Showing Posts For Ambrecombe.4398:

Is Warrior Boring

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I didn’t follow the usual way of the Warrior and I went instead for a full Rampager Build Rifle / Sword&Shield build. Took a couple of unused skills and traits like Distracting Strike and Kick. I ended up with something different, maybe not as damaging as Greatsword or Axe builds but instead, a good build capable to hold its ground with high damaging level of attacks and enough tools to turn the tide of a battle. And this is something I like about the Warrior, you can basicaly build something different and make it work.

While yes, it is the profession with the easiest learning curve, the gameplay of the Warrior is limited to “Do or Die”, kill or be killed. This makes you very reliable to the tools at your disposal and also force you to use your brains, and not mindless spam your abilities, if you don’t want to be splatter in less than a second. Very skilled Warriors will use their skills at the right time to disrupt ennemies actions or dealing tremendeous amounts of damage whenever they get an opening.

Warriors can also afford a good offensive level of support in a team, and you are always better to run with a Guardian budy, but the current PVP situation makes this profession a favoured target by any people with a bit of inteligence and team coordination. Because they know, whatever you do, it is just a matter of time before you are downed. So if you like PVP, prepare yourself to get focused a lot, and I mean a LOT!

[PVE BUILD]Firestorm Engineer

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

If I were you I would replace a couple of things first in your build :

1) Replace your Pistol/Shield and take a Rifle instead. Like others have said before, those aren’t power weapons and you will suffer a lot against retaliation ennemies and players so you need a good back up weapon in case you can’t use your Flamethrower, you also get a Leap Finisher on a lower cooldown (compared to your blast Finisher) with your Rifle allowing you to jump in your Napalm for a Fireshield, thats extra burning and might each time your are stucked by an attack.

2) Replace Rifle Turret with Net Turret, you basicaly have 0 roots or snares, those are the most powerfull abilities against boss fights and Pvp, if you get ennemies attention you always want a way to keep them at the right distance while you fry them alive with Flamejet.

3) Replace Precise Sight (V) by Sitting Duck (II) with your now improved acces to root skills you will stack vulnerability way faster, longer and efficiently while having acces to powerfull crowdcontrol abilities.

4) Take Med Kit instead of Healing Turret, it has a better synergy with your build because you have a lot of Toolbelt reduction for your Bandage Self, not to mention it will resset CD at 25% of your health (remember inertial Converter?) not to mention you get Drop Stimulant to get acces to Fury boon . Get a Sigil of Battle on your weapon set and you get 3 extra Stacks of Might for 36sec (+80% duration), 6sec of swiftness and 6sec of Vigor while you are dropping bandages and antidotes for yourself wich will take around 5sec time to setup, just enough to resset global CD, equip back your Flamethrower and get some Swiftness and Vigor as an extra.

Follow these steps and you keep a pretty similar build but instead you get :
+ A more flexible secondary weapon
+ More Might Stacking
+ More Vulnerability Stacking
+ A lot more Sustain
+ A lot more Crow Control
- You loose a Single Block and Reflect (both have terrible CD by the way)
- You loose Poison
- You still have almost no condition removal tools

Hoping this will help!

(edited by Ambrecombe.4398)

Longbow Warrior Suggestion

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Posted by: Ambrecombe.4398

Ambrecombe.4398

My suggestion is to place the longbow traits in the Arms tree instead of Tactics, because the weapon does not benefit from vitality and and doesn’t offer any boons, and the builds that take advantage of longbow as a primary weapon do not prioritize vitality or any shouts or signets(so boon duration is meh) besides Signet of Rage(because what else are you gonna use). And I don’t understand some ranged weapons having 900 range and having to spend 10 points and a trait to increase it to 1200. It’s -so- necessary to have 1200 range on a ranged weapon that it shouldn’t be an option to take it or not. It should just be mandatory on ranged weapons.

You do know Firefield + Blast Finishers will grant you with 3 stacks of mights for 20sec?

Get a Longbow/Sword+Warhorn combo and you get 1 Firefield, 2 Blast Finishers, 3 Projectile Finishers and 1 Leap Finisher. This is some crazy way to stack a lot of might in a limited amount of time. So vitality and boon duration makes sense to me sinds to grant might from Fireshield you need to get hit, so a higher health pool allows you to take more punishement and thus getting more might before you are downed. Boon duration on the other hand increase the duration from might, wich both increase Power and Condition damage for your Longbow and/or Swords. And it also increases the benefits from your Warhorn.

So when you think about it, both Warhorn and Longbow in the tactic tree are making sense.

