(edited by Deathsmasher.5207)
Showing Posts For Deathsmasher.5207:
I agree that turret traits need a revision. They buff their utility, but not their damage. When i think of a turret engineer i think of this static wall that is impenetrable. Well I was suggesting that we lower the cooldowns to make us more mobile with our static defense and they would still be pet-like, but unlike Tf2, we cant move our turrets around (when they are already built). The only way to move our turrets is to destroy them and wait the long cooldown.
The problem with this approach is that when our turrets are on cooldown we are vulnerable because we just lost our defense/offense from our turrets. I do not know the solution to this problem, but something needs to change when we cant deploy our turrets because it makes us rather weak.
True, turrets just need to be more effective than they are now, and this last patch was a a start, but we need more arena net!
Balancing would be key, but my main goal of lowering the cooldowns is to keep the engi mobile with a turret build because mobility is sorta a key factor. Overall, turrets can keep their dps as they are now, so basically make their damage much less but the ability to always have your turrets attacking is what would make our damage as turret engi’s consistent.
It seems to me that a lot of engineers like the idea of having turrets, me too! But my question is, why do they do little to no damage?
When deployed they should shake the very soul of any intruder! Okay well maybe not too crazy but you get the point, I can understand arena net’s goal to make them somewhat underpowered so you rely more on other skills and such, but what about those engi’s that ONLY want to have turrets for their skills (that’s me)?
How bout this arena net, keep the turrets how they are now, but remove these ridiculous cooldowns! The turret engi should be all about quick set up and let the turrets just do there thang, oh wait they already do that, BUT the problem is that anyone can easily run away.
So how bout this, drop the cooldowns to about 15 seconds for the heavy turrets, and a mere 5 second cooldown for the rifle and flame turret. Then make them last only 10-15 seconds with the active abilities already on. Engi’s already have too many skills to manage so just make turrets already have their actives like, that’s simple!
Instead of our toolbelt skills being useless when turrets are deployed, just move the destroy turret feature where the old active abilities were. Now we can ALWAYS use our tool belt skills like were supposed to.
Now hold on there buddy, you just made the engineers sound OP as crap, well yes it seems that way, but now arena net can easily balance the damage and keep the dps the same as it used to be when turrets lasted 5 minutes, but here’s the best part, now we are a mobile class again and turret builds can be viable with such low cooldowns!
Please let me know your thoughts
I haven’t played guild wars 2 since the September-October and I was clueless to know what had changed with the class. This past week I’ve been doing plenty of research and have found out that the condition elixir build is still the best choice to pretty much do anything with the engi. I am sorry to say that I am a little disappointed to see the turret engi isn’t used as much and I know that they recently got buffed, but still don’t quite have the stopping power they really “should” have. However this is from out of game research and looking around from posts and stuff. Could someone point me in the right direction to find some pretty fun leveling, sPvP, WvW, and dungeon builds?
I last recall that I was about 30ish and I was using a 4 kit build with constant swapping(mainly because it was just so fun), I hear that has somehow been nerfed and really could use some help starting back up again. Thanks for your considerations.