Showing Posts For fernandinajazz.4068:
I’m gna go with fun ppl so
Helseth
Lowell
Vanish
Xeph
Teldo
Teldo!!! Miss his engineer outplays and hard carries!
Looks like Keg Brawl to me just with normal skills/utils instead of Keg Brawl skills.
WTT Mini llama (x3) for automated tournaments or better prizes.
1) My arguments for rotations are that turret engies theoretically have the worst rotation capability in the pvp scene and have horrible team fighting capabilities, so if turrets are bad in team fights and bad at rotating, then why ban them for ‘rotations’
The problem with turret engineers is that they are extremely effective at holding a point and locking down any players at whatever point they happen to on with little to no effort. In other words, a turret engineer is a bunker that can kill you if you fight it alone. This is to say that it normally takes at least two players to kill a single turret engineer.
Typically the strategy for countering a single turret engineer is to simply ignore them, and out-rotate them to the next point. However, if a team has two turret engineer, you are then forced to combat at least one of them.
If there are two turret engineers at two different nodes, your team has to dedicate nearly their whole team to knocking only 2 players off the map. Meanwhile our turret engineer comp. has an extra 2-3 players with unforced decisions.
The simple fact is that a turret engineer warrants too high a reward for the skill/effort/attention required to play it.
In fact the first day I tried turret engineer, even the first match, I literally 5v1’d the entire enemy team. Literally. I ran far, dropped turrets in the most annoying places possible (midair, on ledges, etc), hid behind a pole and watching them all die as they streamed in trying to res everyone as I constantly knocked them around. Before you knew it, everyone was on respawn, and I had apparently singlehandedly forced an easy 3-cap, and snowball for my pug team.
This is something I could never do on either of my other classes that I’ve had months of experience on. Yet all of a sudden I’m a master slayer with less than 5 minutes of experience on a turret engineer, with random traits I figured would get the job done.
This is the turret engineer issue.
I think this argument should be brought to the Turret Engi Thread not here. Especially since there is a difference between Organized teams and Unranked SoloQs.
One of the topics at contention here is the transparency of the limitations or bans on classes allowed in tournaments. I and it seems like many would agree that a more transparent method of limitations/banning would be beneficial to the community. Rather than limiting a strategy used by a single team in the competitive scene.
Instead of limiting builds, It would be more interesting each week to require a certain build on each team.
For example, in Week 10 of the AG Tournament each team “Must have a Power Necro on the Team” “A power necro is defined as having XXXX Traits, and using XXX Utilities.”
I think this style of Rule would promote different builds, team comps, and rotations. Thus furthering the idea of exposing new teams to the competitive scene as well as making teams think about “how certain builds work with others or how to counter certain builds.”
This type of rule would still have problems especially with deciding what the Build of the week should be and there would still be complaints about not allowing players to play how they want. However, it wouldn’t be an arbitrary rule and it would force all teams to play on even footing because they are all limited by the rule (having to contain the Build of the week on their team).
(edited by fernandinajazz.4068)
transparent banning system
Honestly, this is what we want.
I do have a question. If a team were to run the full Radioactive Build (2 Banner Resbot Warriors, 2 Power Necros, and a res-sustain ele) in the tournament, would there be a limitation on the the resbot warriors?
Cele is short for celestial amulet……
I spent a lot of time with him on rotations since they are extremely important. I’m sure he can elaborate but here is the general philosophy we go by:
-His build is turret decap and so he can decap any pt in ~5-15 seconds or less against any of the best players in the game. You can see our vods against Abjured, AG, and Radioactive to see he had no problem doing that.
-His build excels in 1v1 and 2v2 scenarios, so whenever possible we play a 3pt game, pressuring all 3 points.
-Due to lack of good mobility turreteers will bleed people out—we have a no stomp philosophy where we NEVER stomp anyone except in rare 1% niche circumstances.
-The last rule is that we never leave anyone at a point doing nothing. If we win mid, we never leave anyone there unless we know someone is coming around back to cap it or something like that. If the other team wants to out-number themselves for ~25 seconds running to mid and capping it we will use that number advantage elsewhere.
So that being said if Jazz is home and caps it uncontested, he immediately runs to the enemy home since side pts are always easiest to decap. It is (usually) far better to be the aggressor. If jazz just sits home and the other team sends 1 to jazz then we are not at an advantage since Jazz can potentially get decapped, lose his point, or basically stalemate since even if he kills the attacker we are hardly any better off than had he not come. So we always have jazz on them move, he is always trying to be one step ahead since the OTHER team is at a huge disadvantage if Jazz is rushing what they own.
