turrets : which ones and which amulet?[PVP]
I’ve commonly gone with the knight’s amulet since the turret build I’ve used is defensive in nature. The enhanced toughness allows for nice durability, and then I also have some power and precision to deal damage with the rifle (although those stats don’t help the turrets).
I think solider’s would also be a good choice since it helps prevent you from being overwhelmed by conditions. There’s also the barbarian amulet, but I don’t feel that’s as strong a choice for an engg… although it might be if your opponents have a ton of condis. Clerics might also be a possible option, although you’d have to make sure to greatly utilize your healing power to be effective.
I’ve never done a condi-based turret build, so I’m not sure how well settler’s or rabid would work out. If I was to do a condi-based turret build, I’d probably go with rabid.
As for the turrets themselves, I generally always pick the thumper and rocket turret.
The thumper turret is more durable, so you can generally rely on it to be around during combat. It helps you kite people while staying on the node, does pretty decent damage, and its overcharge can be quite effective (especially since people tend to lose track of where the turrets are/what they’re doing during the fight). This also gives you access to a stun breaker, which is always handy to have. The overcharge and tool belt skill also provide additional blast finishers, which can be useful for certain combos.
The rocket turret is useful for some high damage AoE (helpful against minion masters, mesmers, &c.), and the overcharge is an additional source of CC. It’s also a handy thing to place off of the node (i.e. up on a ledge) so that the turret is never in danger of being killed. The tool belt skill is a bit janky to use, but can be used for some nice burst damage at point blank. Since I generally use experimental turrets, this also provides me protection uptime, which is useful for defending a node.
If I’m running an additional turret (healing turret for healing is implied), I often run the flame turret. The reason is that the tool belt allows me access to a fire field, the turret is a bit more durable than the other ones, and the burning can end up being pretty decent DPS. Furthermore, the overcharge helps me stay on the node as it blinds people, which I can also use to enter stealth if I want to combo on it (useful for rezing a downed ally near the turret). I also tend to run experimental turrets, so the consistent might uptime from the flame turret is really handy.
I think the rifle turret and net turret could still be very handy though, just for different purposes. I think running the rifle and rocket turrets could be a bit redundant, although it would definitely be good for damage output. I don’t feel the net turret is as handy for node holding since you generally have less room to kite, but it might be quite useful for team fights. The rifle turret could perhaps be an alternative to the rocket turret if you prefer how it works, though I generally take the rocket turret as one of the default ones.
Of course, you might just be better off with a kit instead of a third turret (i.e. bomb kit or elixir gun).
When I decided to try turret engie I also long asked myself about amulet.
After some calculating I was using http://gw2skills.net/editor/?fdAQFAUlUUp2qVVxyKseNCdBF6VklXI6h0wR/pAA-T5QJwAFLDA4BAIe/BA with good success.
Some days ago I made some changes in build and wear another amulet:
http://gw2skills.net/editor/?fdAQJAqelUUp2qVVxyKseNCbBFydkGRPlOO7PGhAA-T5QJwAN2fAwDAIYZAA. This build even more strong but foes with good condie clear can neutralize some damage.
Riffle build – OP control, pistol – condie ofc ) + defense from shield+ little control
About turrets: turrets in build^ provide you optimum between damage and applied boons (Grandmaster trait)
probably i play in a different way with turret . Usually for me i take fortified turret and i land one turret when i am under heavy range attack . This is the reason while i take rifle turret always (it has the lowest cd) . Obviously my way can be wrong I played quite a lot with pistol/shield and turret but now i begun tho think that rifle is better for the fact that i can throw away melee opponent from me and from turrets
ah and you don’t have a stun breaker and for me it would be a problem. Usually i take 2 turrets and EG (sometime elixir S )
1 traited turret —> stunbrake
i did not know that
which is the trait which make a turret a stun breaker ?
turret – +33% health, selfrepaired, grants usefull boon every 10 sec, push back foe when destroed, 2 of 3 in build provide launch/knocbach at overcharge with 20/30 sec cd + solid damage.
EG stunbreak – stunbreak 40 sec cd + some not bad skills
which is the trait which make a turret a stun breaker ?
I told traited turret better then stunbrake
which is the trait which make a turret a stun breaker ?
I told traited turret better then stunbrake
They don’t.
You could use accelerant-packed turrets to CC someone if they CC you, assuming they’re near the turret, but they don’t offer any changes or enhancements to the stunbreak mechanic.
Otherwise, it’s just the thumper turret tool belt skill that has it.
i did not understand your —> … i thought 1 turret 1 stun breaker … sorry
i play with this turret build , its ridiculously easy, just set up your turrets around the point (put flame near the middle for the blind aoe) and then just spam your weapon skills and turret overcharges.
i’m not calling it overpowered because it is “the most super ultimate build ever” but because it is so easy that a monkey could play it and it is really effective.
imho a minimal skill, high reward build is far more OP than a build that requires alot of skill for a slightly higher reward.
also i took Deployable Turrets instead of Accelerant-Packed Turrets but thats just preference, i like being able to put the turrets somewhere high, like on the statues at Keep in FoN
(edited by Liewec.2896)
Celestial Amulet
Rocket, Thumper, Flame turrets.
Pirate runes.
2 0 6 6 0 Gms -Experimental Turrets and Rifle Barreled Turrets.
Imo. Went from suck at pvp to carrying teams and winning like 30 of my last 45.
SPvP – Rocket, Rifle, Thumper
Knights or Clerics
WvW – Rocket, Rifle, Net
Givers with Cleric/Apoth jewels.
Obviously all option are viable in guild wars if they suit your play style, but these setups seem to work for me.
This is my build, I even run it when I command sometimes as the buffs and blast finishers work great.
http://gw2skills.net/editor/?fdAQJAqelUUpmq1WxuKseNCdBF6VklQL6F2wR/pAA-TFSAABGcgA6a/BAPBAOqEsT1fMT5HAHQALeAABAQA8zf+zf+zf2P/5P/5P/ZpAMTaE-w