so turret viability

so turret viability

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Posted by: Rezzet.3614

Rezzet.3614

with the recent changes turrets have been Almost viable but its still not enough

why cant turrets crit when other classes have minions/pets with not only about 8 times turrets’s damage and mobility but they also crit .

cooldowns still too long on the main turrets Rocket turret and thumper altho if turrets did crit the cooldown would be perfectly acceptable

why not merge autotool instalation and metal plating traits so elite supplies and rifled turret barrels could be all set in a single trait line (remove the extra bandages if you want)

maybe upgrade Elite supplies’s effect and give it a cooldown reduction on turrets and turret skills

Mortar its a turret why does it not benefit from rifled turret barrels

Mortar is pretty broken as it stands definetly needs a revamp

at an F# toolbelt skill that causes turrets to focus your target

(edited by Rezzet.3614)

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Posted by: Anymras.5729

Anymras.5729

Before I even get started, I’d like to make it clear that I like to use Turrets, and think they need work, so it’s not like I’m trying to poke holes in anything.

1: Which classes are you referring to having minions/pets with more damage, mobility and the ability to crit? Don’t mention the Ranger. Pets are their whole schtick, and they can only have one out at a time anyway, while we can have up to eight turrets. Do Guardian summons, Mesmer [whatever their minions are] and Necromancer minions blow our turrets out of the water? In what areas of performance?

2: Mortar actually used to benefit from Rifled Turret Barrels…but it also used to actually be classified as a Turret in its tooltip, whereas now it simply is not considered a turret at all.

3: Yeah, it would be pretty nice to be able to target our turrets on an enemy. Be nice for other classes’ minions to be able to do so as well, come to think of it. Also be pretty kittening great if they’d stop shooting at destroyed furniture.

On a personal note, I’m kind of curious as to why turrets haven’t been allowed to scale with all stats instead of just Condition and Boon-related ones. Is the threat of a glass cannon Turreteer that traumatic?

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Posted by: Rezzet.3614

Rezzet.3614

Before I even get started, I’d like to make it clear that I like to use Turrets, and think they need work, so it’s not like I’m trying to poke holes in anything.

1: Which classes are you referring to having minions/pets with more damage, mobility and the ability to crit? Don’t mention the Ranger. Pets are their whole schtick, and they can only have one out at a time anyway, while we can have up to eight turrets. Do Guardian summons, Mesmer [whatever their minions are] and Necromancer minions blow our turrets out of the water? In what areas of performance?

2: Mortar actually used to benefit from Rifled Turret Barrels…but it also used to actually be classified as a Turret in its tooltip, whereas now it simply is not considered a turret at all.

3: Yeah, it would be pretty nice to be able to target our turrets on an enemy. Be nice for other classes’ minions to be able to do so as well, come to think of it. Also be pretty kittening great if they’d stop shooting at destroyed furniture.

On a personal note, I’m kind of curious as to why turrets haven’t been allowed to scale with all stats instead of just Condition and Boon-related ones. Is the threat of a glass cannon Turreteer that traumatic?

nah more like god turrets if they scaled with vitality toughness and condition duration or crit damage if they had actual crit chances.

rocket turret would hit for like 7k on a zerk engi

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Posted by: Anymras.5729

Anymras.5729

They would also be demolished with a particularly virulent glare, as well as being, most likely, subject to having their base damages be reduced.

That was the side-note, however. Would you mind clarifying your point about whose minions these are you’re talking about? If you’re trying to get Anet’s attention, simply saying they exist isn’t going to cut it.

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Posted by: Rezzet.3614

Rezzet.3614

They would also be demolished with a particularly virulent glare, as well as being, most likely, subject to having their base damages be reduced.

That was the side-note, however. Would you mind clarifying your point about whose minions these are you’re talking about? If you’re trying to get Anet’s attention, simply saying they exist isn’t going to cut it.

theres only 2 classes with pets sure ranger pets are a crucial part to them but so are turrets to turret builds engineer as are minions to minion built necromancers as clones are to mesmers also i pretty much was considering responding pointless as you had already assumed pets and minions were inferior.

(edited by Rezzet.3614)

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Posted by: Rezzet.3614

Rezzet.3614

well whatever i ll stick to SD build

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Posted by: Anymras.5729

Anymras.5729

Actually, I hadn’t assumed that. What I had assumed: Ranger Pets, being their class mechanic, will naturally be superior to Turrets, a set of Utility Skills.

