Former Gunslinger, curret Engineer, Future Spellslinger
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I thought it was pretty cool, nice video. When I used to play a lot, I also played a turret build. But this was back when turrets weren’t NEARLY as good as they are now. Your build kinda reminds me of this guys called Nakoda, he lived by the flamethrower.
Now, if i’m gonna say anything, its that its never been worth it to spec into turrets (besides APT) until now. When people used to try turrets back then, they would take all the turret skills, and leave their engi pretty weak with weak dps.
I’ve just started playing again and tweaked things as they needed it and game up with a 2/x/6/6/x myself. You seem a lot more tanky but your dps is a little lower, kinda bummed they took the burn off of rocket. I too used to run with pistol/shield because i could count on the burn from rocket turret, I use p/p now out of the need for more dps.
After playing matches with the new alchemy grand master trait, and using the right turrets, I simply cannot see why a team wouldn’t want a turret engi in team fights lol. It straight up wins them! Its still all about placement and timing is important too. I can still see though that it definitely takes the right kind of mindset and active gameplay to be really good though. I can honestly guarantee a win against any class 1v1 every time, except mesmer. Its always been that way though. People used to always say “Conditions will kill you, you have no cleanse” or “you have no stun breaker, idiot” Never,ever had a problem with condition classes because they usually lack control. and never had a problem with no stun breaker because i used my turrets as stun breakers (APT) but now i see Anet has pretty much fixed both of those problems haha.
Anywho, nice videos and build. pretty cool to still see people using turrets
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Frayteks – Sea of Sorrows
This is a full match of Battle of Khylo. This map is one of my favorites as a turret engineer. Very nice as home point or we can absolutely lock down treb.
I really enjoyed playing with this team. There was never any yelling, it was low stress and they were very cool and friendly. Not to mention skilled
We just played to have fun, I got up to rank 140 with this team.
The video starts with me at homepoint and about 30 seconds into it, I rotate to mid. Its a pretty fun video to watch and I hope you all enjoy it.
And as always, more videos coming
You can’t manually detonate turrets from supply crate but they do push back when they are destroyed.
@ ukuni
Yes
Haha that’s awesome! Can’t wait to see it. Makes sense with the dps turrets. Have you ever tried cc turrets and 100b or bs thief? Warrior /thief loves it if they can target swap good
That would be awesome to see, post it! I could see how it would work. I would guess net/rocket/thumper for ultimate CC and just nail them with mortar. That would be so funny to see from the mortar POV lol
@ Grackleflint
I have a Khylo full match using my old school build (mine, net, rocket) I actually bunked mid too, it was great fun haha. It’s a pretty fun one at mid on Khylo. I’ll get that one up sometime tonight. But what a really wanna see if some of your gameplay :P
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Thanks Dinoslaw, what’s even funnier against thieves and warriors is throw mine, net turret and rocket/thumper turret.
Welcome back to the dark side Durzilla
@KUTM and Fairtex
Do you want to join if ever me and Durzlla are going to make a new guild?
I’m thinking of “BOOM” as the guild tag
I’m open for suggestions though.Yes, and yes.
Wait… KUTM, did you just sign me up O_o lol
@ voz
What ever happened to that SOAC team?
This would be so cool to see, a permanent engineer tourney team :-) if I had more time I’d be all over it. And yeah, you want a turret engi
Pretty much what nakoda said. Same goes for stun breakers, you don’t need/want too many. After playing with out them you realize you don’t need them so much . one is enough for me. My build has plenty of interrupts anyways
dang thats not bad healing. i would pick that up in a healing/power bomb build
pretty nice utilities. 2v1’s are never easy but from what i can tell from looking at your build, you need more condi damage to have a better chance. Its one of those situations where you just have to kill them before they kill you. I would consider dropping the shield and picking up another pistol. also a net turret will help a lot in a 2v1 situation.
I would tell you to just try a turret build and destroy anything that comes at you but that just doesn’t work that well in wvw. I ran my full turret build once and it was like running with your own personal havoc squad. i just couldn’t stand being so kitten slow
those are just a couple things. there could be a whole book written on engineer builds and gameplay styles.
TheOneNOnlyGeneralBama had a really good piece of advice. I’d definitely try and find a mentor
Does that trait scale with healing yet monkey boy? Sorry, been away for a few months
Could we see your build? That would help so we can help you tweak it if need be.
