4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
Turrets are immobile. So engineers, playing Turret build, should have the role of Bunker. Turrets, right now, do not give anything to the bunker role.
Merge Metal Plating and Autotool Installation. Then put Rifled turret barrel to master trait.
New grandmaster trait:
Stabilized ground- If the engineer is near a turret, he will gain stability.
or
Protective Turret- If the engineer is near a turret, he will gain protection and regeneration.
or
merge them both to be:
The Grand Turreteer- For every turret deployed, the engineer recieves 8.25% damage reduction from incoming attacks. Engineer gets 33% stun reduction and regeneration when an engineer is near a turret. 4 turrets makes up 33% damage reduction.
Then remove the burst heal from deploying Healing turret and put it into Cleansing burst. The healing turret burst having mobility makes no sense. If players want a mobile burst heal, they should use either medkit or elixir H.
(edited by runeblade.7514)
yeah, that trait line needs a work around with regards to turrets.
The grandmaster trait idea is ok but needs some help.
I think what a lot of the community would like to see is…
Automotive Turrets.
Turrets are bound to the engineer and follow his/her movement. Over-charging Turrets grants vigor and protection to nearby allies for x seconds.
yeah, that trait line needs a work around with regards to turrets.
The grandmaster trait idea is ok but needs some help.
I think what a lot of the community would like to see is…
Automotive Turrets.
Turrets are bound to the engineer and follow his/her movement. Over-charging Turrets grants vigor and protection to nearby allies for x seconds.
I disagree. To change turrets to be mobile goes against their design. Turrets are designed to be immobile. Turrets root from ritualist spirit build from GW1.
If they want a mobile turret, they can play Necromancer MM build or play a ranger.
New grandmaster trait:
Stabilized ground- If the engineer is near a turret, he will gain stability.
or
Protective Turret- If the engineer is near a turret, he will gain protection and regeneration.
or
merge them both.
I’m not against the idea in general, but I think it’s safe to say that permanent stability or protection is somewhat wishful thinking.
Also, this seems to benefit PvP most, wheras turrets’ real problems are in PvE/WvW.
New grandmaster trait:
Stabilized ground- If the engineer is near a turret, he will gain stability.
or
Protective Turret- If the engineer is near a turret, he will gain protection and regeneration.
or
merge them both.I’m not against the idea in general, but I think it’s safe to say that permanent stability or protection is somewhat wishful thinking.
Also, this seems to benefit PvP most, wheras turrets’ real problems are in PvE/WvW.
I can see the problem. Maybe not in your vision. But I can see how players will just get this trait and not play a full turret build.
Maybe instead, For every turret deployed, the engineer recieves 8.25% damage reduction from incoming attacks. Engineer gets 33% stun reduction and regeneration when an engineer is near a turret. 4 turrets makes up 33% damage reduction.
This way, if a engineer plays full turret build, he can be a bunker. Right now, Turrets do not add much anything to the engineer’s survival. Elixir Infused bomb gives engineers more sustainability and mobility.
Turrets are immobile. So engineers, playing Turret build, should have the role of Bunker. Turrets, right now, do not give anything to the bunker role.
Merge Metal Plating and Autotool Installation. Then put Rifled turret barrel to master trait.
New grandmaster trait:
Stabilized ground- If the engineer is near a turret, he will gain stability.
or
Protective Turret- If the engineer is near a turret, he will gain protection and regeneration.
or
merge them both.Then remove the burst heal from deploying Healing turret and put it into Cleansing burst. The healing turret burst having mobility makes no sense. If players want a mobile burst heal, they should use either medkit or elixir H.
Most of these changes seem fine, but removing that heal from Healing Turret would severly cripple and nerf it. I use it myself as a Supporting Engi in PvE. I love it, though it doesn’t always create a Water Combo Explosion, might be me.
Turrets are immobile. So engineers, playing Turret build, should have the role of Bunker. Turrets, right now, do not give anything to the bunker role.
Merge Metal Plating and Autotool Installation. Then put Rifled turret barrel to master trait.
New grandmaster trait:
Stabilized ground- If the engineer is near a turret, he will gain stability.
or
Protective Turret- If the engineer is near a turret, he will gain protection and regeneration.
or
merge them both.Then remove the burst heal from deploying Healing turret and put it into Cleansing burst. The healing turret burst having mobility makes no sense. If players want a mobile burst heal, they should use either medkit or elixir H.
Most of these changes seem fine, but removing that heal from Healing Turret would severly cripple and nerf it. I use it myself as a Supporting Engi in PvE. I love it, though it doesn’t always create a Water Combo Explosion, might be me.
I don’t see how it will cripple supporting by healing. In fact, despite me saying how Mobile healing turret makes no sense, I don’t think my suggested change will hurt mobile healing turret all that much. Instead, it would make placing a turret and not blowing it up more viable.
Then, players will have to choose: Blow up the turret for the few extra heal but wait 5 seconds more or keep it there?
