The majority of engineers out there, myself included, believe that the turrets are simply too fragile, too weak, and on such a long cool down that there’s really no point in using turrets. After some consideration, I already do plenty of damage as an engineer and I really don’t care for turrets that output damage, especially with how fragile they are.
The reasoning behind my rework theory is to bring the engineer up to par with Guardians’ boons, making Engineers a viable substitute to the so called ‘God-tier’ class, and hopefully rid the stigma of engineers being a negative impact to a party.
Without further adieu:
General Rework
All Turrets
- Turrets have increased health. Turrets scale with Engineer’s toughness.
- Turrets take 50% less damage from all damaging Area of Effect abilities.
- Turrets’ Tool belt Skills now mimic their respective overcharge skills.
- All Turrets produce a combo field for 1.5s on each burst.
- Picking up a turret reduces it’s cool down by half.
- Tool belt skills are all on a 25 second cool down.
- Overcharged skills are all on a 10 second cool down
UI
- Turrets now deploy using the Function Keys (F1-F4).
- Turrets still detonate using the Function Keys (F1-F4).
- Turrets’ tool belt skills now use their respective utility slots (6-0).
- Turrets’ Overcharged skills replace their respective utility slots (6-0)
Turrets
Healing Turret
- Deployed: Heals you briefly, and grants 8s of Regeneration. Regeneration every burst.
- Burst cool-down: 12s.
- Overcharged Ability: Supplies a burst of healing and clears all conditions.
- Toolbelt Ability: Grants regeneration and clears 1 condition from nearby allies close to the engineer
- Combo Field: Water
- Blast Combo: Area Healing
Might Turret
- Replaces the Flame Turret
- Deployed: Grants 2 stacks of Might every burst
- Burst Cooldown: 4s
- Overcharged Ability: A ring of fire ignites from the turret’s location, burning targets for 2s (1468 damage)
- Toolbelt Ability: Ignites a single target, burning target for 2s in range of the engineer (1950 damage)
- Combo Field: Fire
- Blast Combo: Area Might
Stability Turret
- Replaces the Rifle Turret
- Deployed: Provides 3s of Stability every burst
- Burst Cooldown: 6s
- Overcharged Ability: knocks down (3s duration) all targets around the turret, interrupting attacks.
- Toolbelt Ability: Knocks down current target in range of the engineer (2s duration)
- Combo Field: Electricity
- Blast Combo: Area Swiftness
Protection Turret
- Replaces the Thumper Turret
- Higher Health Turret
- Deployed: Provides 5s of Protection every burst
- Burst Cooldown: 10s
- Overcharged Ability: Knocks back and creates a reflection dome around the turret for 4s.
- Toolbelt Ability: Creates a small wall of reflection in front of the engineer.
- Combo Field: Light
- Blast Combo: Area Retaliation
Fury Turret
- Replaces the Rocket Turret
- Deployed: Provides 4s of Fury every burst
- Burst Cooldown: 8s
- Overcharged Ability: Converts 3 random boons on enemies into conditions.
- Toolbelt Ability: Converts 1 random boon on an enemy into a condition.
- Combo Field: Ethereal
- Blast Combo: Area Chaos Armor
Frost Turret
- Replaces the Net Turret
- Deployed: provides 3s of Chilled every burst
- Burst Cooldown: 5s
- Overcharged Ability: Immobilizes enemies around the turret for 3s.
- Toolbelt Ability: Immobilizes a single target for 2s
- Combo Field: Ice
- Blast Combo: Area Frost Armor
Elite Skills
Quickness Turret
- Fragile Turret
- Deployed: Provides 2s of quickness to surrounding allies every burst
- Burst Cooldown: 4s
- Overcharged Ability: Detonates Quickness Turret to provide 2s of additional Quickness.
- Toolbelt Ability: None
- Combo Field: None
- Blast Combo: None
Supply Drop
- Supply drop does not drop a Protection Turret as a part of it’s random drop.
- Supply drop does not drop a Quickness Turret as a part of it’s random drop.
Traits
Inventions
- Replaced Rifled Turret Barrels [Trait XII] with Turret Refinement. Turret Refinement automatically uses a turret’s overcharged ability when it is deployed. Overcharged Ability goes on immediate cool down. This works in conjunction with Supply Drop
Alchemy
- Replaced Cleaning Formula (409) [Trait X] with Mechanical Optimization. Mechanical Optimization Reduces the Burst cool down of turrets by .25s for every turret that is currently deployed. This works in conjunction with Supply Drop
- Traitline reworked to support turrets using Boon Duration.
I’m looking for comments, concerns, critiques. This theory isn’t perfectly developed, so there will be some flaws and issues. If there’s anything you want me to explain my reasoning behind, ask away.
If there’s anything you feel is WAY out of balance and over or under powered, please make your suggestions here.
Thanks.