Hmm the stats from the build link don’t seem to be correct… my actual crit rate ingame is 12%. which is enough to proc incendiary powder every 10 seconds or so. shrapnel is a good choice too though. especially when supply crate is down. lots of kitten explodes. Now on to why i choose IP. Shrapnel gives exposions a 15% chance to give a nice bleed (is it 12 secs or so? i cant remember) . My 12% crit chance is pretty close to that, only difference is I have more chances to proc IP since the proc is resulted from all of my attacks. All i have to do is crit.
Backpack regenerator wouldn’t work since i’m not using a kit. But since i’m always up for trying out new things, i’ll see how i like the shaman/cleric amulet.
I love the idea of deployable turrets. i’ve used that one too. nothing better than throwing your healing turret on a ledge and blowing an enemy off of it. I would probably be more inclined to use it more often if you could overcharge is while its in the air so it goes off right when it lands, as opposed to trying to time it as it hits the ground to get off a successful overcharge.
edit: shaman/cleric amulet resulted in a 242 regen with is pretty nice. my burst heal was just over 7k. downside was my condi damage dropped. 74 bleeds, 494 burns :/
carrion/rabid gives me a 155 regen and just over a 6k burst heal. bleeds are 91, burns 571.
verdict: both good, I will now carry both with me. Shamans/cleric when i wanna be a little more tanky at the expense of less damage, when its not even really that much less. I have a feeling i’ll be using this amulet a lot. Thanks Nakoda
Ah kitten me, i have to remove it lol
here’s a fun little video that I had laying around showing me playing my Cerberus build (quad turret build). Starts off with a fight versus a very persistent Mesmer. Then gets a little exciting
video is from before June 25th patch.
Build link should be in the video. Hope you enjoy. The build is updated
This banner was made by my buddy Grackleflint
Removed banner cause it had the word kitten
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my favorite combo for wvw is to use toolkit and net turret together.
Drop box of nails, drop net turret and overcharge, then magnet pull. they aren’t going anywhere.
With this combo i also use grenades with sigil of geomancy on one of my pistols (sigil of earth on the other pistol). so after i’ve pulled them to me, my box of nails, net turret and hit them with pry bar, i swap to nades (procs geomancy), throw down chill grenades then shrapnel. if not dead, swap to pistol, glue shot then blowtorch.
tookit + net turret is so great for picking people out of groups too.
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.
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
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
TOR has the best PvP i’ve played! I loooove huttball. so fun sitting in mid as a gunslinger
very good job guys, it was super fun to watch. way to represent for the engineer’s
Props to the 5 that stepped up and good luck saturday Voz
Hats off thiefz, very good advice.
Lol ^^ pretty legit. It was just to show a fight against a “bunker” with condition cleanse and more control than me. Against really good guardians I usually have to drop their health twice, but they eventually all go down. Only problem class is mesmer
Been using a new turret spec that I have been doing pretty well with….
…time to try something new.
I’ve experimented with turret builds since the most recent changes. Have you tried a power version of the turret build?
Conditions versions don’t work very well with turret builds because of the lack of kits, the locations of your sustain conditions. Which means you will not even come close to downing someone. Someone with 1 or 2 conditions removers will completely shut down your conditions in your build. In a tournament setting, a simple bunkers will always win because they will always carry 1 to 2 conditions removers plus constant health regeneration. Because of the lack of control, you will also never contest a point.
One of the most notable fights I had was with a guardian who fought on a “his point” for two mins of the game and not die (he was all traited for survivability). However, I was able to cap and hold his point and he was never able to neutralizing the point back because of his lack of control skills; this, alone, ultimately costing his team the game.
The problem of the power turret engineer is their lack of condition removers. This is an issue because most condition builds are Rabid (High Condition, Mid Toughness). They counter you with their toughness, but you have nothing to counter them back.
Final note: Flame Turret’s Smoke is quite good. Rocket turret is a little lack lust despite it’s 1200 range. You can dodge the rocket just by moving.
But don’t let this get you down, many people are still looking for that “over the top” Turret Engineer.
Not sure where your getting this from but, you may be a little misinformed. This is just a short clip i pulled up quick vs your typical bunker guardian. DPS classes go down a whole lot faster and are much easier to control without all their stability. Conditions are way better that power turrets.
will there be plans to try and get engis together again?
