Rifle turret

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Posted by: aaakm.4290

aaakm.4290

I don’t even know what to say, this thing is useless.

maybe it has a low cooldown but it’s really underpowered.

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Posted by: Lupanic.6502

Lupanic.6502

it is used for SD builds only.

Rifle turret

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Posted by: aaakm.4290

aaakm.4290

it is used for SD builds only.

And can you show me this “SD” builds please ?

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Posted by: Lupanic.6502

Lupanic.6502

it is used for SD builds only.

And can you show me this “SD” builds please ?

This is an example.
http://www.youtube.com/watch?v=3YFONfyPS_8

This build is used :http://intothemists.com/calc/?build=-V70;0B-sPkq0l6oRFx0;9;49T;0T4;0358;4158I;2B0-G3G3G3G35Bl

SD means Static discharge

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Posted by: Tulki.1458

Tulki.1458

It used to do twice as much damage and bleed while overcharged and fired faster.

Now, it does no bleeding, deals only normal shot damage, and the bonus attack speed is bugged and doesn’t get applied.

WELCOME TO TURRETS

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Posted by: Aegael.6938

Aegael.6938

WELCOME TO TURRETS

THE RIDE NEVER ENDS

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Posted by: Flame Of The Titan.3649

Flame Of The Titan.3649

The toolbelt skill is great and it’s a nice as a blast finisher, other then that it’s poo

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Posted by: Polkism.4619

Polkism.4619

The rifle turret was good once…it saddened me to see it like this.

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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Rifle Turret isn’t terrible, but it suffers from all the issues that all turrets have, and like it was said earlier in the thread, you’ll rarely see it outside of a Static Discharge build… unless you see one of those extremely rare Turret Engineers. Sadly all the turrets used to be better than they are now but, nerfs and such.

Some things to note about the Rifle Turret itself though.

  • Damage scales with a 0.2 Power ratio.
  • Might Stacks (On the Engineer themselves), Vulnerability on the Turrets’ target, Bloodlust Stacks, and Rifled Turret Barrels are the only ways to increase the Turrets damage output (This goes for all other turrets as well, unless it’s Flame Turret, in which case Condition Damage is what you want to go for instead of Power). Another thing to note is Turrets do not benefit from any sort of general percent damage increase, whither it is granted by Runes, Sigils, or the Engineer’s Traits. This means traits, sigils or runes that behave like Target the Maimed, Enduring Damage, Modified Ammunition or Sigil of Force are absolutely useless to Turrets.
  • All shots from the turret are a 20% projectile finisher, meaning while rare, and somewhat difficult, you could utilize the turret to fire through combo fields. The best one I’ve found being Light fields, since projectile finishers through those fields remove a condition from all allies within a radius of the target hit. This effect compounds when overcharged, if a shot hits multiple targets, though it’s unreliable.
  • While Overcharged, all shots pierce targets.
  • Overcharging the turret immediately after placing it bugs the turrets fire rate so that it remains 1 shot per second. After 11 shots, it stops for roughly 2 seconds before firing another volley of shots. Overcharging the turret in this state only grants it Vulnerability on hits and the piercing effect, and does not increase the fire rate further.
  • Due to it’s low cool-down, it’s great for pairing with Accelerant Packed Turrets for a well needed knock-back/interrupt. Do note that detonating the turret deals vastly more damage than letting it die to damage, in addition to providing a blast finisher, but it is great to use it to say, absorb a backstab from a Thief if you time it correctly, since turret hit-boxes are a lot larger than they appear.
Wilhelm The Pursuer

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Posted by: ellesee.8297

ellesee.8297

you can use it as a low cd blast finisher. the toolbelt is great for static discharge. you can use it for cc with accelerant packed turrets. basically it has a lot of uses, none of which involve being a turret.

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Posted by: Adamantium.3682

Adamantium.3682

Some things to note about the Rifle Turret itself though.

  • Damage scales with a 0.2 Power ratio.
  • Might Stacks (On the Engineer themselves), Vulnerability on the Turrets’ target, Bloodlust Stacks, and Rifled Turret Barrels are the only ways to increase the Turrets damage output (This goes for all other turrets as well, unless it’s Flame Turret, in which case Condition Damage is what you want to go for instead of Power). Another thing to note is Turrets do not benefit from any sort of general percent damage increase, whither it is granted by Runes, Sigils, or the Engineer’s Traits. This means traits, sigils or runes that behave like Target the Maimed, Enduring Damage, Modified Ammunition or Sigil of Force are absolutely useless to Turrets.

I didn’t think turrets scaled with our power.

[TNO] Gizmo Gigawatt (Engineer)
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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

@Adamantium, They didn’t, but at some point ANet changed that. It’s not huge power scaling however, but, it’s extra damage regardless.

Wilhelm The Pursuer

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Posted by: Adamantium.3682

Adamantium.3682

@Adamantium, They didn’t, but at some point ANet changed that. It’s not huge power scaling however, but, it’s extra damage regardless.

Turrets are so messed up at this point I can’t remember the current state of how they’re supposed to work and what is a bug. I was going by the Wiki:

Boons and conditions applied by turrets use the character’s attributes, but damage dealt and inflicted is unaffected by attributes, and turrets cannot critically hit.

