Turrents, Unique trait, totally useless?

Turrents, Unique trait, totally useless?

in Engineer

Posted by: slaughterfest.6250

slaughterfest.6250

I haven’t seen one good thing about turrents in forums since I started playing, Id LOVE to use them, (I played shaman in WoW) but I haven’t found any builds, they die so easily, my rocket turrent aggros everything, even my healing turrent gets agro? Is there an effective way of using turrents in PvE OR PvP? (I know a lot of my statements are extremely biased, and based off other peoples bias,) im looking for facts or ideas? Im not saying theres NOT a way, im saying I havent found it yet

Bane Of The Legions (80 Reaper)
Duke Vindictae (80 Chronomancer)
Pain is temporary, Regret is forever.

Turrents, Unique trait, totally useless?

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Posted by: Durzlla.6295

Durzlla.6295

A tip, Rocket turret and rifle turret are made of tissue paper, they are for all intents and purposes glass cannons so they should be in the back where they can take full advantage of their range. In sPvP this means to absolutely PUT THEM OFF THE POINT make your enemy leave the point to kill them, chances are they’ll die trying.

Thumper turret in PvE has a HUGE agro, if it’s put down enemies will bum rush it , use this to your advantage when saving your other turrets. In PvP this thing should be on a point , it’ll keep them constantly crippled and allow you to launch the poor kitten at a moments notice allowing you to always stay a step ahead of them if they’re Melee.

Flame, healing and net turrets are like the “adventurer” turrets they’re pretty squishy if focused but can normally keep themselves alive for quite some time. Flame turrets damage is great and should be place near the edge of a point in PvP (or in the middle of it depending on your style), it’s active will almost always be a more annoying blind than a thieves black powder and you can get a lot of defensive combos out of it via shooting through it, it also can be used as an AoE stealth when comboed with the thumper turret or blowing up any turret in the smoke.

Healing turret is my sacrificial lamb, I’ll normally throw that thing down to blow it sky high and knock people all over the place, it’s just such a low CD and there’s almost no reason not to drop it since the heal is almost always a good thing.

Net turret I don’t use very often because I like thumper turret A LOT more, but it’s good for keeping people sitting nice and still for your rocket turrets knock down!! That much I’ve learned from supply kit..

For me when I run turrets I normally go 4 turrets + heavy plating, rifle barrels (grandmaster) and Elite supplies + accelerant packed turrets. Elite supplies + supply drop turns your fortified location into a kittening death trap with 8 angry little turrets sitting there ready to focus fire the poor kitten who strolls too close!

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

Turrents, Unique trait, totally useless?

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Posted by: slaughterfest.6250

slaughterfest.6250

Wow, thanks man. That’s exactly what I was looking for!

Bane Of The Legions (80 Reaper)
Duke Vindictae (80 Chronomancer)
Pain is temporary, Regret is forever.

Turrents, Unique trait, totally useless?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I’m not a grammar kitten, I promise…but for the love of everything engineer, please don’t say “turrent”! :p

Sorry, pet peeve. Don’t forget that turrets will get a huge PvP fix in the next patch, allowing them to attack your target instead of just whatever’s closest to them. Not sure how useful that will be for PvE, but it will be pretty big for PvP/WvW.

Edit: haha, apparently naming the European fascist party from the 1930s-40s is censored here. Apologies.

Turrents, Unique trait, totally useless?

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Posted by: Knote.2904

Knote.2904

Turret cooldowns are way too long.

I don’t think any should be over 30seconds tops.

Turrents, Unique trait, totally useless?

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Posted by: Grenix.1576

Grenix.1576

Turrets build are usefull in spvp if you really want to play with them, other then that kinda useless.

Turrents, Unique trait, totally useless?

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Posted by: Durzlla.6295

Durzlla.6295

Wow, thanks man. That’s exactly what I was looking for!

np, i play turrets quite a bit lol, especially in sPvP, gotta say that they put trap rangers to shame when it comes to guarding a point if you set up your turrets correctly.

The major flaw they have though is mobility, you can’t chase someone too far from your turret nest or you lost just about everything, so once you bunker down, you’re there for a while.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

Turrents, Unique trait, totally useless?

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Posted by: tigirius.9014

tigirius.9014

Turret cooldowns are way too long.

I don’t think any should be over 30seconds tops.

Personally they shouldn’t be above 15 seconds if we pick them up because 1: they weren’t destroyed requiring longer period to put them back together 2: how hard is it for an engineer to plop one down and hit the on switch.

I’ve been asking for that for months now it’s ridiculous the sheer lack of sensibility put into the process of this class sure it’s fantasy but cmon even fantasy worlds have physics.

