Oh come on, seriously???
Well, they could always just swap detonate and overcharge
Actually, the way turrets work are a lot like Phantasms.
Either keep them out for more overall DPS/effect gain, or detonate them for more upfront Dmg/effect.
Personally I think they should simply remove detonate from the tool belt and make it a chain skill with the turret itself.
I think if they did that, this conversation would be about how they should move the detonate button to the toolbelt because you’re losing a utility slot.
My first reaction to that statement would be removed by the filter. Moving detonate to the skill itself would not cause you to lose a utility slot. Please explain to me why you think it would so I can tell you why you’re wrong. However having it on the tool belt does make you lose a skill slot.
Read that as me being cynical based on how I’ve seen people think in these forums. I think your idea is a good one, it’s just that I’m not very trusting of the community at this moment.
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@Dirame, Arkham Creed:
I think that moving Detonate to being the third in the Chain Skill is a wonderful idea; although it would destroy the Turrets + SD build that some people were theory crafting in the forums last month.
That said, Turrets really do lack impactful Toolbelts and it seems that the only improvement so far is to Thumper Turret’s Rumble.
Perhaps moving Detonate to being the third in the Utility chain would then open up another Chain skill in the Toolbelt slot; which would be pretty nice. Engineers really lack impactful choices aside from kits and this may be a good start towards useful turrets in the future.
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend
Truth be told, an adept trait shouldn’t be a build-defining trait anyway…
Ok I just need to make a comment on this and how the op is just unwilling to think of the possibilities this detonate turret thing and tool belt works. So u slot the thumper for the stun break, but if you use the turret properly by dropping it and overcharge when the warrior is about to smash you (assuming you have the foresight to stay near it) you don’t need the stun break. Then while the overcharge is on cd and he comes back to smash again you detonate and knock back assuming you trait for it. The he comes back again gets the stun off and you can use the stun break. That is three ways to avoid a stun I think the way the turret is is fine. I think people need to stop there moaning hike up their skirt grab their turrets and think about the possibilities it’s called using your imagination people moral of the story is stop crying everyone and realize that there is little need to whine about every little thing. If you want more tactics on how to play this class op you can message me I might be able to help u
-overused blind fanboy defense tactic followed by thinly veiled insult-
I wouldn’t say that the current setup forcing everyone to use the exact same strategy in order to actually use all aspects of the skill provides a wealth of imaginative possibilities myself. But that could just be me. I don’t have ADHD you see, so to me one option is just one option; it doesn’t somehow become some strange new tactic every time I see it making me think that there are more options.
I just gave you a piece of the grand rotation of a build like this that would allow you to kill for days against 2 people on a far point and that’s the thanks I get? Kinda rude
I just gave you a piece of the grand rotation of a build like this that would allow you to kill for days against 2 people on a far point and that’s the thanks I get? Kinda rude
In the interest of civility allow me to thank you for your efforts, if nothing else. Thank you. That said had you taken the time to read through this thread you would know that:
A; I am a PvE player so however many people a given build or ration allows me to fight off in PvP or WvW is irrelevant to me.
and
B; I dislike skill rotation based gameplay, regardless of how “grand” and abandoned the thief profession after hyping myself up for it for several long months before release and every pre-purchase beta largely because the profession’s design was based too heavily on skill rotations as opposed to tactical choices.