I’m pretty sure they do scale with Condition Damage (unless that too was changed) so that Wiki entry isn’t 100% correct to begin with. Leaves the door open for power to work like you say, I just didn’t think it did.

[TNO] Gizmo Gigawatt (Engineer)
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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Oh god yeah, the wiki pages on Turrets haven’t been updated properly in ages. Turrets scale off of Power, Condition Damage, Condition Duration (and Healing Power/Boon Duration, if you want to get super technical in the case of Healing Turret), and I think Boon Duration/Healing Power/Condition Damage/Condition Duration for any of the corresponding Combo Finishers as well.

Wilhelm The Pursuer

(edited by Kawloon Fuathach.3807)

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Posted by: Anymras.5729

Anymras.5729

@Adamantium, They didn’t, but at some point ANet changed that. It’s not huge power scaling however, but, it’s extra damage regardless.

Really? Did they actually make them scale, or is just the tooltip readout?

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Posted by: Adamantium.3682

Adamantium.3682

Anymras knows better than to take anything regarding turrets on faith, that’s for sure!

[TNO] Gizmo Gigawatt (Engineer)
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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

Op, welp. Nevermind. It is sadly just Tooltip readouts. Well now I’m hugely disappointed considering I was almost positive they scaled. God kitten it ANet. Ignore aaaaanything I’ve said about turrets then, ahaha.

Wilhelm The Pursuer

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Posted by: Anymras.5729

Anymras.5729

It’s already been reported as an issue, don’t worry.
The tooltips have been saying there’s power scaling for months, pretty sure. Just…had a faint hope that maybe they’d have actually done it.
Maybe eventually they’ll carry it through to actual function. Of course, these are the same people that haven’t fixed any of the old Turret bugs in the six months since I started my buglists; whether they say they’re working on them or not, I’m not going to hold my breath on any smart decisions, like implementation of broader scaling and resolution of issues, regarding Turrets.

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Posted by: Adamantium.3682

Adamantium.3682

It’s already been reported as an issue, don’t worry.
The tooltips have been saying there’s power scaling for months, pretty sure. Just…had a faint hope that maybe they’d have actually done it.
Maybe eventually they’ll carry it through to actual function. Of course, these are the same people that haven’t fixed any of the old Turret bugs in the six months since I started my buglists; whether they say they’re working on them or not, I’m not going to hold my breath on any smart decisions, like implementation of broader scaling and resolution of issues, regarding Turrets.

I’m sure there are plenty of threads I could put this in, but without getting too far into what we would do to fix turrets what do you think about crits? Clones, pets, and minions can all crit but those are also actually alive (clones arguably so) compared to turrets which are inanimate objects. Should turrets crit? Would that help? I feel like with the prevalence of crit damage in the game even after the Ferocity changes comes through, something that can’t crit is just never going to do very good damage.

[TNO] Gizmo Gigawatt (Engineer)
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Posted by: Kawloon Fuathach.3807

Kawloon Fuathach.3807

I don’t think that all turrets should have the benefit of being able to crit, so if anything, maybe Rifle Turret. It’s squishy, has a rather low base damage (Basically it’s like having another Engineer spamming Hip Shot), and it’d make the Overcharge incredibly threatening when firing on a single target or a group due to the fast fire rate and piercing aspect, in addition to the vulnerability stacks.

Wilhelm The Pursuer

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Posted by: Anymras.5729

Anymras.5729

My opinion on crits:
Don’t put them on Turrets. Or any other minion-esque thing spawned by Utility or Elite skill.
Scale Precision and crit damage into the base damage, at a reduced rate, instead.
Leave them on Ranger Pets, though; it’s the class mechanic, and therefore is separate, to my mind.

Reasoning:
It seems to me that, while it would be nice for Turrets to be able to crit, it’s a bad idea because that means up to six distinct sources of potentially critical damage, each with different timing (making it difficult to dodge or block consistently, regardless of skill). Five, if the Turret-user runs away after placing the Turrets, with no action possible if the Turret-user can get far enough away, making it relatively safe, even by comparison to any other minion-style build I’m aware of.
This creates the question of how to balance the resulting mass of criticals, especially in light of the safety of the drop-and-dash tactic.
It seems most likely to result in reduction of the base damage of the Turrets to compensate, or perhaps the scaling would be so miniscule as to be pointless.

Instead, implementing a reduced-rate conversion of Crit Damage and Precision to Power, alongside Power scaling in general, would increase the direct damage of the Turret, hopefully allowing them to keep up in terms of damage. In theory, this could also prevent them from drawing nerfs as a result of ‘Whoah, that Engineer just got how many crits?’

That said, if they’ve got them on every other minion-esque thing?
Fair’s fair. Give ‘em. And the HP boost, too, don’t try to tell us Turrets aren’t minions.
Obviously there must not be much outcry about minion-crit builds, for other minions to have crits.

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Posted by: Adamantium.3682

Adamantium.3682

Sounds good to me. I don’t think crits would be the best idea.

[TNO] Gizmo Gigawatt (Engineer)
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