I’ve been playing increasingly with turrets. I don’t think they are as bad or useless as many say, but they do need help. Here are my observations:
Turrets are decent damage and used constructively are viable in PVE and WvW. WvW absolutely requires deployable turrets to be used viably. Turrets have several advantages such as being able to be placed on walls and thrown from the top of walls down without the need for LOS. Considering their frailty this is fair and easily counterable. Accelerant Packed Turrets makes this turn into improvised AOE when used on zergs many times.
However, Turret heath is a little bit too low and the cooldown on specific turrets is too high. Additionally they target the closest target so they will be on poor targets many times. This is the greatest weakness of turrets, they are flat out unreliable. If you knew they would live for at least 10 seconds on average they would be worth the cost, but they many times will not live that long in high end PVE and in WvW.
Turrets do not scale with Player stats with the exception of condition damage. The base damages of the turrets are currently pretty good considering what they could do if they were reliable, extra condition damage makes a few of them hurt pretty badly. Turrets cannot crit and cannot be healed outside of specific means. Again this is a tradeoff and if they worked reliably it would be fine.
Changes I believe that Turrets need:
Overall Changes:
Add a 20% cooldown reduction to all turrets on the Trait “Metal Plating”
Turret Build DPS isn’t even equivalent to alot of more reliable, more versatile, and more survivable builds. This change will help turrets be a little more reliable and combined with the HP change will give people a reason to grab this trait. Currently turrets die fast enough most times it doesn’t make much of a difference.
About 30% more health across the board. Turrets need a bit more survivability to do their job. Not too much, but enough to take a few hits. I included an additional number with their Effective HP after gaining the Metal Plating Trait. The Metal Plating Trait reduces the damage turrets take by 30%.
Without the Metal Plating Trait the damage mitigation of turrets is pretty negligable. I just tested a direct comparison against raptors in WvW for 10 minutes or so. I tested with my engineer built reasonably durable, each turret, and then retested with my sheer glass cannon Staff Elementalist. I’m only including the Ele numbers because it shows the situation very clearly.
Average damage Glass Elementalist recieved with 2,200 armor = 1,300 per hit
Average damage Glass Elementalist received naked = 2,600 per hit
Average damage turrets received = 2,000 per hit
Average damage Thumper Turret received = 1,600 per hit
So Turrets have next to zero mitigation. After additional testing with various stages of partially naked (ooh la la!!) I discovered:
Turrets mitigation is equal to 1,300 armor.
Thumper Turret mitigation is equal to 1,600 armor.
Glass Elementalist = 2,050 Armor. (For reference)
Current Values (With Metal Plating Trait):
Thumper Turret: 11,950 (x1.3 = 15,535 EHP)
Flame Turret: 8,960 (x1.3 = 11,648 EHP)
Rifle Turret: 7,470 (x1.3 = 9,711 EHP)
Net Turret: 7,470 (x1.3 = 9,711 EHP)
Rocket Turret: 7,470 (x1.3 = 9,711 EHP)
Healing Turret: 5980 (x1.3 = 7774 EHP)
Glass Elementalist: 12k (15k EHP) again for reference.
When a glass Elementalist is much MUCH more survivable AND can heal and move, you can see why turrets don’t survive at all currently. I think everyone knows exactly how squishy a glass staff ele is.
Suggested Values (With Metal Plating Trait):
Thumper Turret: 15,535 (x1.3 = 20,195 EHP)
Flame Turret: 11,648 (x1.3 15,145= EHP)
Rifle Turret: 9,711 (x1.3 = 12,625 EHP)
Net Turret: 9,711 (x1.3 = 12,625 EHP)
Rocket Turret: 9,711 (x1.3 = 12,625 EHP)
Healing Turret: 7774 (x1.3 10,105 = EHP)
Ehmry Bay – Legion of the Iron Hawk [Hawk]
(edited by Ralathar.7236)
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