Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play
This is a trait idea that I think might help us out, and would replace Autotool Installation since it seems that people think this trait is rubbish.
This trait reduces the RoF of turrets as well as the overcharge CD of all turrets. The overcharge could be 20%, like most special ability CD traits.
The RoF could be trickier, because it increases damage for the damaging turrets (which we already have a damage increase trait) and effects of the other two (Net and Healing).
Maybe instead of an RoF increase, there could be a CD reduction on the turret drop skills.
I’m open for discussion here.
I always envisioned a Similar named trait except it aloud deploying Turrets to be stun breakers with a 20 seconds internal cooldown. Since from my experience running full turrets can make you very vulnerable to burst.
Pretty good idea to be honest.
Reduce all cd’s by 20% (placement and overchage timers), like simular traits, and add: overcharge abilities are now instant active.
It would become mandatory immediately
I always envisioned a Similar named trait except it aloud deploying Turrets to be stun breakers with a 20 seconds internal cooldown. Since from my experience running full turrets can make you very vulnerable to burst.
if the turret is deployed, you can detonate (or maybeovercharge too) I believe when stunned.
Not perfect, but it’s better than nothing.
I would have to test the overcharge though, so will see if an npc ‘dummy’ in the Mists stuns as well.
I dunno if they would let us have CD reduction of overcharge AND instant activation.
Which one would you people want more: Overcharge CD reduction or Instant Overcharge Activation.
The Instant Overcharge Activation, in my belief, shouldn’t reset the RoF of a turret, rather being a separate entity if we use this.
My view:
- overcharge should be instant as default. The whole current mechanic is clunky and requires to micro-manage each turret cooldown… without even seeing that turret cooldown at all.
- the new trait should reduce the cooldowns.
Which of these I want most: probably the instant overcharge to be honest.
The Instant Overcharge Activation, in my belief, shouldn’t reset the RoF of a turret, rather being a separate entity if we use this.
Indeed.
Just let each overcharge be a seperate effect.
For the net turret: if it stuns, than it’s ok that the immobilize is on a different timer…
I think Net Turret’s Electrified Net is the only one that stuns and immobilizes opponents now that Basilisk Venom no longer does it. This would be an evil combination, stunning and immobilizing then immobilizing again.
I like that idea.
I always envisioned a Similar named trait except it aloud deploying Turrets to be stun breakers with a 20 seconds internal cooldown. Since from my experience running full turrets can make you very vulnerable to burst.
if the turret is deployed, you can detonate (or maybeovercharge too) I believe when stunned.
Not perfect, but it’s better than nothing.I would have to test the overcharge though, so will see if an npc ‘dummy’ in the Mists stuns as well.
Currently, The only time you cannot detonate a deployed turrent is in the Downed state and while under the effects of Elixir S. (I feel this should be changed, for Rangers can swap/activate pet abilities while downed.) Also, instantly activating an overcharge ability apon turrent deployment will bump its effect to Que up as soon as possible, So very close to instantly activating. The problem I find is most Turrets overcharge abilities would be more useful if they were saved for “the right time.” Giving its que based nature a bit of a spray and pray mentality. Instead I find useing Net Turret/Healing Turret as if they were a “Persistant Utility Skill” and simply deploy them, overcharge them and Detonate them will usually yield the best results in PvP scenarios.
(edited by Wolf.5816)
Or just go the route of Warhamer Engineers, where your damage increases if you’re within a specific range of a Turret you placed.
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