“We are the Gods of the New World Order. We are the Soldiers, the Legion of Light
We are the Center, the Death of the Sun. Fire and Flame, WE ARE ONE!”
Well, for taking camps it is possible to run turrets, sometimes I try this just for fun. For killing roamers and zerglings – big NO. To high cooldowns, stationary, ppl will just run away. Turrets in roaming have place only as Supply Crate elite or Rifle Turret in SD build. You can use one turret, but having 1-2 kits is mandatory.
you wont kill enemy players and you wont move quickly, but you can take camps because ai is stoopid. but whats the point of a build that doesnt kill players or move quickly???
It’s really tough to make turrets work at all in WvW. Like you said, people can just move away from them if they want to, and that’s that.
It’s different in sPvP because the nodes are valuable, so if someone decides to run away from you like that, you win the node.
The other issue in WvW is that the combat can get much larger scale than in sPvP. Even if you and the enemy have comparable zerg sizes, your turrets will just get exploded in less than a second if they’re subject to any of the zerg’s ranged pressure or melee train. The combat just tends to be too mobile, and the turrets can’t really do a lot against a zerg.
Now if you need to flip a camp, a turret build could probably work fine for that. Or if you come across one of your camps that is being flipped by one or two guys, you could probably use your turret build to hold it against them. But anything large scale won’t work that well.
The only other trick you can do with turrets in WvW is to take deployable turrets and throw them on top of the walls of an enemy keep or tower to harass the defenders up there. In fact, you can even damage arrow carts and such this way if they’re in the proper position, though not like an ele or ranger can.
If your enemy is a melee class chances are they will avoid you. If they are ranged then youre gonna die. Best to try out a tanky condi build.
turrets are rubish (for pvp and wvw), but if you want a easy build:
http://gw2skills.net/editor/?fdAQFAUlUUpWrlcxzLseRCbBNyx8GQOhLIqN+xIGAA-T1BEwAMV+BT9nO6IAcBBit/AhHAwWlgkCgJpWA-w
maintains huge loads of power, is almost immune to soft-cc (and resistant to condis in general), brings good cc, and FT is a easy-to-use kit. Together with super-speed, netshot and magnet-pull you have all the means to catch people that want to abuse your rather short effective range, giving you the advantage when it comes to positioning.
I’d say a good beginner build into the deeper reals of what the engi is capable of. Just don’t camp in FT all day long while mindlessly spamming #1. with the loads of power to your hands, blunderbus, prybar and jump-shot will hit like a truck, so chain them in.
The only thing turrets are good for in wvw is using them at your supply camps to kitten people off. There’s probably better ways though and turrets are useless when there’s more than 2 enemies involved.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.