Side-note: His build was specifically meant to counter the bruiser/boon meta and so he can 1v1 any cele ele, engie, etc if he gets his rotations and kiting correct.
Sometimes the best move is not to move though, and this is what Jazz is really good at. For example, since Jazz is our strongest 1v1 player we send him to far at the start and he almost always will win it, or at least full cap the other player there, and it forces the other team to make 2 choices, either 2v1 Jazz or let him free cap it. They almost always try and 2v1 him, and Jazz can live ~60-120 seconds 2v1 against bruisers. That usually gives us enough time to clear mid and support far.
Either he knows that due to his lack of mobility, it’s better for him to stay on a point and die 1v2 than try to leave, and so many times I will tell Jazz he can’t get support but we have advantage elsewhere and that he needs to do all he can to sustain before dying by himself.
Now when I said sometimes not moving is better than moving it’s when jazz has capped far and we just killed 1-2 people. In that case they will respawn and usually try to jump him, We either choose to let Jazz 1v1/2 or will send 1 to help him.
But yeah, while people say that turreteers do not rotate or rotate well, Jazz is a prime counter-example where his entire role focuses on smart rotations and strong, fast decaps.
We are not concerned with camping someone on a point since if the other team caps it, we can decap it whenever we choose unless they stack numbers on it to defend it… and we’re pretty good about not going into those unnecessary battles when the other 2 points are easier to penetrate.
This is the game plan we use with turrets. The emphasis being about decapping points rather than “setting up shop” on point. It’s hard to explain the entire rotational philosophy because a lot of rotations are situational.
I owe a lot to my rotation skill to Lux. He’s spent a lot of time teaching me about rotations and how to think a few moves ahead. He’s honestly a huge asset to a turret engi because of his play calling and map awareness.
(edited by fernandinajazz.4068)
Next, “How to Play Turret Engi”
The skill floor for Turret Engis is low. Anyone can pick it up and play it “well.” The skill ceiling is high.
- Kiting is the Turret Engi’s strongest skill. Use the Terrain around you, most turret engis fight on point. There is no reason to just stand on point and fight. When faced with a 2 v 1 or X v 1 situation use the terrain on point to “KITE.”
- Combo CC’s. Have a plan of how you are going to chain your CC’s together. Thumper -> Rocket -> Rifle 4 -> Rifle 2 -> Healing Turret blast will guarantee a decap. (if the opponent doesn’t have any stab or condi cleanse
- Comb Heals. Rifle 5 into any water field F1 Healing mist or Healing Turret water field gives a 1-2k heal. Rifle 5 should almost always be comboed into these fields to keep your health up. (Unless you are DPSing people down) Also, Rumble (F4 skill of Thumper) into any water fields creates a healing blast.
- Boon Removal Mine: Have trouble against D/D eles? Bring mine, the Fskill and mine both remove boons when it hits an enemy. Cele D/D eles require might to deal damage and beat turret engis in fights. If you remove their might they are easy picking in fights.
- Rifle 4 removes immobilize. Instead of wasting your heal to remove immob, use rifle 4!! save that condi removal for something more important like burning or poison.
These are just a few of the things I feel turret engis need to improve upon to perform better. There is a lot more to learn. Trust me, NONE of you havet even scratched the surface of Turret Engi play.
Now on the Balance Turret Engi Topic
- Reduce the Damage from turrets, but decrease the cooldown on actives. (This would create more active play with the Turret Engineer. People complain that the AI carries turret engis, so make the turret engis more responsible for the AI).
- Reduce the Knockback distance on Thumper. If its going to be AOE knockback, then it probably shouldn’t throw players so far. (This is the same reason Accelerated Packed Turrets got nerfed)
- Reduce the Heal on Turret Repair trait (either reduce the healing it does or reduce the interval of time for each heal) This will give players more incentive to target the turrets and take them out. They will be less discouraged watching the turret out heal their damage to it.
- Move traits around, we’ve been pushed out of the elixers because we have to bring more sustain in that trait line. It would be interesting to have the elixer traits moved so that the Turret Engi could bring more variation into the game.
- Improve our Elites, EVERYONE and their mom wishes they could bring Supply Crate. I’d like to see some love to mortar, Increase the rate of fire or damage it does. Anything to have some variation in the game.
