Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
Number 2 would be nice but I’m not sure I like the other suggestions. NERF has been having success using turrets in WvWvW. It’s all about turning your weakness into your strength. Our tactic requires turrets to die rather quickly…
Loved the suggestions, we definitely need to get turrets up to par with the rest of the game. Even ranger pets outperform these toasters.
I found this interesting.
1.) Give turrets an 85% chance to have AoE’s miss them. This is how “that other game” handled pets and other things that were getting railed by AoE and it would greatly solve turret issues in PvE dungeons and WvW.
Suddenly turrets would be a grenadiers worst nightmare (if they scaled with stats). The hunter becomes the hunted. Static objects counter-attack.
Number 2 would be nice but I’m not sure I like the other suggestions. NERF has been having success using turrets in WvWvW. It’s all about turning your weakness into your strength. Our tactic requires turrets to die rather quickly…
Please, reveal your secrets! XD I’m trying sooo hard to get turrets to work (currently using a 20/0/30/0/20 build with Cleric gear… I’m not much of a build-crafter), and I’m just not having any luck unless I set up to farm a beginner area. And even then, I have to be really careful about how I set up, and can only handle the first half of the area, IF that. :\
I think the turrets in NERF work because..it isn’t just one or two turrets places at a time. its many. Power in numbers and all that lol Plus somehow explosive turrets trait seems to help significantly
Turrets are made to be destroyed! And if they don’t get destroyed, they annoy the heck out of people.
Turrets have needed love for a long time… primarily in the realm of their AI. They are beyond stupid. Given a choice between an invincible target that is doing no damage to the player, and a valid target that is doing damage to the player, the turret will always choose the invincible target every time. :-P
I can’t tell you how many times, especially in centaur camps, I’ve watched my turrets have life or death struggles with boxes, tents and barrels trying to kill a weapon rack on the other side… as I’m battling for my life against 20+ centaur :-P
Or the champion Modnir Ulgoth (been a while since I’ve seen him… can’t remember if I got his name right) that drops the invincible air elementals that knock you all over the place while he, quite killable, slaughters your group. Who do the turrets find most appealing? DEATH TO INVINCIBLE AIR ELEMENTALS! WOOOOOO!
And don’t even get me started on dragons who, as far as the turrets are concerned, don’t even exist. Toss a turret down directly next to a dragon and it just idles, doing its best not to look at the dragon in the best game of “I dont see yoouuuuu” that I’ve ever seen.
And don’t even get me started on dragons who, as far as the turrets are concerned, don’t even exist. Toss a turret down directly next to a dragon and it just idles, doing its best not to look at the dragon in the best game of “I dont see yoouuuuu” that I’ve ever seen.
I actually saw that today while doing the claw of jormag. Someone had to pop a turret right next to the dragon’s foot for it to do anything. After the claw changed fazes I never saw the turret again
I can attest to the power of Turrets, even in a 1v1 in WvW…
This is what happened…
this was playing when the “Turret Incident” occured. The track on my playlist fit PERFECT
Saw a Thief at Briar come at me, so I ran across the bridge to Ruins. Right before I got past the end of the bridge, I dropped a Healing Turret. Kept running. Looking back, the Thief was right on top of it. BOOM! Detonate! He was knocked back, but got up and continued to chase. Top of the stairs in Ruins, I made a Right, and Dropped Rocket Turret, overcharged it. Kept running. Sure enough, he ran into a flaming rocket that knocked him down and did 2k burning damage, but he still kept coming. I see his head pop up at the top of the stairs…BOOM! Detonate. Another Knockback. I drop a Net Turret behind one of the pillars, and stand out in the open. He comes in close, and get’s hit with a Net. I wait, he starts moving…Supply Crate! Swap to grenades and just tossed Poison Grenade, Freeze Grenade, Grenade Barrage. He tried to run, but I overcharged the Net Turret. Stunned and Immobilized. And…Detonate AGAIN. I was only denied my FINISH HIM! because his buddies showed up…
I don’t run WvW unless I have turrets. The Heal Turret is so good now. It’s also awesome as a a Water Field! Deploy the turret, then a “One One Thou”(verbatim. Say this then, detonate), detonate, BOOM! AREA HEAL.
(edited by Ejiofor.4801)
I feel it’s worth noting that every single turret placed was detonated in order to bring the Thief down, and the overall strategy sounds akin to basically running and leaving mines around.
Not sure why the Thief didn’t just Shadowstep in or use one of the various Stealth-causing skills to throw you for a loop, either.
You had to run using that tactic and it relies on the thief not knowing how to counter the explosions.
A veteran wouldn’t have fallen for it after the 1st turret exploded im sure.
Honestly, you relied completely on that thief’s stupidity.
@topic
The iduelist makes a better turret. Sure they attack only 1 target, but they do so relentlessly.
Here’s my suggestion on turrets after playing all but thief and taking note of what anet has managed to “make work”. This does not create new mechanics that anet has to invent code for. They already have it.
Mesmer
Do away with over charge and simply add “charges” to the skill similar to a mesmer’s mantra. Have those charges increase over time when out of combat (as if the engg were building them with his idle time and storing them later for future use). This would also negate the need for a cd on the utility skill.
- build 3 charges at charges = 0 on skill use
- spend 1 charge to drop 1 turret at charges != 0 on skill use
2 option AI targeting
Mesmer illusions
1. Dropping a turret with a target (via tab or clicking) causes dropped turret to only attack that 1 target (becoming useless when the target dies or outranges the turret)
Current turret targeting
2. Dropping a turret without a target uses our current turret AI.
This now becomes a choice. The turret either becomes a short term relentless tool, or a long term kitten tool.
Possible traits
- 50% hance to gain a charge when picking up a turret
- 33% chance on crit with a tool kit to gain a charge on all slotted turrets
- Reduce max charges to 1 and produce more powerful turrets
- Increase max charges to 4 and produce less powerful turrets
- Reduce building time when casting turrets at charges = 0
(edited by Seetoo.9316)
I feel it’s worth noting that every single turret placed was detonated
Yes, basically. Given the current state of turrets, treating them more like mines is the way to go.
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