Hello, and welcome to my guide for using turrets.
Let us venture into our mechanical wonderland!
Note: Most basic information can be found on the wiki. Please check that out before coming here.
Chapter 1: Overcharge
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Automatic Fire (Rifle Turret): Use immediately as soon as you place it down. Do not ever use it again until a new rifle turret is placed. This overcharge lasts roughly 10 seconds on activation.
-If used after it fires once, you may (probably will never) get the attack speed bonus for the turret until it is replaced.
-If used as it fires it’s first shot, it will retain the attack speed bonus permanently, however, every 10 or 11 seconds it will have a delay as if it didn’t have the speed bonus, then resume firing.
-If used as it fires it’s first shot, it will causing up to at least 3-4 stacks of bleeding at most.
-A side note that many people don’t know: Rifle Turret has a 20% chance to be a projectile finisher regardless of overcharge. Overcharge will cause it to have a firing rate of 1 per second, which can be great for many things.
-Causes projectiles during the overcharge to become piercing, though this is common knowledge, many people miss this.
-If used for and it doesn’t fire for 5 seconds, then starts firing for 5 seconds, it will only have bleeding shots or whatever it will do in the future for the remaining 5 seconds of overcharge.
Explosive Rockets (Rocket Turret): Keep note of the distance between your turret’s target and the space between it. Give it at least a 400-500 range maximum when in a small tunnel as the projectile will fly in a huge arc above it. When using on high ground, it will still travel in a ridiculous arc, same as low ground. This is great for reaching over small ledges when your target is above you.
-If used when not firing, the overcharge lasts almost 4 seconds, enough so it won’t fire 2 in a row. If it doesn’t fire at all during that time, you waste the overcharge.
-Don’t be discouraged at it’s weird arc of firing. When it fires at a moving target, it will look like the rocket will totally miss, but if the target doesn’t move too far of a distance (up to about 400, from my experience, which is quite far) and they don’t dodge during that time, it will still hit the target.
-(unconfirmed)This can actually critically hit? I remember some instances where I was dueling a friend of mine and sometimes this would hit him for 6,000+ yet it wouldn’t appear in my combat log.
Electric Net (Net Turret): Should be used immediately. It does not benefit from a attack speed bonus regardless of description. If used between shots, you better hope it fires in the next 4 seconds or you waste the overcharge.
-Deals minor damage, which is nice I guess.
Thump (Thumper Turret): Can be used long before it has a target, as it’s overcharge duration is close to 10 seconds. If it fires during that time, it will use its overcharge ability.
-A trick to using this is to hear or see the thumper turret’s handle, located on the top of the turret. When it starts to spin, it means it is ready to fire again very soon. You can also listen for the ticking sound it makes.
Smoke Screen (Flame Turret): Should be used immediately when placed within attack range. The overcharge duration is also a short 4 second duration.
-Do not pick up your turret during its smoke screen. It will disappear with the flame turret.
-Your flame turret will not attack since it is using Smoke Screen instead.
Cleansing Burst: Most people will use it as soon as the turret is deployed and then detonate it. I will address how to keep your healing turret out while keeping the blast finisher and all your other turrets ALIVE in a later chapter.
-Again, just like the thumper turret, you can look for a visual cue on your healing turret to time the overcharge, but a bit different. Look for the handle to slow to a stop instead of starting up.
-Cleansing Burst will leave a water field for 3 seconds, period. If you pick it up during that time the water field will stay for others to use.
(edited by WEXXES.2378)