Exactly: and not blowing it, which counters the mobility. Which is what will make it worse.
yeah, that trait line needs a work around with regards to turrets.
The grandmaster trait idea is ok but needs some help.
I think what a lot of the community would like to see is…
Automotive Turrets.
Turrets are bound to the engineer and follow his/her movement. Over-charging Turrets grants vigor and protection to nearby allies for x seconds.
I disagree. To change turrets to be mobile goes against their design. Turrets are designed to be immobile. Turrets root from ritualist spirit build from GW1.
If they want a mobile turret, they can play Necromancer MM build or play a ranger.
and remember, ritualist were able to mobilize his spirits with 1 “Pve Only” skill. A trait should allow the engineer to “haul” his buildings(using ithe pick up interaction resets the cooldown on the picked up turret so it can be deployed again, or something like that)
Turrets are immobile. So engineers, playing Turret build, should have the role of Bunker. Turrets, right now, do not give anything to the bunker role.
Merge Metal Plating and Autotool Installation. Then put Rifled turret barrel to master trait.
New grandmaster trait:
Stabilized ground- If the engineer is near a turret, he will gain stability.
or
Protective Turret- If the engineer is near a turret, he will gain protection and regeneration.
or
merge them both to be:
The Grand Turreteer- For every turret deployed, the engineer recieves 8.25% damage reduction from incoming attacks. Engineer gets 33% stun reduction and regeneration when an engineer is near a turret. 4 turrets makes up 33% damage reduction.Then remove the burst heal from deploying Healing turret and put it into Cleansing burst. The healing turret burst having mobility makes no sense. If players want a mobile burst heal, they should use either medkit or elixir H.
A grenadier will still eat your turrets while he stays out of range, even if you have tool kit to repair it….constant stability, protection and regeneration is way too much(staibility only), rather improve turrets: fire faster, provide xtra effekts for overcharged turrets etc.
Turrets are immobile. So engineers, playing Turret build, should have the role of Bunker. Turrets, right now, do not give anything to the bunker role.
Merge Metal Plating and Autotool Installation. Then put Rifled turret barrel to master trait.
New grandmaster trait:
Stabilized ground- If the engineer is near a turret, he will gain stability.
or
Protective Turret- If the engineer is near a turret, he will gain protection and regeneration.
or
merge them both to be:
The Grand Turreteer- For every turret deployed, the engineer recieves 8.25% damage reduction from incoming attacks. Engineer gets 33% stun reduction and regeneration when an engineer is near a turret. 4 turrets makes up 33% damage reduction.Then remove the burst heal from deploying Healing turret and put it into Cleansing burst. The healing turret burst having mobility makes no sense. If players want a mobile burst heal, they should use either medkit or elixir H.
A grenadier will still eat your turrets while he stays out of range, even if you have tool kit to repair it….constant stability, protection and regeneration is way too much(staibility only), rather improve turrets: fire faster, provide xtra effekts for overcharged turrets etc.
That is true that grenadiers can destroy turrets.
But, many turreteers seems to forget that you don’t need to cluster turrets together. I had tested turrets today, and I find that turrets survives the best if you spread the turrets at the edge of the objective circle.
Therefore, if a grenadier wants to destroy all three turrets, he would not be attacking engineer and is wasting dps.
(edited by runeblade.7514)
Exactly: and not blowing it, which counters the mobility. Which is what will make it worse.
You can still blow it up. That is just 20 extra seconds or you can pick it up for 16 seconds.
yeah, that trait line needs a work around with regards to turrets.
The grandmaster trait idea is ok but needs some help.
I think what a lot of the community would like to see is…
Automotive Turrets.
Turrets are bound to the engineer and follow his/her movement. Over-charging Turrets grants vigor and protection to nearby allies for x seconds.
I disagree. To change turrets to be mobile goes against their design. Turrets are designed to be immobile. Turrets root from ritualist spirit build from GW1.
If they want a mobile turret, they can play Necromancer MM build or play a ranger.
and remember, ritualist were able to mobilize his spirits with 1 “Pve Only” skill. A trait should allow the engineer to “haul” his buildings(using ithe pick up interaction resets the cooldown on the picked up turret so it can be deployed again, or something like that)
Yeah, but that was for PvE only.
I would like to see the addition of a trait to reduce turret CD’s a 20-33% reduction on turret cooldowns would go a long way into making them more worthwhile, and it could be a good addition to an existing trait.
But I still the key stumbling block for turrets is their survivability and targeting issues.
I would like to see the addition of a trait to reduce turret CD’s a 20-33% reduction on turret cooldowns would go a long way into making them more worthwhile, and it could be a good addition to an existing trait.
But I still the key stumbling block for turrets is their survivability and targeting issues.
Turrets survive really well for sPvP. The problem with turrets is not their survivability. The problem is that it gives engineers few to no defensive utility
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