Necromancer Minions, Mesmer clones (or whatever minions they use their Utility Skills to create; I’m not familiar with their skill types), and Guardian Summons could all be compared to Engineer Turrets, however. So. How do they stack up?

Also, if you’re going to react to perceived assumptions by going ‘why bother trying to change their minds,’ then don’t even bother making threads like this. Certainly don’t if you’re trying to actually get anything done. If the people who proved to Anet that the Scope trait was nonfunctional had gone “Eh, he assumes it’s working, what’s the point?” it might never have gotten addressed.

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Posted by: Rezzet.3614

Rezzet.3614

Actually, I hadn’t assumed that. What I had assumed: Ranger Pets, being their class mechanic, will naturally be superior to Turrets, a set of Utility Skills.

Necromancer Minions, Mesmer clones (or whatever minions they use their Utility Skills to create; I’m not familiar with their skill types), and Guardian Summons could all be compared to Engineer Turrets, however. So. How do they stack up?

Also, if you’re going to react to perceived assumptions by going ‘why bother trying to change their minds,’ then don’t even bother making threads like this. Certainly don’t if you’re trying to actually get anything done. If the people who proved to Anet that the Scope trait was nonfunctional had gone “Eh, he assumes it’s working, what’s the point?” it might never have gotten addressed.

well you’re right i just had a bad day so i ll just go and do some stress testing on them in all sorts of situations

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

I think the number one thing turrets need to get is fixed. Seriously, the recharge bug, the oversized hit box, and the (maybe) damage bug are plummeting the viability of turrets. I do not enjoy the fact that net turret’s overcharge just makes the net turret stop working.

Before then I had a rather beautiful turret build that used the control from turrets alongside of the grenade kit to do a lot of damage and additional control in a more reliable fashion. A few weeks later I start seeing similar builds winning 1 vs. 1 tournaments.

Anyway, for all the flaws that we have with turrets, there are many bonuses that turrets get.

#1: Immunity to conditions.
#2: Low maintenance. You just place them then forget.
#3: Their immobility allows them to be spread out without being inside of everyone’s AoEs.
#4: They have potent control effects and can sustain near permanent AoE burning.
#5: They’re all blast finishers, as well as potential knock backs when needed.

Sure, they don’t do as much damage as mesmer phantasms, and they don’t follow you around stealing boons like necromancer minions, but in sPVP they are very useful. They offer point control, and sPVP is all about point control.

That said, there are several things I’d like to see done.

#1: Bug fix them. They’ve never worked properly.
#2: The damage done by the thumper turret and the rifle turret is pathetic.
#3: Increase their toughness a bit. Maybe… 15-20%

And then I think they’ll be good.

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

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Posted by: Carighan.6758

Carighan.6758

On a personal note, I’m kind of curious as to why turrets haven’t been allowed to scale with all stats instead of just Condition and Boon-related ones. Is the threat of a glass cannon Turreteer that traumatic?

I think the scenario they dread is that I could hide around a corner while my turrets shred someone apart.

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

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Posted by: Llanowar.1603

Llanowar.1603

Let me preface this by saying I am primarily a PvE player with a bit of WvW thrown in.

In my opinion there are two ways the turret improvements could go, and I agree completely with the previous post about bug fixing being the number one change that should be made. Without properly working turrets it’s impossible to start making improvements. That being said, as people have mentioned one of the major flaws for turrets in PvE is their incredible lack of durability. Any AoE damage pretty much drops them.

So here are the two ways I could see them going:

1. Embrace the lack of durability and use your turrets much like signets. The tool-belt skill is essentially your ‘passive buff’ and the drop/overcharge is your activated ability with some extra benefit (ie a little more DPS) if you leave it around. So to make this method of turret use actually viable more needs to be done like what they did for the thumper turret. Add some extra benefits to the tool-belt skills. It’s really what makes the healing turret so much more used over the others. The pure utility of the main skill and the tool belt (ie: water combo field) make you not really care that you can’t leave it around.

2. The other way this could go is the more traditional improvements, give us some way of improving toughness of our turrets through traits/gear, and condense the trait lines for them so I’m not all over the place. Perhaps reduce cool downs enough so that if my turret gets nuked I don’t feel as bad about it.

Just my $0.02.

