Showing Posts For Pelzy.9721:
I have been looking to create a condition based warrior build for a long time, the idea of bleeding and burning my way threw the battlefield was one I have always wanted to try. However I was unsatisfied with the many condition sw/sw/bow builds that were out there. I have always hated the bow for warrior, it shoots slow but most importantly I can not ground target to save my life. So what alternatives did I have? Well that’s when the 20 point power trait Distracting strikes caught my eye. 4 stacks of confusion on interrupt. Alone possibly not that powerful but with the right tools, and a little practice a killing machine was born.
The power lies in the new Runes of Perplexity. These things are POWERFUL. The number 2 effect causes 3 stacks of confusion on attack, and the number 6 effect as far as I know adds 2 on skill interruption. Added together, this gives the possibility to stack 4+3+2 in one interruption. That is 9 stacks of confusion on your first interrupt, followed by 6 for each interrupt after the initial 3 stack proc on attack. We have 3 consistent interrupts in this build, and also bulls charge. This build gives you the opportunity to stack up to 21 stacks of confusion on a target in WvW, and for those of you doing the math out there its about 4k damage in confusion per skill use for that unlucky soul you decided to smack up side the head.
Keep in mind that your bleeds and torment also hit pretty hard, and your attacks are not the weakest. You have decent armor, decent health, and in my opinion excellent damage in the form of many conditions include bleeding, torment, poison, and confusion.
That’s not even the best part! The build is designed to play off of the Meta skullcracker/GS build. Everyone is screaming OP OP on that build and when they see a mace in a warriors hand they expect a huge damage spike. You’ll run up to them, and BOP them on head, and almost always they will spam their stunbreaks and escapes to create distance to get away from your 100 blades spike. But the joke my friends is on them, because there is no 100 blades spike in this build. The spike was already put on when we originally BOP’d them with skull crack. Infact they spiked themselves by using their escapes in rapid succession in their panic to escape the scary two handed sword.
There is alternatives to the meta my friends, it is our job as warriors to go out in search of them. Stay strong, stay hungry, and most importantly stay thirsty my friends.
-Pelz Purestrike
So what does this do for us engineers? It gives us some fun versatile utility all in one kit. Not to mention the amount of fun combos you could pull off with this setup. Something like having 2 rifle turrets and a rocket turret that you quickly set up next to that guardian your fighting, then boom you overcharge them all, quick switch to your rifle and jumpshot on him to close distance, and end it with blunderbuss, BANG! Pretty cool right? Now try something similar with a rifle turret, flame turret, and a rocket turret, or even 3 rifle turrets. The variation is pretty huge as you can see.
Obviously traits would need to be redesigned as well to fit this, but if you guys like the idea you can elaborate on that if you wish.
And I know what your thinking, thumper turret. Well I couldn’t fit it into the kit as you can see but a good thing to do with it would be to make it an elite and balance it accordingly, it would give us engineers a turret elite and would let those guys who love that little thumping machine to continue loving it.
However I did mention rebalencing the turret skills to be more attack oriented, which brings us to the third and final step which I errr…… will call rebalencing the turrets to be more attack oriented. So to help me explain this idea, let me first talk about the only game that I feel really did turrets right. The diablo 2 assassin. Although not called turrets, they had “trap skills” which were immobile untargetable objects that would shoot at mobs that came near them. They had an amount of shots that they could shoot before they would kick the bucket(5 or 10 cant remember) and you could have 5 placed at a single time. They have no cool down, the 6th trap placed would refresh the 1st one in essesnce renewing its shot count. So building off that idea I would love to incoorperate that into the turret kit. Obviously 5 turrets would still be too many I think so lets say 3 turrets max at a time could be placed. Each would shoot 5 times then they would die. To keep them around and applying pressure you would need to keep recasting them, which would have the effect of making the immobile turret sudo-mobile. They wouldnt be able to move, but because of the frquent recasting they would beable to be where you need them when ever you needed them. So that right there solves the mobility problem, also it solves the problem of wasting your utility slots. Obviously some balence would need to be applied to each turret in the kit so here would by my skill lay out to help give it a more concreate feeling.
Keep in mind that there would be a max of 3 turrets down at a time reguardless of what type they are.
Skill1= Rifle turret. It would work similarly to the rifle turret we have now, only it would have like a 1/2s cast time and 0 cool down. This would be the kits “auto attack ability” as in it is very accessable never on cooldown, not the most damage but enough to fill the gaps when other skills are on cool down. It would have 5 shots before destructing.
Skill2= Flame turret. Again it would work very much like the one we have only the cooldown would be lower maybe 5 to 10 seconds. 3 shots before destruction.
Skill3= Rocket turret. Same deal as flame turret only a longer cooldown around 15seconds. Again 3 shots before destruction.
Skill4= Net turret. Not really sure what cooldown to put on this one. More than one net turret at a time might be to powerful. To be safe a 20second cooldown with 3 shots before destruction would make having 2 net turrets up at a time an unlikely occurence.
Skill5= Overcharge. This would overcharge all the turrets you have placed, granting them their overcharged skill and refreshing their shot count. Maybe a 30 second cooldown.
I have seen a lot of ideas to fix the turrets and most of them are pretty great. Because lets face it in their current state they are a waste of utility skill slots. People consistently agree that the only one worth using is net turret, and that is a problem. I would love to play a turret engineer, as I think it would be a really fun interesting play style. The best way in my mind to make them viable is to redesign them.
I know what you guys are thinking, a redesign is a pretty big undertaking but hear me out. As turrets are designed right now, they are designed in a “fire and forget” mentality. The huge cooldowns and the stationary nature of them demonstrates this. Now, I’m not saying that this is a bad design. If the turrets were robust enough to last long enough to actually justify the skill slot they use, they might not be as bad as they are. However in their current state that simply does not work, they get smooshed so easily by any form of damage that to balance them around long cooldowns and this “fire and forget” mentality is silly.
So how would I fix them? Well step one would be to remove the turret skills all together. Get rid of them. As it stands out of the 20 utility skills we have, 5 are turrets and net turret is the only decent one. So almost 1/5 of our utility skills are useless.(rendering them with 0 utility, oh the irony of being an engineer) But this is a fix turrets post, why would I want them gone. I don’t which brings us to step 2, add a turret kit. Someone suggested this a while ago in a thread(can’t remember your name sorry XD) and I thought it was a great idea. The implementation however I did not agree with. Creating a turret kit would grant the ability to rebalence the turrets to what they should have been all along attack skills. Lets face it this is what they’re really around for. Turrets main function should be to do damage, not add utility. The only one that really does add utility is net turret, and possibly flame turret(the blind overcharge) so why are they utility skills in the first place? So now you’re all thinking a turret kit is going to be way overpowered, and rightfully so. In their current state a kit that let you place all the turrets the engineer has to offer at once would be able to area deny like no other.