I would really consider going medkit with your build. For your rune choice and for inertial converter. Looks like your going for evasion, that change will help you, and you’ll get a nice heal to go with
I think like mask stated, protective shield is better in 1v1s and cloaking device in 1vmanys. PS also works well in builds with lots of protection procs and duration runes. It will pretty much proc when available but it’s biggest draw back is its CD and vs low crit builds. One of the nicer things of cloaking device is the target drop and no CD. With someone as good as mask, it would give you the option of running or dropping a low lifer. If you do the latter, and you get immobilized again, stealth again. In the end I love both of the traits, which is why I use both in my build :-D
this sounds like you
The dps is gonna be good but your gonna be super squish. I know that if you are given the chance you can burn someone down quick but it will go the same for you, maybe even faster :/
Heres the issues i see. Your taking incendiary powder with a really low crit chance. Your defense for yourself is really low. I know your buffing up your turrets but they are still gonna die pretty quick if someone wants to, or if they are in aoe. And commonly known, turret builds have poor condition removal. Without some sort of defensive utility, its gonna be pretty much impossible to beat those classes in a fair 1v1. Also without taking any traits for your own defense, your gonna get bursted down fast. That +300 toughness from inventions isn’t gonna do anything for you. The rune choice is ok…but drop the one sanctuary and grab krait or orrian for more condition damage. The burn damage scales great. I would personally go full forge or full earth.
thats all just from the top of my head. If your interested i’d be very happy to discuss more with you
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On the topic of turrets: their targeting needs work, and they’re still rather squishy.
I love the damage rocket turret does, it hits the hardest of all turrets, but if that one shot is wasted on a pet or something… it’s frustrating.At first it was very frustrating to see my turrets target the wrong thing. I’ve started to appreciate it to some extent because from watching some of my clips you can see where it has saved me. Plus, its not like a shot is totally wasted if it hits the ranger pet. they are annoying.
You’ll also notice that clones will attack my turrets instead of me at times. and they do squat for damage. If there was a way to make them target your target on command…
the poor UI can be usefull and actually save you by targeting the pet or clone, but the thing is that it’s random…
You can’t rely on it.my suggestion, to be more reliable:
1. my target
2. if no target, player attacking me
3. if no target, and no player attacking me: npc attacking me
4. if none of the above: do nothing, keep still, just look pretty and turrety and be still.The thing is its not random though, it targets closest enemy to turret. I’m not against your suggestions but if you make them target your target, target swapping (2v1s) is out of the question. Whenever you would switch a target for CC or whatever, your turrets physically take time to rotate, and they’re not attacking during this time. What i like to do in a 2v1 situation is pay attention to who my turrets are targeting and I will target the other player. Every so often i’ll be able to pull of a 2v1 this way.
I completely agree that you can’t rely of turret targeting. You just have to have great awareness and be able to make decisions on the fly. I know a lot of people don’t like the targeting AI, and i get it, but i personally have accepted it for what it is and found ways to use it to my advantage. But i know i could find ways to play with your suggestions too.
thanks for the post
Is that reliable, that closest to the turret?
If so, I’m thinking of skipping deployable turrets and will stop putting them on edges and roofs. I do this to keep them safe mostly.What I am practicing on now, is to run in and drop turrets where they are.
I swap tool kit and start bashing in the overcharges.
If they aoe and kill my turrets, the turrets explode and knockback… making that not a total loss.
In this scenario, the closer my turrets are to me, and my enemy, the more i can count on them targeting him and not a pet wandering about?
yes you can rely on them hitting the closest target. Thats why i’m been trying to be a little more savvy with my placement and actually waiting untill combat engages. nothing surprises an enemy more than an electrified net coming out of no where.
I’ve been keeping my rocket turret up, out of the way. then i’ll overcharge it when an enemy gets close. before they dodge roll to miss the rocket, i’ll drop net turret and overcharge immediately. Its a good way to secure the CC rotation of the two turrets.
Hows that invisible cooldown on kit refinement treated ya? I think your the last engi to still have it…..
It’s not perfect, but it opens up some interesting play possibilities, especially while stunned. I don’t have a stunbreaker in this build, but I can still swap kits while stunned, which allows me to pop a clutch magnetic aura while being pelted with projectiles, or a magnet bomb to interrupt a melee spike.
