Turret Control build for WvW - anyone tried?
Deployable turrets does not work in pve and wvw. It breaks the build.
Yeah, I’ve pondered it, and explored it in the mists. but again, the deployable trait doesn’t work outside mists.
hmm true – it’s listed in the Bug Compilation thread for Engineers. But it doesn’t seem to apply for all turrets.
Still that’s pretty much breaking the build completely as you said… Bummer…
I ran turrets from 1-80 and about 3 weeks after hitting 80. I primarily did WvW and my K/D ratio in 1v1 and even 1v2 fights was easily double kills for every death, if not moreso. I avoided taking deployable turrets entirely. Why? Because the enemy attacking my turret meant they weren’t attacking me. So I had 2 alternatives to how the fight went:
A) They attacked me, ignored my turrets, and my turrets overall damage ruined their day
B) They attacked my turrets first, wasted valuable time pewing them down, and I kill them before they get to me.
Win/win in my book. I only dropped turrets because I began open world PvEing more, and the turrets flat out ignore a lot of important champion bosses, including dragons.
I ran a turret control build using toolkit, rocket turret and net turret in WvW and found that it worked really well in small battles (1v1, 1v2, 2v2). The plan is to get into melee range, drop and instantly overcharge the rocket turret for a point blank knockdown rocket. Just before they get back up, drop the net turret and overcharge it too for the stun. By the time the stun wears off, the second knockdown from the rocket turret hits, followed by the second net stun, giving you a good 8 seconds of control with just 2 overcharges.
Bringing a rifle lets you add about 5 more seconds of control between overcharged shot and net shot. Toolkit helps keep the enemy close to your turrets with Magnet and Power Wrench trait for perma-cripple, and the exploding turrets trait gives you 2 more emergency knockbacks as well as access to the net turret’s toolbelt.
It does lack survivability, but ideally your opponent should be dead before they even regain control of their character. The only problems I’ve had with this build is block-heavy stability guardians and people with multiple stunbreakers.
Sorrow’s Furnace
Well, I could see it working in a group setup maybe, but it lacks two things I would never go without in a pvp build. Stun breaker and condition removal, which I see as nearly mandatory, unless you have team mates to cover those weaknesses. I’d still give it a go though, I mean what can you really lose? Engineer is fun in that way, so many builds/styles to play with, even if they aren’t viable all the time.
Thanks a lot for all the comments. I might give it a try over the weekend after checking which turrets are affected by the “deployable turrets” trait. And otherwise I could still try going completely without it as Tolmos suggested.
Actually I never really tried using turrets at all – nearly all my build included Invigorating Speed / Speedy Kits / Kit Refinement combo so far… Just got so used to have perma swiftness / vigor, and the nice double healing with Super Elixir (especially since its Nov. 15th stealth buff…or bug?).
So it’s about time to give turrets a try.
Accelerant Packed Turrets is a worthless trait imo, as the explosion is so small that you have to seriously be lucky if you manage to knock someone down.
I don’t use Deployable Turrets because I always drop them next to me in melee range anyway. :\
One of the PVP builds I run often uses the Rocket Turret as a mean of control. The build focuses on lots of knockdowns/immobilizes, and dropping and overcharging a Rocket Turret creates an instant knockdown and another one after 4 seconds. Combined with the Ram Head, the rifle Overcharged shot and the Magnet from the Toolkit, people can do nothing but stay down while getting shot.
I’m just starting to play with this, I don’t have accelerant packed turrets but I was pleasantly surprised by how easy it was to manage one or even two invaders with my upleveled 15, a thumper and a net turret. With my natural 80 ranger I’m often in a bind one on one because I have no ability to keep my attackers at range but with the engineer that’s not a problem at all.
kagemitsu> A good trick is to get explosives 5 (which drops a bomb when you evade), use rifle 5 to hop into melee (and do damage), drop the turret that you want to take the agro, dodge backwards or to the side (dropping a bomb for what ever’s attacking you and the turret), drop the second turret, drop back further, shoot from range from there.
failure is still a monumental success, assuming
losses remain within acceptable parameters.
(edited by TabMorte.5297)
Accelerant Packed Turrets is a worthless trait imo, as the explosion is so small that you have to seriously be lucky if you manage to knock someone down.
I could be wrong but I think you miss then point. I would understand that the point of the trait is to damage and knock back those who melee attack turrets, making then pay for it.
Accelerant Packed Turrets is a worthless trait imo, as the explosion is so small that you have to seriously be lucky if you manage to knock someone down.
I could be wrong but I think you miss then point. I would understand that the point of the trait is to damage and knock back those who melee attack turrets, making then pay for it.
Well, I don’t think anyone ever melees the turrets with the purpose of taking them down. Turrets usually explode due to “secondary fire”, like a melee fighter who’s hitting you, accidentally hits them too. They break up, yeah, but the explosion they make is so small that everyone can avoid it even without paying attention.
That is why it’s a worthless trait imo, making someone pay for attacking the turret isn’t worth wasting a trait.
Yeah, I see your point. It really appears to have a PvE favored focus and a weakness in WvW.