Showing Posts For Turu.1728:

Nerf Engineer

in Profession Balance

Posted by: Turu.1728

Turu.1728

I don’t know why a lot of people still complain about turrets, really.
I mean, Anet just solved some reaction-time bugs and added a couple of GMs that don’t buff their damage but add only utility through reflects and boons. I’ve always played turret engi in pvp, but it seems the complaints are coming out only recently because of the popularity the build reached.
The fact is turret engi, if it’s not played well, is a total garbage. Grab a friend of yours, tell him to go turret and test the damage output of the turrets alone, and then his own without turrets, you will be surprised by the fact that it sucks. Moreover, if you don’t time your CCs well you are going to be a dead engi soon, because your defence (and offence) is control. In fact the real potential is the absurd amount of area control skills, which bounce you around like a pinball and make you believe that the engi is melting you.

Do you (generic complaining guy) need desperatly a way to counter turret engineers? Put stability on if you’re melee and wreck havoc among that immobile pile of rusty iron and wood (rocket, flame and rifle have a really low health pool). Once two out of three turrets are gone (the last one is usually thumper) you have already won the fight, even without damaging the engi in this whole process.
If you use a range class, expecially elementalist, the situation is even easier: aoe and/or single target pressure on the engi.

Honestly complaining about a build specifically designed to hold points because that build is, listen to this, holding points, is just an ignorant asserition.

All in all, in tpvp with my team I keep killing unaware people and be killed by good players. That’s not an AI problem, but more of a deficiency of someone’s intelligence.

Post Scriptum: I’m not referring to anyone in specific and I don’t mean to be rude or arrogant. Just saying.

Adds, Spirits, turrets, minions

in PvP

Posted by: Turu.1728

Turu.1728

Honestly guys, as a turreteer player since long before the bug fixes and ‘buff’ patch, I’m very strong while on a point, but very weak if ranged out. A meteor shower+lava font can destroy all of my turrets and without them I’m just a pew-pewing annoying bee, a warrior with stability on and a good focused hammer burst + explosive shot can do as much, or a ranger with LB at 1500 range can easily choose between killing every single turret I have while I cannot do a thing about it, or just luring me down and forcing me to leave the point.
It’s true that against some classes in a 1v1 scenario I’m almost unbeatable due to the enormous area control turrets apply, but I’m just as much screwed against other professions.
I don’t want to say it’s a L2P problem, because it’s a superficial answer, but if a insert a random class here walks directly into my 3 turrets + supply crate ones, taking a huge amount of direct damage + conditions while being stunned/dazed/blinded/knocked back/knocked down/launched/blocked/interrupted, it’s his own incapability of formulating a good strategy against a point holder, not a ‘turrets are op’ issue.

So, in conclusion, if a thief scouts a turret engineer at his close points, the right thing to do isn’t shadowstepping to his unavoidable death inside the turret forest, but shifting to mid or far and sending an appropriate class to dispatch him.

That’s teamwork, you know, and isn’t an AI problem.