

Peutrifectus.4830

I haven’t really ever put too much effort into trying turrets… but I’m a sucker for an underdog!

It’s clear that the new changes have made them trickier to use ( a good thing TBH) but since the world is screaming about the s-boon they received, it kinda makes me want to make them work >:)

I’ve been theorising with this (quiet day in the office)

http://gw2skills.net/editor/?fdAQFAUlsTpzr1Ux2KseNygxMyJqJ0BkeEiqdA-TJBFwACuAA12foaZAAPAAA

The idea is to play it in a similar style to a SD eng. The stats mean you aren’t relying on the turrets dps alone. Also defensive stats aren’t too bad either. I sense a shortfall in defensive skills… ie no block but I suppose the utility could easy be traded out for elixir s.
Deployable turrets used as you guys have already been talking about.

The last two points can go in explosives for APT and extra power (also makes supply a more annoying cc field), firearms for rifle cooldowns (what I’m leaning towards) or into tools to top up to 200% crit dmg and pick up static discharge.

Think I’ll be dropping this in unranked this evening and see how it goes.

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Posted by: Ravenel.5037

Ravenel.5037

i don’t mind the new turret changes as much, but they do die alot easier to anyone who realizes to just focus the turret down even more so if its the rocket turret and even the thumper actually dies pretty quick now under sustained damage even from condition circles but it is a little frustrating when a single elementalist can drop a meteor shower and instantly break all of them even spread over a wide area, but its something i can deal with also my biggest concern is when the new traits come i am not seeing auto-repair anywhere so turrets will be even more fragile then and i also noticed they might be getting rid of the automated medical response which was a big part of my build wile using a AED heal (a far underused skill in the engi bag of tricks )

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Posted by: Peutrifectus.4830

Peutrifectus.4830

Just to follow up on my testing.

I ended up playing with this by the evening;

http://gw2skills.net/editor/?fdAQJAqenUIS9VWbF2UBrXIhtgGVQCdFv4PA1G+YECAA-TJRGABA8AAyY/hiPBASVGAA

All in unranked of…

It was great! Turrets were placed in some of the weirdest places! Not in mid air, no exploits here! ;-) at times I wondered if people couldn’t see them B-)

I found APT and deployable turrets really handy for stomp denying!

And I found a really nice synergy between runes of balthazar, automated medical response and AED…

I was popping it at around 50% health on CD but when AMR procs, I get quickness so AED resets and casts really fast! Winner.