Q:
healing turret combo question
A:
You should always get a little heart icon if you managed the combo field properly. I don’t think it’s ever been missing for me when I successfully pulled off the combo.
the healing turret pulses every 3 seconds starting from right when you place it down. so if you place it and overcharge it immediately, you’ll get the water field immediately. if you don’t overcharge it immediately, you’l have to wait for the next pulse before the water field comes out.
@ellesee.8297 that must be it, thx. i didnt know burst was coming with pulse. so one needs to watch the pulse and make sure big old bomb hits the water field.
Aegael.6938@: thx, thats helpful to know.
One possible way is to drop Big ol first, then the turret and overcharge, since big ol’ has some time before it goes off
ok, i can easily squeeze in two blasts (elixir#4 and destroy), but third one (alternate between shield#4 and big’Ol) is still shaky. i have some ideas how to change rotation to 3rd, but on the other hand, should i even try? ‘cause alternative is to have two blasts per turret cycle and use third blast on healing turret belt skill water field. the only reason i’d rather have 3rd blast with turret rotation is because of light field that i have in it from elixir#5. also trying to add bomb#2 fire field to it.
i looked up, there are some videos, but not a concise rotation over internet. what’s a pro version? to max on three fields (turret cleansing+bomb#2+elixir#5). is it possible to get (area healing + area might * 3 + area retaliation ) *3 ? that would be some steroid for team fight every 20sec.
and one more question: is it worth to go for stability (which I guess means elixirB_belt?). I’d remove grenades and give up alchemy-VI for alchemy_II. stability would cover most of turret rotation and they is a lot of goodness in it.
never mind, I just realized only one initiator works with finisher at a time. cant overlap fields.