The Celestial Turreteer

The Celestial Turreteer

in Engineer

Posted by: Creld.8702

Creld.8702

An accident that came from trying too many builds back to back, I had just come off Vee Wee’s celestial rifle build to try a condition bunker turret but forgot to switch that amulet. Without further ado, the build!

http://gw2skills.net/editor/?fdAQJAqelUUpqq1UxyKseRCbBFqdAqNI6OmlZ/xIEAA-TJRGwAAeAAZ2fA9JAYZZAA

A few quick disclaimers: First, strength and balthazar runes are almost interchangable, with balth being a bit better except versus necros who can throw your burning back. Sigils are both on crit, which may turn some people off, but, thanks to high fury up time and pistol 2, the below average crit chance doesn’t hurt proc chance too much. Generosity can easily be swapped for another rune, it’s chosen here because of the lack of condition removal for engineers. The traits are also malleable, the mid lines can be swapped and a kit taken for one of the turrets (the recommended drop is actually thumper, as without rifle’s fury, ICP becomes hard to proc).

Right, onto gameplay. You have no swiftness. Sorry, but once a fight begins, you are committed. Thankfully, since you have good area denial thanks to turrets you can keep most off your point for a fair amount of time. Your turrets are susceptible to being ranged down, but thumper is tough enough to be a pita to kill and the other two have short enough cooldowns so that it doesn’t matter as much when they die (though flamey is worth saving if you can). I’ve met no hard counters, and 1v1 I haven’t lost except to power necro in lich form (though they are weak to have their shots reflected back into their face, the reflect and block don’t always last long enough to save you).

Strongest points on this build are, like many engineer builds, large amounts of hard and soft cc. The turret pops aside (which tend to only be useful for stomp denial), the aoe knockbacks from shield 4 and thumper clear points, while shield five stun daze daze are great for buying another few ticks of burning or making it to your next Heal turret. Soft CC is mostly in the form of blinds from Pistol 3 and Flame turret overcharge, though Supply Crate Net Turret is terrific for stopping those pesky stable warrior/guards from having free roam of the point. The flame turret is actually amazing for countering thieves, since it can shut down the hardest hits from dagger or sword users, and, well timed, can stop a P/D from getting his stealth burst.

It also brings 4/10 second protection and fury and 3-6 stacks of might, 4/10 vigor (though functionally becomes 4/20 due to how short the HT gets to stay up), and our elite adds another 3-6 stacks of might, swiftness, and further vigor. The boon burst can high condition pressure can allow unbalanced fights to swing in your favor, with 1v2 usually being very tight and 2v3 tending to end in the turreteer’s favor.

Try it out, play with, break it, love it or hate it, and let me know. I personally fell in love with my accidental trash build, and it’s done well for me in team, solo, and hotjoin, though I am only rank 43 and in the 82% (whoo no actual rank! Like a boss!).

Thank you for reading! (-^_^-)

Asura Engineer- Aelara Fole

(edited by Creld.8702)

The Celestial Turreteer

in Engineer

Posted by: Rozbuska.5263

Rozbuska.5263

Looks good I am looking for some turret celestial right now too:-) Only problem is SD works really bad with non targeted skills.

Tekkit Mojo – Engineer
Tekkit’s Workshop

The Celestial Turreteer

in Engineer

Posted by: Creld.8702

Creld.8702

No need for Static Discharge silly! Conditions work much better with boons and turrets than SD ever did. Ah kitten , it didn’t get the right build, whoops

Fixed

Asura Engineer- Aelara Fole