Remove/change Distracting Strikes

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Posted by: Ambrecombe.4398

Ambrecombe.4398

When ppl will learn that sword inst a condition weapon..Anyways ty, everyone in wvw focus on my weak bleeds rathen than the real damage that comes from direct attacks.

Good lord… you just made my day! XD

Remove/change Distracting Strikes

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Confusion on stun/daze/knockdown/knock back, instead of just interrupt. This would give rise to a condition/cc build for warriors. Number of confusion stacks would have to be dropped for balance of course.

The second doesn’t really help the fact that none of our cc weapons are condition weapons though

Sword/Shield can be played around conditions and realy shines in therm of versatility, because you get acces to high duration bleeds.

Rifle can also be runned with condtion but you have to build around a Rampager set because without power, neither precision, riffle is pretty useless. Critical damage or Condition damage are just alternatives for more burst or sustained damage.

You can also play with a longbow and use physical utilities, kick does a good job at interupting foes and is on a short cooldown. You can also use Bullcharge and Stomp but those have very long CD and usualy don’t fit well in condition builds that already get gap closeners and root/snare skills.

But personnaly, I like the concept of confusion when interupting skills, because it forces you to play strategicaly with your CC(s) and rewards you for doing so. It also allows you to achieve a whole new skill level with your Warrior in SPvP because you automaticaly learn to interupt your foes healing skills and prevent them from stomping your allies down.

I think more traits should be like this one, rewarding you for using skills at their maximum potential to get an extra is for me the way to go.

Turret Traits still NOT fixed

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

After a brief testing, I am already relieved a bit about the traits in the invention line, I just wished scope would have gotten the same treatment.

Now there are still 2 major issues affecting turrets :
- The Hitbox beeing too big.
- Turrets not attacking Huge bosses like the Shadow Behemoth or Nightmare Tree (TH).

This is a small victory for Engineers, but the fight is far from over.

Warrior Downed State 3 Sucks

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I think the problem with our downed state skill n°3 commes from the fact it isn’t worth a penny unless you upgrade it. I personnaly play with “Sweet Revenge” and it can make up for your fragility if your teammates are responsive and knock ennemies away from you.

It is also a very powerfull ability when your target is about to go down, because if you can take him down you are garenteed to win your last stand, with the trait of course.

It is also a very powerfull tool to extend team fights, when you know you are going to die, you can still use it and during the 5sec of invulnerability and 15sec duration of the skill you can sacrifice yourself to rally downed teammates.

Race for rifle warrior?

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Yup I agree with the Charr, they got some nice rifle animations and can lay down traps on their ennemies with the “Schrapnel Mine”.

Rifled Turret Barrels Broken [Video proof]

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I detected a bug I didn’t saw before, our Turrets won’t shoot the last boss from Twilight Harbor even if those are right in front of him.

Engineer Turrets Broken as of 30th April

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I got a new bug, our Turrets won’t shoot at the last boss from Twilight Harbor anymore… Yaaaay!

Bug : Twilight Harbor last Boss

in Bugs: Game, Forum, Website

Posted by: Ambrecombe.4398

Ambrecombe.4398

Hi,

I have some strange bugs recently against the last boss from the Twilight Harbor, I play a Turret Engineer and my turrets won’t shoot at him anymore. They just do nothing and die whenever he decide to spike one of my turrets down instead of a player.

It is already hard to play with every other single invention traits broken, but if my turrets won’t even shoot at the last boss what else is there to do? Explosive shot him to death?

Have you anyone playing a pet specialisation also got this issue recently? And can someone from A-net check this out?

Many thanks!

Another turret bug? Rocket turret aoe?

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Maybe A-net decided to make it a single target AoE so it would hit more easely, sinds the rocket curves in the air and has an overall slower velocity, making a direct collision with a target would have been more difficult if it didn’t got the AoE component.

new engi super fun

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

I think the best set is the Rampager for the flamethrower, sinds it benefits from both power,condition damage and high crit rate. This cause the flamethrower to inflict many bleeds on multiple targets while burning them and put a constant pressure with high sustained damage.

Rifled Turret Barrels Broken [Video proof]

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

I asked for help on the French section of the support website and one of the GM(s) told me she was going to send the Bugs to the dev. So I am probably going to post a bit less right now and wait if I see any changes.

Burst skill question

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Burst skill cooldowns aren’t shared, if you actualy go deep into the Discipline traitline and take Burst Mastery, you can automaticaly use a lvl 3 Burst followed by a lvl 2 Burst. Because you halve the cost from -30/30 to -15/30 and switching weapons grant an extra +5/30 to your adrenaline, allowing you to hit your ennemies with 2 consecutive Burst skills.