^oh rly? so you just sit there and never use medkit or bombkit until you get stunned?
pro strat!
@ OP
I cant watch the kylho video (german music gema right protection bullkitten) and you cut out the ending credits on the niflhel video. So for all i care you`re playing rank 20s and dont want to show how bad you actually areI can play without traits at all and still win against baddies. Owning noobs with crappy builds doesnt make the builds or the player good
EDIT: In fact in the Niflhel video you lose node vs a SINGLE MESMER. A Bunker build (and if i recall correctly you called your build a turret bunker somewhere) that is not able to hold node vs 2 (GC) opponents at the same time for quite a while is not worth it in the slightest.
First of all there isn’t any “ending credits” at all. I cut out all the parts that aren’t fights. Second, anyone that knows anything about turret engineers knows that mesmers are THE hard counter. Third, why are you so angry?
If your a EU player than you probably won’t notice but there are some known people that i beat. In a video that i’m uploading right now i have a fight with powerrr, if you know who that is. maybe that will be good enough for you Mr. RaynStargaze?
Ok so you claim the hard counter to your build is mesmer? lol?
Let`s seeeeeee what else hard counters your build … hmmmohh yea conditions – in fact you have no condi remove at all except for a clean swipe every 60!!!! seconds.
Honestly any condition heavy build with some range would just kitten youOn a sidenote powerrr=hotjoin hero nuff said
Still i dont understand why you just HAAAAD to remove the table at the end which shows opponent ranks.
You know what most condition heavy builds are lacking? Stability. How can anything stand against me without stability? Go ahead and count how many times i’m defeated by a condition heavy build. its not many
And what would you have done against that mesmer that neutralized the node for 15 seconds? Stayed in his chaos field and ate conditions, get stomped, then lose the node? Or let him neutral it, kill him, then recap.
You probably don’t tourny, but 3 out of 4 times the assaulter is melee burst. The average opponent rank i face is 40 plus. Mostly Ransackers.
Heres a new video showing a full match at Battle of Kyloh, theres the table at the end for you
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Hows that invisible cooldown on kit refinement treated ya? I think your the last engi to still have it…..
It’s not perfect, but it opens up some interesting play possibilities, especially while stunned. I don’t have a stunbreaker in this build, but I can still swap kits while stunned, which allows me to pop a clutch magnetic aura while being pelted with projectiles, or a magnet bomb to interrupt a melee spike.
^oh rly? so you just sit there and never use medkit or bombkit until you get stunned?
pro strat!
@ OP
I cant watch the kylho video (german music gema right protection bullkitten) and you cut out the ending credits on the niflhel video. So for all i care you`re playing rank 20s and dont want to show how bad you actually areI can play without traits at all and still win against baddies. Owning noobs with crappy builds doesnt make the builds or the player good
EDIT: In fact in the Niflhel video you lose node vs a SINGLE MESMER. A Bunker build (and if i recall correctly you called your build a turret bunker somewhere) that is not able to hold node vs 2 (GC) opponents at the same time for quite a while is not worth it in the slightest.
First of all there isn’t any “ending credits” at all. I cut out all the parts that aren’t fights. Second, anyone that knows anything about turret engineers knows that mesmers are THE hard counter. Third, why are you so angry?
If your a EU player than you probably won’t notice but there are some known people that i beat. In a video that i’m uploading right now i have a fight with powerrr, if you know who that is. maybe that will be good enough for you Mr. RaynStargaze?
The first issue i see is you have really low hp, conditions will chew through you really fast with our low condi removal. Also, you don’t have any defensive traits for yourself. I know you’ve buffed up your turrets but it just doesn’t make that big of difference.
Would this build be for hotjoin or tournaments?
Without changing your rune set, sigils, or point allocation i would recommend taking tools V over speedy kits. For inventions I would take I and VI, XII is a good trait since your 30 into inventions
Good stuff Optics, your videos are so nice man! Its always fun for me to watch other turret engis (not many of us) and see how they play.
On the topic of turrets: their targeting needs work, and they’re still rather squishy.
I love the damage rocket turret does, it hits the hardest of all turrets, but if that one shot is wasted on a pet or something… it’s frustrating.At first it was very frustrating to see my turrets target the wrong thing. I’ve started to appreciate it to some extent because from watching some of my clips you can see where it has saved me. Plus, its not like a shot is totally wasted if it hits the ranger pet. they are annoying.
