- Low Health Response System should instead apply Protection for 3-5 seconds if the Engineer is struck below 25% health. This would prolong our death against Power damage. Internal cooldown could be anywhere from 45-60 seconds.
- Low Health Response System instead cleanses 1-2 conditions at 25% health. I like this change better because Inventions is the Turret trait line, and as we all know, Turret builds have pretty poor condition mitigation. With Turrets as they are, every little bit helps. Internal cooldown could be anywhere from 45-60 seconds.
Either of these could work very well.
The condition removal is probably best given it’s already the high toughness trait line.
But I could live with a protection proc, that would be pretty awesome actually.
Condition removal has been a sore spot for Engineers ever since the Kit Refinement nerf also removed 2 Condition cleanses from FT and EG. But Turret Engineers had to struggle with a 60 second CD Condition cleanse that took 10 seconds to activate, and only cleansed 2 conditions anyway; until recently. It completely turned me off Turrets and honestly I still have a hard time fitting them into builds as a result.
I also agree with your assessment that some traits appear poorly designed, with the worst offender at current being Kit Refinement. But I’ll save that for until I get to the Tools line.
Moving on to the Major Traits of the Inventions line:
I actually have fewer criticisms of the Inventions trait line than what would be expected, but that is because some traits here are actually worth taking; just that they are, as you put it Kimbald, “not good enough”. My beefs are primarily with Metal Plating, Stabilized Armour, Power Shoes, Autotool Installation and Rifled Turret Barrels. You will note that I actually dislike even more traits than my assessment of the Explosives trait line, but that is because Turrets and Turret traits are so awful they deserve mention.
I’ll start with Inventions III – Metal Plating.
There is a saying that goes, “You can’t polish a [piece of faecal matter]” and if there is a trait that encapsulates this in GW2’s trait system, it is this one. Well, aside from Necromancer traits. But that would be in a different forum.
Metal Plating reduces damage dealt to Turrets by 30%. It would at first seem like a solid trait to take in a Turret build, until you look at the HPs of Turrets.
Thumper Turret: 11950 (x1.3 = 15535)
Flame Turret: 8960 (x1.3 = 11648 EHP)
Rifle Turret: 7470 (x1.3 = 9711 EHP)
Net Turret: 7470 (x1.3 = 9711 EHP)
Rocket Turret: 7470 (x1.3 = 9711 EHP)
Healing Turret: 5980 (x1.3 = 7774 EHP)
Please note that this is after the Turret Buffs of March and April. Turrets have no player scaling of Toughness or Vitality and have no inherent Power damage reduction through Toughness themselves. I would bring up Ranger Pets, but the mere mention of Bear pets having 26k Health should be sufficient, I think. As it stands, Turrets even with Metal Plating will still die easily to 1 AOE spell; unless you’re Grackleflint.
Proposed Changes
- Honestly, Arenanet should simply rework Turrets to be entirely disposable if they’re going to continue to make them lack player scaling, or even assign them Vitality or Toughness values. Make the Cooldown of turrets begin to tick down when they are placed, then make them self-destruct at the end of the CD, ready to be placed again.
- Metal Plating would therefore require little change. I would still recommend Anet actually assign them proper Vitality and Toughness values like Ranger pets, however. The mechanic of Metal Plating would then actually be useful because there is now a Toughness value to assign a multiplier to.
- Metal Plating should then be consolidated with Autotool Installation to reduce Trait bloat. A full Turret build requires 60 (!!!) points of investment with little return. Consolidation would bring back some Trait flexibility on par with other builds.
- If everything about Turrets is to be left in its current state, then Metal Plating should then instead contribute: 25% of the Player’s Effective HP (i.e. after Toughness and Vitality modifiers) to the total HP of the turret. Turret Engineers should be rocking around ~25-30% damage reduction already if they have 30 points in Inventions. This change would therefore contribute extra Vitality to Turrets, which is sorely needed.
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend