at start, sorry for my english :
so here is my build http://gw2skills.net/editor/?fdAQJAqelUUpuq1axyKseNCdBB6CcgEI6hUkR/pAA-TJRGABA8AAyY/hmKDU8JAAA
after nerfs to turrets im trying to find ways to make them work…for me and my fantasy about engi he always was and will be around turrets,
saying that i hated full turreters , cause they were so lame to play with. so after many tries i make this build and think its work pretty well, if u have any idea how make it even better please tell me
my thinking process :
pistol/shield- condi pressure, defence from "power rangers " :P
im runing rabid amulets for tankieness and important critic chance to trigger my sigils choice:
-sigil of strengh- nice might is nice andin this build u will be very bossy arond might stackng
-sigil of torment- cover condi( run mesmers run and die !!:P)
balthazar runes – so great dps burst to this build i just love this burn after i use my healing turret ")
as u can see im playing with:
’-3 turrets: healing, net and thumper, in my build they are all about cc control my opponent.
-4th ability will be flamethrower i know its not the most powerfull kit but i just love it burn them down.
thanks to accelerant packed turrets flamethrower’s air blast and shield’s magnetic inversion i have access to 6 knockbacks in very short time( yay every points are mine !)
and here is a deal : after nerfs turrets are no more your “place them and forget” tools so u may try my way of playing them – EXPLODE. Do not be afraid to detonate them. In this build turrets are all about give u so much needed in pvp CC, boons ( thanks to experimental turrets u have access to swiftness, vigor and protections, mind u it works for all your teammates so u are support them well) and might( by stacking it by detonate them in napalm fire field 0 might for all- take it )… its also free your engi so u can roam more often and helps others.
net turrets- great syngergy with sitting duck trait so with thumper turrets u amke them cripple a lot not mention vurnability.
thumper turrets is one turrets wich is still very strong cc monster must have
healing turrets- always detoante it after u put it down and use secondary effect, be quick it wll not live long!!,especcialy now
flamethrower- its so awesome underestimate by many kit. Its great hybrid power/condi tool. Thanks to juggernaut trait it give u tankieness, a lot of might , great long live fire field, short cooldown knockback, blind condi, great power burst from falme blust and nice short range AOE…in this build u are sitting on 18- 25 stack of might so just imagine how much dmg u will deal if enemy are standing close to each other. BURN FOOLS BURN !!
i was not carrying that much about this turrets nerf until i discover how big punch was it to ours only one" good to go" elite skill – supply crate.Now we dont have any powerfull elite,, yeah stun is good healing too but its hit overall very much ours dmg output, its sad more over we hae not any alternative skill, hope they give us something more.