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Posted by: Coloxeus.3480

Coloxeus.3480

40 players competing for this 1v1 tournament and Lady Shadowhawke made it
http://www.youtube.com/watch?v=yYS9Q8Iq0Dk&feature=youtu.be

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Posted by: Penguin.5197

Penguin.5197

If the thief had waited five minutes he would have found an opening but anyways grats to a fellow engineer!

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Posted by: The Primary.6371

The Primary.6371

Caed did a good job but in the end you can’t dodge everything.

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Posted by: Velron.3729

Velron.3729

Well played by the Engi, grats on the win.

I actually thought Caed didn’t play S/D effectively to win. I really just saw a ton of dodge rolling, evading, using #2 to get in and out, and only spamming #3 for damage.

I don’t think I saw a single Cloak and Dagger attempt in there, which could really have helped a lot. It buys you time for your heal when you need it or the ability to get conditions off you with the #2 while stealthed. It also allows you to daze the opponent, which is huge obviously.

Too reliant on spamming #3. Could have tried some interesting stuff like Dazing the Engi then quickly blow up that rocket turret which would take 1.5 seconds max, then get another Cloak and Dagger, recover, engage on your terms without the rockets shooting you.

Fragg – Engineer | Lil Zek – Warrior PVP R43
[DA] Decisive Actions – Jade Quarry

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Posted by: The Primary.6371

The Primary.6371

But isn’t that the main point of the build which is to simply evade?

Well point of fact if you take that mentality, you will not do much damage at all and be using the evade as the main crutch. We also saw shadow refuge being used as another crutch but that’s how most thieves who revolved around stealth based builds operate with a s/d setup. I also found it funny though how the engineer never even needed to use it’s elite. I would guess if the rocket turret was killed off, the engineer would pop the elite and still win the fight.

All in all, the s/d spec requires to much work to be as affective as other class builds which are being utilized in current structured pvp meta. Mainly because if you don’t evade or play it smart, you will die as you don’t have consistent condition removal and can not take direct hits.

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Posted by: Alkaholic.3875

Alkaholic.3875

Anyone got a link to Lady’s traits?

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Posted by: Grackleflint.4956

Grackleflint.4956

Caed did a good job but in the end you can’t dodge everything.

Caed dodged a dodge dodge, but in the dodge you can’t dodge dodge. FIXED!

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Posted by: Eviator.9746

Eviator.9746

With bugged turrets as utilities, no less!

Sheldor the Eidetic (Group Engi) | Shorty McShinkicker (Solo Engi) |Turanga (Solo Mes)
Doing what I can for DB during EU primetime

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Posted by: Isaac.6041

Isaac.6041

Not surprising. Thieves rarely win fights against turrets in my experience.

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Posted by: Conan.8046

Conan.8046

Whats with the pets? Birds? and stuff. Anyway thief didn’t seem to know how to deal with the turrets.

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

Looks like lady is using a turret spec that is similar to mine. Similar, but not quite the same.

I run a 30/0/30/10/0 grenadier + turret build, however I use healing turret + rifle while Lady used Med kit + P/P. I don’t know what trait differences there are between us, though.

Man I wish turrets weren’t so bugged. I miss using that build in PVP.

I don’t have opinions. I only have facts I can’t adequately prove.

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Posted by: Druidic.3146

Druidic.3146

Thanks for posting this, Coloxeus, much appreciated!

Steamhawke here, guys. Most of my regular builds are linked on my Twitch.TV stream.
I swapped builds for almost every different opponent in the tournament, but had some very specific criteria in mind for Caed. I ended up running something like this 30/10/10/20 build to specifically deal with the S/D evades and chip away at him while staying alive. By no means do I think it is a particularly optimized build, but it was designed specifically for S/D with a few things in mind.

