Turret Bunker

Turret Bunker

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Posted by: Necrotize.2974

Necrotize.2974

Build I currently use is http://gw2skills.net/editor/?fcAQJAqelIqyWnrSTF1LJxoCMO0jCL4FLSxl1/nC0F-TkAA1Ebp2ytlZL5W2tGQMLA

Pretty simple really, you set up camp at a point, I usually pick the one closest to enemy because it acts as a great diversion and by the time they finally evict you, all the other objectives are secured.

Obviously I wanted to make this build as tanky as possible so that the enemy actually contemplates killing those pesky turrets lying around the outside of the point. You should not ever detonate your turrets, not even heal unless you are really about to die. Save supply crate for if you ever get overwhelmed by more than 1-2 people. Net and thumper turret are interchangeable I suppose, I just prefer net I guess.

You’ll want to make use of Deployable turrets to the maximum so throw your turrets to distant hard to reach place where enemies will need to go out of their way and off the point to deal with. This also means your turrets won’t be eating any AoE damage that happens to hit you on the point.

Any suggestions to improve staying power?

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Posted by: Lupanic.6502

Lupanic.6502

I guess you die in seconds against someone who apply conditions on you. You have no extra evades, 1 block and 2 condi removal every 15sec-20sec. Direct damage will not kill you for sure, but conditions eat you alive

Turret Bunker

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Posted by: Dredd Spirit Caller.4082

Dredd Spirit Caller.4082

Engy:Turrets Nade/HgH Kit Bunker Zerker
Necro:MMMesmer:pve omniRanger:SpiritsThief:P/P

Turret Bunker

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Posted by: Necrotize.2974

Necrotize.2974

Hmm, I had considered conditions would be a problem, just didn’t want sacrifice the turret utilities as turrets need all the help they can get. The downside is I would have to do what Dredd suggested in the build and go 30 into alchemy, meaning 10 points from somewhere else. So which do you think would be an easier sacrifice, Deployable Turrets or Accelerant Packed. The former allowing me to throw turrets onto unreachable platforms in place like skyhammer and foefire and the latter allowing me to clear points if my turrets do get destroyed.

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Posted by: Anymras.5729

Anymras.5729

I’d sacrifice Deployable Turrets. At the moment, it and Rifled Turret Barrels don’t play well together, anyway – and detonating turrets can be very useful.

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Posted by: Necrotize.2974

Necrotize.2974

What would be the best strategy to take advantage of exploding turrets. The range is quite small(unless it uses turret’s massive hitbox for the 120 range) and most of the time I don’t notice people getting knocked back by it unless I stack them all on the point and they die in AoE.

Turret Bunker

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Posted by: Dredd Spirit Caller.4082

Dredd Spirit Caller.4082

for self defending and push back an enemy who try to stomp an ally
blast some aoe field
smoke = stealth
fire = might
water = heal
ecc
if ppl dont knock back is because they got stability
turrets build dont have boon from skill but only from blast on combo field
just play for fun
all the time we r hoping for some buff or fix on turrets bu nothing come

Engy:Turrets Nade/HgH Kit Bunker Zerker
Necro:MMMesmer:pve omniRanger:SpiritsThief:P/P

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

You have no stun break, no stability and no considerable way to deal damage.
If you place the turrets away from the point any skilled enemy will just walk in and launch/knock/fear you off.
They may not kill you fast but you won’t kill them at all and they will still recap the point.

If you place them on the point you may hold them off for a while, unless a warrior/guard with stability just kills them with 1-2 aoes.

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

(edited by Mork vom Ork.2598)

Turret Bunker

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Posted by: Necrotize.2974

Necrotize.2974

It was more of a “because I can build” honestly and it actually proved to be quite effective in keeping people busy while I remained on points. Protection Injection helped quite a bit with the lack of stun breaks and overcharging rocket turret can usually keep them from landing too much burst on me due to knockdowns. Obviously when met with another tanky spec, mine will most likely fail due to not being able to stop them from outlasting my turrets but against burst classes that attempt to cap points when the main conflict is going on, the turrets quickly become a problem.

So far it has proven especially effective against thieves. They can’t remain within range of the turrets long enough to burst be down without either getting chain stunned/knocked down/caught in net and can’t reset a fight with refuge so long as I blast them out with shield.

It is of course not optimal as a turret build but fun nevertheless.