Hello everyone. This is not my original idea. It’s from a great mind sharing his ideas on reddit. Here’s the link to the OP (big and great post):
https://www.reddit.com/r/Guildwars2/comments/6bnkwg/turret_rework_fixes_one_problem_by_creating/
So what is this all about? Simple – since the most recent patch, the state of all turrets is garbge. Period. Every decent Engineer player will agree with that statement.
Here I’ll quote the suggested change to fix the issue:
- Turrets won’t automatically overcharge like they do now.
- Overcharge will return in it’s orginal place as flip-skill of Turret.
- Turret detonation will be the flip skill of turret overcharge.
This suggestion is in my opinion absolutely flawless and should be going live asap. Every Engineer with decent skill wants the overcharge on demand and not after placing the turret. The current version prevents tactical usage of the turrets overcharges.
Some examples: You can’t cleanse the fear from sloth anymore, you can’t use the healing turret for might or stealth stacks anymore (unless you precast it somewhere else), you can’t delay the smoke or water field in mid combat to blast them anymore, you can’t use thumper or rocket turret’s cc for time gated break bars anymore.
Those are the things turrets where great for, and they need that potential back!
Please ANet, it’s very important that this comes through. We desperately need the overcharges to be on demand!
Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”