Rifle is all about control, and has a lot of powerful, slower single hits. Having a Net Shot or Knockback Shot evaded or blinded puts you in a nastier spot than you were previously in vs. S/D thieves.
P/S is fine, but I really wanted the extra burn capability to eat away at the thief’s health pool, so P/P was the weapon set of choice. S/D has (had) a lot of outs for hard CC and many condi cleanses, but not enough to keep up with constant pressure.
The net turret was t keep him around even for a second or two to load him up with conditions.
The rocket turret was for damage, more burning, and the occasional stun to set him up for more conditions.
The grenade kit was for awesome condition dominance and the ability to spam around myself to stay mobile while still putting out pressure.
Medkit was the only reliable heal, since the other two supply you with boons. I could eat Med Packs while he was stealthed to get a bit more health back, and I couldn’t rely on either Elixir H or Healing Turret, as it would be a heck of a lot more difficult to whittle him down if I kept handing him free Regeneration and/or Protection.
The traits are… bad overall. But they were chosen to give me a decent pool of health and some defensive effects without giving him any boons. Again… handing the thief protection is a bad plan.

Many people brought up that he didn’t try to deal with the turrets. I was concerned about what would happen if the thief goes for the turrets, but that was why I positioned them too far apart to be cleaved, and close enough to me that you put yourself at serious risk engaging them. It still takes a few shots to bring down either of the turrets, which gives me free reign to unload an entire bar of conditions on you as you’ll be in a psuedo stationary position to burn through it. Or worse, I could drop the Supply Crate on his head and gib him. With the turrets in such a position, you pay a heavy price for blowing one up.

Another approach would’ve been to constantly spam stealth and daze me with the sword opener, which is annoying but still rough on the thief. He needs quiet a few hits to burn through my health pool, and I can still move while dazed, meaning I can kite around as much as possible while the net and rocket turret lay into him. Additionally, I can still proc Sigil of Geomancy to start racking up bleeds, and if I manage to roll away or an overcharged turret stops him for a few seconds, I can turn and again fill him up with many nasty conditions that he’ll need to reset to clear or eat to continue pressuring me. 1v1 turret builds with conditions are very rough to deal with in a melee situation.

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Posted by: Binary Rain.4869

Binary Rain.4869

Great job Steam! Solid win.

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Posted by: Mighty Favazz.1546

Mighty Favazz.1546

NERF TURRETS!!!11!!

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Posted by: Alkaholic.3875

Alkaholic.3875

Great job Steam! Solid win.

My thread necro for the win. Thanks for the thoughts. Great win…

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Posted by: Fairtex.7810

Fairtex.7810

so i stepped away from the game a few months ago for a number of reasons, and something told me to take a peak at the forums tonight! and what do i see? an engineer using turrets winning a 1v1 tournament!.

Some people might remember me for coming out and posting some of my turret tournament footage. it was excepted by some but for the most part i got flamed pretty hard. “turrets will never be vialble”, “your build is gimicky”, “your the weak link on your team” and so on. despite the criticism i stuck with my “lockdown” combo (net turret and rocket turret).

I eventually ended up with two build. a full on turret build that was a hardcore home point bunker build. It was virtually unbeatable in a 1v1. i won most 2v1’s and held out a fair share of 3v1’s . the draw back to that build was that your pretty much stuck at homepoint because of no mobility and no real team support. but with some creativity and awareness you could lock down your area like no other. p/s with this one.

the other was a dps roamer turret build. using (like hawke landed on) nades, net and rocket). amazing dps, amazing mobility, amazing utility, and decent support. i remember i was using carrion and with my rune and sigil setup i had a 30% crit chance. it would hit/crit just about as hard as a zerk grenade setup up with the condition damage of a carrion setup. it was nasty and it took me months to trim my build down to what it finally became. it lacked in the 1v1 department compared to my quad turret build, but made up for it in about every other area. p/p or p/s with this one. i mainly used p/p