You’ll also notice that clones will attack my turrets instead of me at times. and they do squat for damage. If there was a way to make them target your target on command…
the poor UI can be usefull and actually save you by targeting the pet or clone, but the thing is that it’s random…
You can’t rely on it.my suggestion, to be more reliable:
1. my target
2. if no target, player attacking me
3. if no target, and no player attacking me: npc attacking me
4. if none of the above: do nothing, keep still, just look pretty and turrety and be still.
The thing is its not random though, it targets closest enemy to turret. I’m not against your suggestions but if you make them target your target, target swapping (2v1s) is out of the question. Whenever you would switch a target for CC or whatever, your turrets physically take time to rotate, and they’re not attacking during this time. What i like to do in a 2v1 situation is pay attention to who my turrets are targeting and I will target the other player. Every so often i’ll be able to pull of a 2v1 this way.
I completely agree that you can’t rely of turret targeting. You just have to have great awareness and be able to make decisions on the fly. I know a lot of people don’t like the targeting AI, and i get it, but i personally have accepted it for what it is and found ways to use it to my advantage. But i know i could find ways to play with your suggestions too.
thanks for the post
On the topic of turrets: their targeting needs work, and they’re still rather squishy.
I love the damage rocket turret does, it hits the hardest of all turrets, but if that one shot is wasted on a pet or something… it’s frustrating.
At first it was very frustrating to see my turrets target the wrong thing. I’ve started to appreciate it to some extent because from watching some of my clips you can see where it has saved me. Plus, its not like a shot is totally wasted if it hits the ranger pet. they are annoying.
You’ll also notice that clones will attack my turrets instead of me at times. and they do squat for damage. If there was a way to make them target your target on command…
Sorry to interupt this conversation, i’m taking the opportunity to post sinds you have the kindness to answer a lot of questions.
Do you consider at some point to make turrets overcharge instant abilities? Right now the mechanism feels a bit clunky because you will have to wait the end of your turret attack cycle to get its intended effect.
Bigest issue for me are with Cleansing Wave (healing) and Shockwave (thumper) when you need a quick way to save yourself. It would also be nice to be able to use the Smokescreen (flame) without the need to have a target in the turret range, allowing the engineer to have acces to a smoke screen without the need to attack someone.
My sugestion would be to tie off every overcharge abilities from their attack cycle and make them instant abilities, and for all single target turrets (net, riffle, rocket) make their overcharge have a seperated attack cycle and shoot the target you selected when using the overcharge giving better control to engineer when he is facing multiple opponents and keeping the same amount of shots whenever he uses his overcharge abilities.
Also could you check flame turret cooldown with deployable turrets trait, the cooldown is still at 40sec.
Thank you very much!
This is such a great idea. I’m ok with the turrets not targeting your target on their regular attack cycle(they target closest enemy atm) but i do agree that the overcharges should. We need to have some sort of control over them.
Thanks for chiming in Tyler. I like your build, it makes sense. Vigor is such an amazing trait for holding nodes. I wanted to fit it into my build but my overall choice of carrion amulet makes it hard. Do you use this build in tournament play? Looks really fun (and funny to watch people get so frustrated) to play.
(edited by Fairtex.7810)
Some more solid play from Fairtex. Thanks for sharing another video and the new(ish) build.
Did you take Forceful Explosives strictly for Throw Mine, or does it now affect our turret explosions as well?
edited: Looking at the video again, I’m seeing you alternate between Flame Turret and Throw Mine, and the addition of Deployable Turrets. Is the build link incorrect or did you mix it up during play?
Thanks Grackle, yeah the build isn’t really that different. I mix it up during gameplay depending on the composition. That and still experimenting with new things. I’m really likeing flame turret. I always did like it but would never have used it with the old CD, now its only 25 seconds. And it does a world of good as you can see.
I tried deployable turrets thinking it would help against ranged opponents, but I ended up deeming it unnecessary. I believe placement is just better. I gave up accelerant-packed turrets for that trait and boy did i miss it.
I took forceful explosives strictly for throw mine. Partly because the increased explosion area is noticeably larger and partly because there just isn’t any other really desirable trait to take. also, when i don’t have forceful explosives, thieves can still hit me with steal and backstab. when i’m using my flame turret, i’ll take shrapnel.