What we need for turrets to finally be viable:

  1. 90% AOE immunity
  2. a trait whether grandmaster or not, that allows them to be mobile
  3. faster CDs when we pick them up (mentioned above)
  4. smarter attacks (which is on the way according to their Oct 15th preview)
  5. the inability to tab target them (which means enemies must click target them directly to hit it)
  6. the Mortar Elite should have 100% immunity to AOEs because it’s an elite duh, and it should fire by itself when we’re not standing in it.

Then turrets will be viable, there’s a sheer lack of understanding of the needs of pet classes in the balance of this game that goes beyond the engineer I’m afraid! Oh and btw these things are well tested in other games have been using them for years (cept the 100% immunity thing for elite) and it’s worked out very well.

Balance Team: Please Fix Mine Toolbelt Positioning!

Turrents, Unique trait, totally useless?

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Posted by: Durzlla.6295

Durzlla.6295

Turret cooldowns are way too long.

I don’t think any should be over 30seconds tops.

Personally they shouldn’t be above 15 seconds if we pick them up because 1: they weren’t destroyed requiring longer period to put them back together 2: how hard is it for an engineer to plop one down and hit the on switch.

I’ve been asking for that for months now it’s ridiculous the sheer lack of sensibility put into the process of this class sure it’s fantasy but cmon even fantasy worlds have physics.

What we need for turrets to finally be viable:

  1. 90% AOE immunity
  2. a trait whether grandmaster or not, that allows them to be mobile
  3. faster CDs when we pick them up (mentioned above)
  4. smarter attacks (which is on the way according to their Oct 15th preview)
  5. the inability to tab target them (which means enemies must click target them directly to hit it)
  6. the Mortar Elite should have 100% immunity to AOEs because it’s an elite duh, and it should fire by itself when we’re not standing in it.

Then turrets will be viable, there’s a sheer lack of understanding of the needs of pet classes in the balance of this game that goes beyond the engineer I’m afraid! Oh and btw these things are well tested in other games have been using them for years (cept the 100% immunity thing for elite) and it’s worked out very well.

Oh dear god… if mortar elite used only the auto attack (i mean cmon balance purposes) while not on it… oh i’d be in love!! plop that baby down somewhere and suddenly the extremely powerful team fight elite becomes a really good 1v1 elite as well!!

And i’d LOVE, my turrets to have shorter CD when i pick them up and go, i mean 15s on all of them may be -too- low, but i do think the CD should be lowered by at least half when we pick them up… i mean kitten… when your rocket turret dies you’re without it FOREVER.

PS: I’m almost positive they’ve made it so turrets now attack your target.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

Turrents, Unique trait, totally useless?

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Posted by: Knote.2904

Knote.2904

Turret cooldowns are way too long.

I don’t think any should be over 30seconds tops.

Personally they shouldn’t be above 15 seconds if we pick them up because 1: they weren’t destroyed requiring longer period to put them back together 2: how hard is it for an engineer to plop one down and hit the on switch.

I’ve been asking for that for months now it’s ridiculous the sheer lack of sensibility put into the process of this class sure it’s fantasy but cmon even fantasy worlds have physics.

What we need for turrets to finally be viable:

  1. 90% AOE immunity
  2. a trait whether grandmaster or not, that allows them to be mobile
  3. faster CDs when we pick them up (mentioned above)
  4. smarter attacks (which is on the way according to their Oct 15th preview)
  5. the inability to tab target them (which means enemies must click target them directly to hit it)
  6. the Mortar Elite should have 100% immunity to AOEs because it’s an elite duh, and it should fire by itself when we’re not standing in it.

Then turrets will be viable, there’s a sheer lack of understanding of the needs of pet classes in the balance of this game that goes beyond the engineer I’m afraid! Oh and btw these things are well tested in other games have been using them for years (cept the 100% immunity thing for elite) and it’s worked out very well.

Oh dear god… if mortar elite used only the auto attack (i mean cmon balance purposes) while not on it… oh i’d be in love!! plop that baby down somewhere and suddenly the extremely powerful team fight elite becomes a really good 1v1 elite as well!!

And i’d LOVE, my turrets to have shorter CD when i pick them up and go, i mean 15s on all of them may be -too- low, but i do think the CD should be lowered by at least half when we pick them up… i mean kitten… when your rocket turret dies you’re without it FOREVER.

PS: I’m almost positive they’ve made it so turrets now attack your target.

If anything, I think they should all be 10s if you pick them up, except for maybe healing turret, that could stay at 15 seconds.

Then just reduce the cooldowns on Rocket/Thumper turrets to like 30-35 seconds.