I guess the main reason i decided to log on and post is i’m very happy to see turrets get recognition, since i’ve been an advocate for a long time. and good job steamhawke! also if anyone else is interested in seeing my final builds, i’d be happy to post them. i don’t play anymore anyways.

p.s. its not a matter of the thief not knowing how to deal with the turrets, its a matter of a melee thief CAN’T deal with turrets. no melee stands a chance actually. closest melee spec to ever beating my quad turret build was an offensive/triple meditation guard. i hope this discussion picks up, i get excited talking about turrets lol

Fairtex Turret Engineer

Former Gunslinger, curret Engineer, Future Spellslinger

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Posted by: Carighan.6758

Carighan.6758

I don’t really see the point of 1v1 because it won’t ever truly come down to player skill, but still pretty cool to see this.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: Arpheus.6918

Arpheus.6918

@Fairtex
Could you post your build? Actually I’m trying to find a build thats fits to my playstyle for wvw. I didn’t try a turret build yet and it might be pretty interesting.

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Posted by: Fairtex.7810

Fairtex.7810

quad turret build, or “The Cerberus” build – recommended for homepoint bunking because of amazing 1v1 potential and low mobility. you will be tanky enough to hold out verse multiples untill help arrives and in some cases win the fight.

weapons and utilities – pistol/shield, healing turret, net turret, rocket turret, thumper turret, supply crate.

traits – 20/10/20/20/0

explosives – V, IX
firearms – VI
inventions – IV, VII
alchemy – IV, VI
tools – n/a

runes – full forge
sigils – corruption and paralyzation
amulet – carrion w/ rampager jewel (thanks to Grackleflint)

main turret build, a roamer that can do just about anything. good direct and condition damage. good mobility and team support. you will mostly be helping homepoint and engaging in team fights as much as you can. you can also assault far with this one and hold for a period of time if you want to.

weapons and utilities – pistol/pistol or pistol/shield (which ever suits you best), healing turret, grenade kit, net turret, rocket turret, supply crate.

traits – 30/20/0/10/10

explosives – V, IX, XI
firearms – II, VII with p/s , VI with p/p
inventions – n/a
alchemy – VI
tools – VI

runes – full forge
sigils – accuracy (onkill one) and hydromancy
amulet – carrion w/ rampager amulet (thanks grackleflint)

disclaimer – i know some traits have changed since i’ve last played. the builds listed above ARE with updated traits but you guys will know whats currently working about he new traits and what isn’t. enjoy

if i had to choose one of the these for wvw it would be my main build, hands down because of mobility and grenades. i’ve actually used something like it and it works amazing in a havoc squad scenario, i’ve found that grenades, toolkit, and net turret is more usable tough. although i’m not very experienced in wvw

have fun and i hope this helps someone. if theres more interest i’ll talk about tactics and such, since that is where the real success with turrets comes it. Another person who has a lot of experience with turrets and does very will with them is Grackleflint, he’s on more than i am and has a lot of good things to say.

-Tex

Fairtex Turret Engineer

Former Gunslinger, curret Engineer, Future Spellslinger

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Posted by: Grackleflint.4956

Grackleflint.4956

You might like Thumper Turret a lot more now. Rumble (toolbelt) had it’s cooldown greatly reduced and a stun break added. Net Turret and Rocket Turret overcharges are bugged now. You only get one electrified net and one knockdown rocket per overcharge. I’ve noticed that sometimes they don’t even work.

I think Stabilized Armor is a much better choice than Protective Shield now, but Protection Injection is still a solid choice. Take both.

Sitting Duck got a nerf in turret builds where you can apply several back to back immobilizes, but it might be a better choice than Hair Trigger since you’re not using offhand pistol in the Cerberus build.

Elixir S got a nerf while you were gone—we can’t use any skills while under its effects now so no healing turret right before it ends. I would suggest Acidic Coating (it now has a 50% chance to cause 5 seconds of blindness once every 10 seconds vs melee only) or Blood Injection for the extra condition damage.