(edited by Fairtex.7810)
Got a new video up. Its a part 1 of 2 video. This one is similar to the first one, i’ve edited out the parts without any action. I show all encounters. I didn’t ever try rockets boots or toolkit in this video. But you’ll see me using flame turret a few times.
Watching the video myself, i can see the mistakes i’m making. Plus when kitten gets crazy, technique can tend to go out the window XD. I do feel like i’m getting better though. Mainly from just time with the build, build improvements and fighting better teams.
Let me know what you guys think, and any changes/ideas that would be better.
@zaragoz
I tried the bombkit for one match last night. We fought a super zergy team so it was hard to tell. I never had any 1v1s either. I’m gonna mess around with it more.
Here’s a link to the new(ish) build i’ve been running. It feels better to me.
Bombshell [bomb]
all female engineer guild
I’ve still been having a lot of success in tpvp. I rarely lose my node. I’ve also working on addressing the weak points of the build. Remember, this is a home-point bunker build. If you really can’t live without a stun breaker, i think that rocket boots would be the best. lowest CD and removes certain conditions. To deal with ranged opponents, i’ve been tossing around the idea of toolkit (magnet pull). personally i’ve never really liked toolkit, but i think some of you could make it would really well.
I’m working on posting a video were i have encouters with a staff mesmer, trap ranger and eles. I win all those fights. I still have never lost a 1v1 with this build. I’ll probably post it later tonight or tomorrow.
You’ll also notice (looking at you GrackleFlint) that i’ve changed the build a little build. I’m always looking to improve. You’ll notice i’ve used flame turret a couple times. With a 25 sec CD, its more appealing.
When i choose my utilities, its based off of the composition. For mesmers, flame turret works very very well. If there’s more than 1 thief i use throw mine. Rangers aren’t much of a problem like most people anticipate. Every ranger i’ve encountered folds when a lot of pressure is put on them. Meaning getting within melee range.
In the videos i’m gonna post, i’m running 20/10/20/20/0.
I like the idea and your abilities make sense for each turret. for my homepoint bunker build, i would go with flame, net and rocket. I would sorely miss detonating my turrets though, so i wouldn’t choose this trait personally. But then again it brings some great utility and all you would miss is push backs (if 20 explosives), hmm….
really nice work here wolf, great ideas
Thats why you can never make a build that relies on turrets too much. Meaning, your only hurting yourself if you trait too far into turrets. Its obviously more important that you stay alive longer than your turrets.
what initially sparked my interest in turrets happened when i had a tourney queue pop while i was in hot join messing around with turrets on my HGH build. I forgot to change back to my elixers before the map changed. After that match i began to mess around with condition turrets. Running conditions makes so much sense because you can still put on decent weapon damage plus the support damage from your turrets.
After that one 2v1 at the end of the video, i talked with the ele and he/she said the hardest thing about that fight was the net turret. “it owned us” were their words. I’m glad they increased hp by 25% last patch.
On a side not, i’ve downed so many people while in downstate myself, just from my turrets alone. You can also revive very efficiently with accelerant-packed turrets. Even more so with deployable turrets.
@ nakoda
I’m glad your having success with the FT, i’ve always like the idea of FT but i could never make it work. And there really is nothing more entertaining than watching someone stroll in for the first time! Going off of something you said, when they come back for a second time, they know what to expect. Our best response would be too change things up. Our only ways of doing that are either 1) not putting down turrets untill engaged in combat (2 traiting for deployable turrets. The latter i’ve been really considering.
Also, Forge runes are in my opinion the best for homepoint bunking for this build. The 60 sec CD doesn’t work against you. plus you can count on at least 10 seconds of protection, to make up for the lack on toughness. Protective Shield and Protective Injection, you get really good protection uptime. With 20 into explosives (maybe 15?) + Forge runes gives you perma burn from your rockets.
@Zaragoz
I’ve considered bombkit as well. For homepoint bunking it really makes sense. 30 bob would be the biggest selling point for me. Plus, you’d get to use a good swap sigil.