These are a few things about Turret Engis. They are difficult to play against for newer players. They are strong in high tier play when used correctly.
So to those Turret Engineers out there I wish you the best of luck!! Be prepared for some SALT, but keep at it!!
TL;DR: No one has even scratched the Skill Ceiling of Turret Engis, Condi and Stab > Turret Engi, and Less Salt more Creativity in game
~Jazzy Turrets (Best Turret Engi GW2)
I play turret engi against some of the best teams of NA (WTS – Team: Hero Battle Tactics) and I wanted to share some insight first on how to beat Turret Engineers and then about how to play Turret Engineers and finally some changes that I’d like to see to my favorite build.
First off, “How to beat a Turret Engineer”
- If it is the standard 3 Turret Engineer in a 1 v 1 fight, target and take out the rocket turret. Rocket Turret is the main DPS for Turret Engineer and without it all the Engineer has is CC (from rifle 4 and thumper).
- Conditions, The hardest fight for Turret Engineers is against Condi Opponents. Engineers in general only have one condi clear on heal every 15 seconds. So, Condi Ranger, Necro, Engi, even Condi Warrior can beat a turret engineer.
- Stability/Out-sustain, Warriors and d/d Eles have a long upkeep of stab and a lot of sustain. In a drawn out fight against a Warrior and Ele a Turret Engineer should not be able to win (especially if their Rocket Turret is gone). They may decap the point but without anymore reinforcement, they will get beaten in a battle of sustain.
- DPS, Thieves, Power Rangers, Medi Guards, Zerk Staff Eles, etc. DPS is the best thing against Turret Engineer. They have limited mobility and they have very few ways to mitigate damage/lessen the damage from zerk classes. Hit them hard enough to proc their Elixer S and its over
- Interrupts/CC, a Turret Engi’s turrets have a 1/4 second cast time. This includes Healing Turret. If you interrupt the engi as they try to place turrets then the placement goes on a few second cooldown. This is down especially well with d/p thieves because of their steal and 4 on pistol. I’ve seen mesmers also interrupt turrets so it is possible for them too.
- Keep them off point, If you see a turret engi running to point then engage them before they set up shop. Most of the turret engi’s kitten nal comes from bunkering on point. (So if they get to point with Elixer S proc, they will be quick to die
- Rifle 4 fails to cast if players are to close to the turret engi or if the opponent walks through the Turret engi. So if you are a melee class if you keep walking through the turret engi they will cast rifle 4, it’ll miss and then go on cooldown. Wasting their skill.
(Continued)
I would like the queues to be separate.
First, if there is going to be different roles for classes and different strategies for the game modes (Conquest vs. Stronghold) you shouldn’t put them together. It took 1 1/2 years to get random players to understand the game mode for conquest. With Stronghold thrown into the mix, (with a RNG chance of it being picked) it will make learning the strategies difficult on the casual part of the community.
Second, Players already refuse to change builds when Courtyard is picked in unranked games. (E.g. Turret Engi in courtyard doesn’t work well). IF we can’t even get players to change builds for courtyard, how are we going to get them to change builds for Stronghold? (A template option would be nice)
Third, Stronghold was suppposed to be a new Competitive Mode of PvP. A lot of teams were gearing up and prepping to make showing in the Stronghold format. If stronghold is stuck on an RNG basis, these teams will have little to no incentive to make a showing.
TL;DR Separate Ques for Stronghold!!!
I too would like to see a Beta for Stronghold.
The Beta for EOTM was very successful for finding bugs and glitches in programming that were unintended. We have a large player base in Guild Wars 2 that are ready and willing to lend a hand to make the game successful and I feel that it would be silly not to use the community to help make sure content release is as perfect as possible when it goes live.
I got downed by an Esports Rocket running away from a point the other day and facepalmed so hard my nose started bleeding. It was pretty much like this.
You can run but my Rocket Turret gonna find you!!
Hey Kythan,
I play turret engi A LOT. It’s a strong build against lower skilled players and is viable in higher tier not for the turrets but for the quick decaps and sustain. If you want to play turret engi you have to understand positioning and how to survive and pull members from the other team to where you are. Honestly I would recommend playing some other engi build because the community is harsh on any build that is not meta and relies on AI. Engi is a strong class and in a good place in the current meta. Chaith and Oeggs are good people to watch streams of to learn stronger engi build and they are both great about answering questions about the build.
Wish you the best of luck!