Static Shield also changed. It lasts the full 2 seconds even when it gets hit by melee. The downside is that doing anything while channeling it cancels it—so no attacking/stomping with it up. Also—the stun got nerfed to 1 second.

You might try something like this, Tex:
http://gw2skills.net/editor/?fcAQJAqelIqSWnrSbF1LJRIF23wgKYXRKus+/ogt0F-ToAgyCqIATBmDMDYSwsgNiYiA

p.s. Don’t take your turret build into the new map Skyhammer. Even if you place your turrets at their max range from a control point, one strike from the Skyhammer can take all of them out due to the large radius of the blast.

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Posted by: Fairtex.7810

Fairtex.7810

wow…these are things to definitely think about. right off the bat the most devastating change is the elixer s one. i’ll pick up acidic coating, blindness is sweet. the static shield change kinda sucks, but atleast we gained something with the change… i guess :/

i found the former thumper turret was great at dealing with melee and any class with adds. it makes it really hard for mesmers to keep up the clones cause it does good damage. i can’t wait to play with it now!

just from looking at everything. there’s some some good and some bad. some very nice perks that made the old build great are gone or now nerfed. stabilized armor makes the lack of playing without multiple stun breakers even easier now. too bad acidic coating isn’t a blind and a poison :P

oh well just some more things to adjust to. they do need to fix the overcharge bugs though and the hit boxes are a problem i hear.

i just logged on so i’m gonna start getting re-acquainted and start messing around with things.

Fairtex Turret Engineer

Former Gunslinger, curret Engineer, Future Spellslinger

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Posted by: Sherlock.2035

Sherlock.2035

Grackle, being new to turrets, what’s the strategy with thumper? When/where/overcharge etc. Thanks!

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Posted by: Grackleflint.4956

Grackleflint.4956

I always saved it for peeling. You can overcharge it while you’re stunned. Unless your opponent has stability or distortion you can use Thump to interrupt their burst combo. It’s all about anticipating their burst and making sure you’re close enough to the thumper turret. I used to place it dead center on a point before a fight. Now that the tool belt is a stun breaker with one second of stability, I save it. If I get stunned I Rumble and then use that second to place it. Then if they follow up with another stun, I overcharge it. Make sense?

(edited by Grackleflint.4956)

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Posted by: Sherlock.2035

Sherlock.2035

Thanks. Looking forward to trying it.

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Posted by: johnsonade.9547

johnsonade.9547

Note to grackleflint: Skyhammer stage on the ground is alright, but engi in the skyhammer control room? Lulz all night.

with your turret builds you can knock any people entering onto the glass and lock them in place on the glass with net turret. I’ve seen some truly hardcore thieves and warriors wrapped up like a present just waiting to drop. Then you have magnetic inversion from the shield and air blast from the flamethrower or the overcharge from thumper turret. I’d say just be careful with any skills that change your position up there, like acid bomb or jumpshot. I dropped a bunch of mines and put an OC thumper turret up and targeted with skyhammer cannon for a few seconds. I racked up a kill without even looking.

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Posted by: Grackleflint.4956

Grackleflint.4956

Note to grackleflint: Skyhammer stage on the ground is alright, but engi in the skyhammer control room? Lulz all night.

with your turret builds you can knock any people entering onto the glass and lock them in place on the glass with net turret. I’ve seen some truly hardcore thieves and warriors wrapped up like a present just waiting to drop. Then you have magnetic inversion from the shield and air blast from the flamethrower or the overcharge from thumper turret. I’d say just be careful with any skills that change your position up there, like acid bomb or jumpshot. I dropped a bunch of mines and put an OC thumper turret up and targeted with skyhammer cannon for a few seconds. I racked up a kill without even looking.

Sounds like a good place for a turret farm, but don’t you get knocked off when you’re operating the cannon since you can’t see opponents while you’re firing it?