Now, i’ll say why i ended up choosing mine over bombkit. 18 sec cd, boon removal, ability to place it, and unlike BoB, you can either detonate it or its proximity. BoB is on a timer and gives a big red circle. Mines is not. Mine works against melee trying to set up bursts. Thieves especially. After trying other things, I ultimately miss my mines the most and i feel very vulnerable without it.
Like GrackleFlint has said, its extremely underrated
While trying to deal with the problem against ranged opponents, I’ve really considered running toolkit mainly for magnet pull. Pull them in range of your turrets after you have overcharged them would be a tactic i would use. You would have 3 blocks, a nice source confusion, and another cripple and bleed. But boy would i miss my mine.
I would be interested to hear everyone’s take on this. Or what other ideas you’ve had.
Hi Grackleflint,
I really appreciate you trying out the build, and thank you for your interest. You pretty much nailed the pros and cons of the build. I’ll go ahead and post what I was running at the time. Right now i’m working on addressing the weak points of the build. So my build will probably be different, as I am working on doing a write up.
The no stun breaker thing was very hard for me to accept, especially when i first began to give this build a go. But like Grackleflint had mentioned, you do begin to adjust and become more aware that YOU DO NOT HAVE A STUN BREAKER. You adjust to this by saving and timing your static shot, shied moves and dodges more. Also kiting around your healing turret and rifle turret if you using it, and are ready to blow them up when needed. You just kind of adjust is all i can really say.
I’m sorry that i haven’t been able to reply more to this thread, life has kept me surprisingly busy these past few days.
have fun and thanks again for all the posts
(copy paste)
(edited by Fairtex.7810)
Thank you everyone for the comments, positive and negative. sorry it took so long to post any replies, long day at work. i’ll answer as many questions as possible but still keep it short and readable.
@Nakoda I think the turret changes were nice. nothing to really make people dedicate themselves to turrets. I honestly didn’t feel like turrets were in such a horrible spot like some do. I think people just expect more out of them. I think the traits need to be cleaned up and rearranged though.
@ Kimbald (and all others wondering about condi removal) Condition removal is the major problem for this build. Do i have trouble with conditions when i’m home point bunking? not really. RARELY do i have a condition class assault my node. When that does happen. I have a 15 sec heal, good regen uptime, 60 sec condition cleanse, and 6 medpacs @1300 health from my supply drop. I’ve never died from conditions, even in hotjoin.
@Irakai Its all good man, to be honest, they probably had no idea what was happening. Which is true for a lot of people who try and take my node. When i’m bunking home point, i consider that MY node and i’ll be kitten if i lose it. even if it means dropping supply crate. And it seems that i get assaulted… about every 3 mins. If i was a team fight engi, i would only use my supply crate in very special situations too. But i’m rarely ever involved team fights unless they bring it to me. The reality is, melee is the main type of class that assaults their far point. I’m about as hard as a hard counter can get against melee. even with no stun breakers.
I will agree with all those that say this, rangers and mesmers are my hardest opponents. I’ve had a mesmer come to my node once and i beat him because he had no idea what was happening when my net stunned him, then my rocket knocked him down, then my net stunned him again, then my rocket knocked him down again. all the while my supply drop destroyed any clones in the area via flame turret or exposions. Against rangers i pretty much have to put so much pressure on them and get them to run or change to melee.
BrimstoneAshe pretty much nailed the reality of how it goes down. If you want my node you need to come and get it. that means walking through 6 plus turrets plus me. Its really not as simple as destroying my turrets and then rolling me. I’ve had thieves try and take out my turrets from range but the fact is i do pretty good weapon damage too.
I’m working on posting my build with explanations and how i address the shortcomings and why i choose the traits i do. will be up soon.
Again, thank everyone for taking the time to read and post. much love
thx for the comment. That fight you were talking about is when i realized that laying down the turrets is way more important than capping the node first, that will definitely be the last time i do that.
I can remember one post where a guy says him and his guildies call turret engi’s “turret noobs” and consider them free kills lol. All the while the only class that i don’t absolutely steam roll is a ranger. I still win those fights 3 out of 4 times though. After the ranger i’d have to say that mesmers are hard for me to fight because of all their clones. Luckily not a lot of mesmers assault back point XD
For the engis wanting to try turrets. first pick up the traits accelerant-packed turrets and deployable turrets, it changes the whole game. Also don’t worry too much about traiting your turrets for survivability, placement is more important. P/S and Rifle both work very well with turrets.
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