Q:
What does this exactly mean for turrets?
Basically: Your stats are now taken into consideration for your turrets, but only concerning Boons and Conditions. At least, if I’m interpreting it correctly.
How this might change Turret function:
Rifle Turret’s Bleed effect should be affected by the user’s Condition Damage and Duration stats, and remain at full power if the Rifle Turret is destroyed or otherwise removed from combat.
Similarly, the Healing Turret’s regen will not drop to 5/s if it’s destroyed, and should scale with user’s Healing Power better, Net Turret will Immobilize things for as long as Nets from your Toolbelt will, etcetera.
I’ll hop on and test whether this is actually functional in a little while.
Nothing, except that apparently the bleed from the overcharge will do more if you’re specced into condition damage.
It helps healing turret a lot. Before, no matter how much healing power you had, the regen from the healing turret wouldn’t increase. Same goes for the healing from the supply crate. There was also a bug that caused the regen to decrease to 5 health per tick after the turret was destroyed, although I never use healing turret so I’m not sure about the exact circumstances that made that bug kick in.
Now, the regen from your healing turret/supply crate will scale with healing power, and will remain the same even if the turret is destroyed. The condition damage portions of the other turrets could also get marginally better, but this was basically a fix to healing turret.
Anything that removed the turret from the field, really, was enough to reduce the healing to 5/s. Picking it up, detonating it, anything.
…I think I may be able to make a decent Turret Condition build, now, using Healing and Condition Damage gear with my usual Turret build. Gonna have to make sure it scales with gear stats and not just traits, like used to be the case.
Question – I knew that the healing turret’s regeneration boon was crap because it never actually did benefit from your +healing. However…now when it should, has anyone tested whether it’s at least on par with the Warrior’s banner regeneration?
(I have a Warrior main and the healing banners are awesome. And regrettably much much better than Engineer’s turrets as you can easily pick them up and move them. And attack with them+provide boons… Engi turrets are a joke compared to banners.)
The way i understand it is as followed.
Any boon or condition applied by our Turrets would refer to lv1 scaling when the Turret was removed (destroyed/picked up). Leading to DoTs ticking for very low damage, or Regen ticking for very low healing, when the Turret that applied it got removed.
This issue has been fixed. And even after the Turret is removed the boon/condition remains in full effect.
Now all that remains to be seen is if this has actually been fixed.
I’ve been testing. It has, indeed, been fixed; Boons and Conditions do scale with my equipment, and continue to tick for the same effect after turret removal.
As for whether Healing Turret is better than the Warrior’s Healing Banner, I have no idea – though the similarities between turrets and banners is part of what inspired the https://forum-en.gw2archive.eu/forum/professions/engineer/Turrets-as-Kits-Skill-Suggestion-Thread/ . Hoping the idea picks up steam.
Has the following never worked previously? Because I never really noticed it doing so before if it did.
But yeah, I put a rifle turret down against a dummy target. Put a fire combo field down around it and made it shoot the dummy target and it applied burning but only occasionally would it do so despite the heart coming up saying burning/blindness etc.
I just tried before and never noticed it doing it before the update but had a hunch that maybe it’d been “fixed”.
“IT’S THE RED WIRE!”
I think that particular quirk/thing has something to do with the heart coming up when a combo is triggered, regardless of whether the attack triggering it actually triggers it.
Basically: I get the feeling that the Combo system involves a few checks. Check 1 is to make sure an attack can combo with the field at all, Check 2 is to see how it would, and Check 3 is to see if it successfully does, in the case of things with a 20% chance. If my feeling is right, then the combo heart pops up after Check 2, regardless of Check 3’s result.
As Rifle Turret shots are most likely Physical Projectiles with a 20% chance of triggering the combo, the heart will pop up every time they fire through the field. Behavior also occurs when using other Physical Projectile skills like Exploding Shot and Hip Shot.