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Posted by: Nilanil.4721

Nilanil.4721

Actually, I hadn’t assumed that. What I had assumed: Ranger Pets, being their class mechanic, will naturally be superior to Turrets, a set of Utility Skills.

Necromancer Minions, Mesmer clones (or whatever minions they use their Utility Skills to create; I’m not familiar with their skill types), and Guardian Summons could all be compared to Engineer Turrets, however. So. How do they stack up?

Not that this adds anything to the conversation, but mesmer’s clones/phantasms are their profession mechanic in the same way pets are the ranger’s profession mechanic. (Well, not literally the same way, but they ARE the profession mechanic.) Furthermore, while clones are central to a mesmer’s profession mechanic, they do little to no damage on their own (as opposed to phantasms which do substantial damage).

@OP

I think comparing “pets” from different professions isn’t really very useful. They behave and perform in such different ways that the comparison is meaningless. By the way, I have three level 80s. A ranger, a mesmer and an engineer.

If you feel turrets are under-powered in some way, I’d recommend making an argument for why they should be improved without bringing other professions into the discussion. Personally, my engineer is a three kit kinda guy so far and the only turret he uses is healing turret (and the ones in supply crate on the rare occasion he drops it).

(edited by Nilanil.4721)

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Posted by: Wolf.5816

Wolf.5816

Too bad they don’t add a reduced cooldown to Turrets to the Accelerant Packed Turrets trait. And make a new trait down inventions that equips each turret with “integrated” Sigil of bloodthirst and a Sigil of corruption. ( this trait could also make turret kills refresh their duration so as log as you get a kill every 5 minutes you can keep your turrets active.) That would make the two primary ways to play with turrets more appealing.

You could drop’em and pop’em for fast overcharges and CC, or you could bunker down and actually control an area. But not have access to both.

Veteran of The Mists & Professional Engineer
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King

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Posted by: Legit Prep In.5893

Legit Prep In.5893

They fixed something in the Turrets ?! did I miss a news ?
Tried it today and was..happy The Mortar is so much fun lol , even wasted some trait to throw the turrets up on some roof / stuff where noone notices them most of the time
left the spvp match with 375 points loool

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Posted by: Legit Prep In.5893

Legit Prep In.5893

edit: throwing turrets on anything but a 110% even surface → turret does nothing -.-

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Posted by: Kain Francois.4328

Kain Francois.4328

Quite the contrary, turrets are in a game place at the moment in my opinion.

You should just place them down, use their overcharge, then detonate/explode them.

Rifle Turret – Low CD for Tool Belt and Detonating, decent damage with overcharge.
Flame Turret – Permablind for 5s with overcharge
Thumper Turret – Three blast finishers in one skill, on 50s cd
Net Turret – Overcharge causes it to 3s immobilize +2s stun every 5 seconds.
Rocket Turret – Nice ranged aoe damage, knockdown with overcharge (admittedly, this is the only turret worthy keeping alive.)

With the exception of Rocket Turret, you should just use turrets for their overcharge, then pick them back up or detonate them.

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Posted by: Legit Prep In.5893

Legit Prep In.5893

usually they dont last that long

Im running with Rifle + Rocket + Grenades right now, pretty good to do from 2 days of annoying hte condition kitten out of the enemies Picked up the mortar … there are these moments where I just sit back and giggle a bit, those moments when the mortar gets “locked up” for some seconds, not shooting although I spam all skills… then suddenly a hellfire of bombs comes out of it at the same time , flatening everything underneath the target hahaha

btw I’m running celestial trinket with “celestial”-like runes… super fun in every possible way

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Posted by: Drakkon.4782

Drakkon.4782

You said:

Quite the contrary, turrets are in a game place at the moment in my opinion. You should just place them down, use their overcharge, then detonate/explode them.

I heard:

“They did a few things to fix turrets, but let’s just keep using them like they’re still business as usual and not try anything new with them.”

How very kitten .

“People don’t hate Scarlet the way Game of Thrones
fans hate Joffrey. They hate her the way Star Wars
fans hate Jar Jar Binks.”-not a direct quote, but still true.

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Posted by: Anymras.5729

Anymras.5729

It would be awful nice if Turrets could attack Dragons. I think the Dragons stay technically Neutral the entire fight (as their name does not change colors to red), and the turrets thus don’t see them as targets – I’ve checked my turrets against neutral mobs in other zones, and they simply don’t seem to care that the mobs exist until the mob goes hostile.

(edited by Anymras.5729)