If they die or are placed out of reach (using ranged placement) then you still get the full cooldown. The 10s cooldown for pick up would just help making them mobile.

50 second cooldown on any turret is just ludicrous. Being able to keep thumper with you just for pve tanking would be amazing.

Turrents, Unique trait, totally useless?

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Posted by: Durzlla.6295

Durzlla.6295

Turret cooldowns are way too long.

I don’t think any should be over 30seconds tops.

Personally they shouldn’t be above 15 seconds if we pick them up because 1: they weren’t destroyed requiring longer period to put them back together 2: how hard is it for an engineer to plop one down and hit the on switch.

I’ve been asking for that for months now it’s ridiculous the sheer lack of sensibility put into the process of this class sure it’s fantasy but cmon even fantasy worlds have physics.

What we need for turrets to finally be viable:

  1. 90% AOE immunity
  2. a trait whether grandmaster or not, that allows them to be mobile
  3. faster CDs when we pick them up (mentioned above)
  4. smarter attacks (which is on the way according to their Oct 15th preview)
  5. the inability to tab target them (which means enemies must click target them directly to hit it)
  6. the Mortar Elite should have 100% immunity to AOEs because it’s an elite duh, and it should fire by itself when we’re not standing in it.

Then turrets will be viable, there’s a sheer lack of understanding of the needs of pet classes in the balance of this game that goes beyond the engineer I’m afraid! Oh and btw these things are well tested in other games have been using them for years (cept the 100% immunity thing for elite) and it’s worked out very well.

Oh dear god… if mortar elite used only the auto attack (i mean cmon balance purposes) while not on it… oh i’d be in love!! plop that baby down somewhere and suddenly the extremely powerful team fight elite becomes a really good 1v1 elite as well!!

And i’d LOVE, my turrets to have shorter CD when i pick them up and go, i mean 15s on all of them may be -too- low, but i do think the CD should be lowered by at least half when we pick them up… i mean kitten… when your rocket turret dies you’re without it FOREVER.

PS: I’m almost positive they’ve made it so turrets now attack your target.

If anything, I think they should all be 10s if you pick them up, except for maybe healing turret, that could stay at 15 seconds.

Then just reduce the cooldowns on Rocket/Thumper turrets to like 30-35 seconds.

If they die or are placed out of reach (using ranged placement) then you still get the full cooldown. The 10s cooldown for pick up would just help making them mobile.

50 second cooldown on any turret is just ludicrous. Being able to keep thumper with you just for pve tanking would be amazing.

I understand not wanting turrets to be mobile, i mean they are REALLY strong at holding down an area.. but how they are now is just ridiculously immobile, i’d LOVE my turrets to only have 10s CD when picked up, i just don’t see that happening anytime soon.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

Turrents, Unique trait, totally useless?

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Posted by: lunyboy.8672

lunyboy.8672

Reducing cooldowns would be a GREAT step in the right direction, but it would have to be by quite a bit, especially when picked up.

Miss Fisthammer – Engineer | Urgard Fistorsen – Guardian
Physti – Elementalist | Fistful of Blades – Thief
[WHIP] Quaggan Slavers – HoD

Turrents, Unique trait, totally useless?

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Posted by: tattoohead.3217

tattoohead.3217

Turret cooldowns are way too long.

I don’t think any should be over 30seconds tops.

I so agree but TBH this would end up being OP. Turret detonations are a blast finisher and a Knock back having 3-4 of them on a <30sec CD could be considered OP for sure.

I would be happy if the upcoming “Pet” HP buff effected Turrets and i would wet myself if we could summon our deployed turrets to a target location.

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Posted by: coglin.1867

coglin.1867

I have to agree. The single “biggest” factor that hurts turrets in my opinion (I say biggest, not only factor) is that with the long CD, and absolute lack of mobility, you cannot even use your utility skills when you need them.

There simply is no excuse for not being able to use your professions utility skills simply because you move a few to many feet in any given direction. Particularly considering this is a very mobile game. This concept is counter-intuitive to the game system itself in my opinion.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

Turrents, Unique trait, totally useless?

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Posted by: Knote.2904

Knote.2904

Turret cooldowns are way too long.

I don’t think any should be over 30seconds tops.

I so agree but TBH this would end up being OP. Turret detonations are a blast finisher and a Knock back having 3-4 of them on a <30sec CD could be considered OP for sure.

I would be happy if the upcoming “Pet” HP buff effected Turrets and i would wet myself if we could summon our deployed turrets to a target location.

Lol, how would that be OP?

You’re giving up every single utility slot, you detonate them and you’re stuck with nothing but some toolbelt attacks and a single weapon set for 30 seconds lol.