Also Rocket Turret Esports!!
https://m.youtube.com/watch?v=_C5DSPvkhbQ
Here is my necromancer all dressed up. Nothing speaks more of Fear and Death then seeing Wonder Woman pop Lich Form and power you to death.
It sounds like you genuinely want to learn, and are rightfully frustrated by this. I appreciate how genuine you are approaching the subject, since many people are often too frustrated to seek a sincere reply.
I like your attitude so if you ever want to play and talk more about it on Skype/TS let me know.
^I describe myself as a causal pvper but a lot of my success comes from learning/playing with Lux. He has great insight in the game and I recommend you contact him
Yes it works in wvw. A friend and I were “escorting” supply dolyaks disguised as calfs waiting for invaders.
The Dolyak Calf Tonic is the greatest thing ever. Frolic like a baby dolyak all over Tyria even in the Water!!
(edited by fernandinajazz.4068)
I’m unsure if this has been reported but since the update yesterday, my screen has randomly been turning into a mess of pixel and colors. If i move around the screen corrects back to my toon but this occurs randomly even in open areas.
Everyone needs an asuran thief minipet! Always there to give you stealth and heartseeker your enemies
any server have it uncontested?
It started the night after the Ancient Karka was slain. Northern Shiverspeak Server was in complete control of Eternal Battle Ground but little did they know that five Seraphs Of Fortuna Guild Members would enact the greatest plan ever; to take back the Blue Keep, Quentin Keep, and Durios Keep.
While roaming around World vs World, Selyessa stumbled upon an incomplete jumping puzzle just outside of Blue Keep. Immediately he realized that the location and height of the tower would give trebuchets the ability to target all three keeps. He contacted Aseres, Guild Leader of Seraphs Of Fortuna (SoF), and briefed her on his crazy plan.
The plan was to climb the jumping puzzle and build trebuchets at the top. Through the use of a mesmer with portal the group would teleport up and down the tower with ease and bring supplies. Then, it was a matter of time to knock down the walls of the three keeps.
The plan was crazy, ludicrous, border line insane but Commander Aseres saw potential and put together a squad to repel the Northern Shiverpeaks Server from Sorrow’s Furnace Land.
Under the cover of night Commander Aseres, Selyessa, Ratchet Stien, Sekhmet Medusa, and Jazz Tomassett climbed the tower and built the trebuchets. Mesmers Ratchet Stien and Commander Aseres would portal the group up and down with supplies. Construction took many trips but the trebuchets were ready to fire.
Commander Aseres and Selyessa opened fire on the Blue Keep. Raining flaming stones onto the unsuspecting Northern Shiverspeak. They continued to rain blows onto the walls dealing 4k of dmg with each shot. As the walls were reaching 10% health, a lone Northern Shiverspeak soldier realized that he could blow away the trebuchets with a mortar. He destroyed both trebuchets with three shots. The team was demoralized… Their best hope of claiming their lands blown away by a single mortar.
But Commander Aseres would not back down. She rallied the map and rebuilt the trebuchets. The soldiers on the ground were ordered to keep dealing damage to anyone on mortars. Finally, the trebuchet team was able to bring down the walls and claim Blue Keep. Afterwards they turned to Durios and Quetin Keep and captured them.
Good Job Sorrow’s Furnace! Keep up the Fight!
Especially:
Commander Aseres for leading the group
Selyessa for coming up with the plan
Ratchet Stien for being the portal master
Snatches
Commander Rexzter (for leading the ground force)
and anyone else who helped during the battle
If you want to replicate the battle, the tower is located just north of Blue Keep. There are steps to jump up to the top. Mortars from blue keep are rebuildable and able to destroy the Trebuchets.
(edited by fernandinajazz.4068)
Its a buy order but to even put up an order that high you’d have to have the gold to back it.
How can someone have enough gold to put up a 3800 gold lemon??
Human
Warrior
No Speed Boost
Tip: no need to rush of the start cause it slows down afterwards
At least the Dev’s aren’t sporting T3 cultural armor and waving around eternity.
I appreciate that they are in blended into the community and not showing off. He/She even did the Scavenger Hunt too!
It’s great to see the developers out enjoying the Halloween Festivities in Lion’s Arch!
I personally have enjoyed the content a lot (collecting candy corns, chasing haunted doors, and the costume brawl! The map looks amazing too! It makes me feel like they care about the game when they are hanging out like normal players (even if we are in the overflow).
Thanks for letting us chill with you!