I thought, I’d post this here, because more engineers are bound to look at it here. (and less people, who just want to see turrets purged from pvp, which the currently proposed changes certainly will…)
Arena.Net has set their eyes on Turrets. However, their concern wasn’t about how useless they are in PvE, but rather, they were concerned with how strong turret builds are in the current PvP meta.
So I’d like to use this thread to first outline the problem from a PvP standpoint and then use the fact, this forum is also used by PvE players to brainstorm for better solution.
Firstly, why do people play turrets in PvP?
The turret engineer, henceforth called turreteer or turret engi, is a point bunker. It’s a common misconception, people who play turreteers do so, because they want to play engineer. While this may be true, when the aim is to get the daily win as engineer, people usually play turret engineers because they want to do exactly that. Bunker a point. Stand on the point, kill anyone, who tries anything stupid and hold on for long enough, when a serious threat comes, so allies can react.
Turrets and turreteers have been around for quite some time and even the experimental turrets trait didn’t give them a lot of popularity, so why now?
It mostly comes down to some little changes and the current metagame. The biggest change, that caused a huge rise in the number of turret players, was the introduction of an amulet with Sentinel’s stats (VIT/pow/tuff) to PvP. The increase in survivability over the up to then common Soldier’s amulet is immense.
The big strength of the turret engineer is the fact, that his turrets have their stats independent of his own. Which means, regardless of how tanky or squishy he is, the thumper turret will always be hard to take down and the rocket turret and the rifle turret will always hit like a truck full of bricks.
This means, a character with 27k hitpoints will be able to stay on point, thus preventing the opponent from capturing that point, keep evading attacks and spamming cc to keep said opponent in place, while his turrets deal disproportionally large amounts of damage.
In addition, the current meta is defined by people wanting to have their cake and eat it.
Elementalists, Warriors and Guardians all currently run a hard to kill build, which can still generate immense pressure. Elementalists and Warriors do so by equipping Celestial stats, while Guardians do so on the power of Meditations alone. The meta is rounded up by thieves being the dps.
As this already sums up large parts of the meta, here we encounter our first problem: Turrets can’t be critical hit, turrets can’t be affected by conditions and the turreteer has a huge health pool and lots of boon support, so cutting through him with an allround build just won’t do much.
Warriors, Eles and Guardians of the current meta are incapable of fighting turrets. Not by design, but by choice. Thieves, on the other hand, are really screwed over by design. If I, as a thief player, had the choice between duking it out with a turreteer on his point, on a tight clock, trying to cap the point as fast as possible and fighting naked against Lupicus with nothing but a rusty dagger… I’d take my chances with Lupicus. Thieves are at a disadvantage, because turrets can’t be blinded, hit hard, can react instantly to him popping out of stealth of shadow stepping in and the amount of cc really tying the thief down regardless of the fact, the turreteer has 27k health and lots of protection and regeneration.
This means, out of the current meta, 4 of the 5 most meta defining classes (the fifth being engineer) already struggle for answers against turrets. One by design, three by choice.
So who can defeat a turreteer?
Rangers, Engineers and Mesmers can reliably solo kill a turreteer. Mesmers got pushed out of the meta by Thieves, Rangers got pushed out of the meta by shoutbows, Engineers, regardless of the build, are largely regarded as broken, but non-turret variants are hard to play. But you generally don’t 1v1 in PvP. Your goal should always be to quickly decide a 2v1 before reinforcements arrive. What exists on this front? Again, the classes, which can 1v1 are obviously good in 2v1. In addition to Ranger, Mesmer and Engineer, we now also have: Necromancers can kill the turreteer with condi or blast him away with lich form. They got pushed out of the meta because of the celestial meta in general and shoutbows in particular. Elementalists can bring a frost bow, if they are willing to sacrifice a slot, to instantly vaporize turrets in a 2v1. Guardians and Warriors can be the second player to provide pressure, but generally need one of the aforementioned 5 to reliably secure the kill even in a 2v1 situation. Thieves shouldn’t even engage in a 2v1 unless they are with one of the solo kill classes. It’s just such a bad match for them.
The mob has spoken and the turrets shall be burnt at the stake.
(edited by naphack.9346)