Engineer Turrets Broken as of 30th April

in Bugs: Game, Forum, Website

Posted by: Ambrecombe.4398

Ambrecombe.4398

There was another patchnote, but no hotfix for our turrets. Comeone devs we need that fix, or at least your awareness about this issue, our turrets Engineers have been unplayable for about 8 days now!

It makes me wonder if that guy at the costumer service even tried to send my pictures and the informations about the broken traits to the devs…

(edited by Ambrecombe.4398)

Rifled Turret Barrels Broken [Video proof]

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Great, another hotfix and turrets traits are still broken… Are we going to have to wait a whole month, maybe more, to get our traits finaly fixed?

Rifled Turret Barrels's increased range?

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I used the trait and it increased the range from my turrets around 100 units. There was no information on the tooltip so it isn’t an accurate estimation. But for what I remember, it doesn’t increase range from Healing Turret neither Thumper Turret, but it does substantialy increase the range from Flame Turret, making the cone AoE much bigger and much more effective when fighting groups of ennemies.

Current bug thread

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Bugs
Been browsing the forums for way too long today, and I figure I should do something useful. Maybe if we put them ALL right here for the devs to see, and make their job easier we can get some fixes.

Hi Skewjo,

Can you also add the huge hitbox issue video I made on the following post?
Link : https://forum-en.gw2archive.eu/forum/professions/engineer/Turret-s-The-hitbox-needs-to-be-fixed/first#post1971801

Thank you!

Edit : Fixed the permalink, yaaaay!

(edited by Ambrecombe.4398)

Rifled Turret Barrels Broken [Video proof]

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I think we need someone to make another bug compilation. All these bugs are coming out of the wood work.

Yeah but who’s gonna cut the wood in half?

Turret(s) : The hitbox needs to be fixed!

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

I would realy like to see how it plays, sinds the recent patch, when at least the hitbox and traits are working as intended. Right now it is just impossible to justify your turret with all the listed issues, and also not possible to give an accurate oppinion about those.

Engineer Turrets Broken as of 30th April

in Bugs: Game, Forum, Website

Posted by: Ambrecombe.4398

Ambrecombe.4398

Remember, You can put lipstick on a pig, but in the end its still a pig. Why fix such bad skills ASAP? They clearly need an entire re-design not a hotfix. And other classes have worse problems.

Worse problem? We have an entire section of traits dedicated to turrets that aren’t working anymore! It is close to removing stealth from a thief for a month, without it they can’t survive. And because you can’t play them doesn’t meen they are bad, they do feel clunky sometimes, but they just need some adjustements to feel more attractive. And no they don’t need to be redisigned, all that is needed :
1) A smaller hitbox.
2) Adjustement to their already existing traits. (And traits that are actualy working!)
3) A way to track their targets with the current overcharge skills.

Do this and you already solve 75% of our turrets issue. No instead let me guess you are one of those lazy people who wants a 90% dmg reduction from AoEs, is that your idea of redisigned turrets? Or no maybe you just want them to be mobile? Or why not an entire weapon kit only with turrets? Or maybe you are just a HgH build and actualy never played for about 5 months a Turrets Engineer?

Turrets Engineers have hidden in the shadows for to long, we deserve that hotfix!

FOR TURRETS!

(edited by Ambrecombe.4398)

Turret Suggestions

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Posted by: Ambrecombe.4398

Ambrecombe.4398

I can confirm you that :
- Metal Plating (III)
- Autotool Installation (X)
- Rifled Turret Barrels (XII)
are all broken sinds 30th April 2013.

So giving feedback about turret is just plain useless sinds they are not working the way intended. Also check other people threads, some people like JoxerNL and myself have posted screens and videos about those issues. We need more people complaining about them for getting the devs attention.

Rifled Turret Barrels Broken [Video proof]

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Hey JoxerNL just made a video with turrets hitbox so you can see what is the problem with them.
http://www.youtube.com/watch?v=RL-BWRKWkLY&feature=youtu.be

Had to watch it twice before i noticed it, halfway in all 3 turrets were hit while the mobs aoe was out of range from all 3, that’s a very large hitbox issue right there.

Actualy the healing turret wasn’t hit before the second AoE, when I actualy move up to my net turret, to show my hitbox was smaller compared to my net turret hitbox, the NPC actualed used a second AoE that broke most of my turrets and I also blew my healing turret for a second heal burst. The second ennemy was also not supposed to interfere, so I threaten him and killed him, because I don’t like it when people get in my way! XD

(edited by Ambrecombe.4398)

Turret(s) : The hitbox needs to be fixed!

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

I play with a mix of Rabid/Apothicary set and I use a 0/30/30/0/10 build, I never had real issues with veterans, neither Champions, I can actualy solo a lot of them. But yeah with something close to 1500 condition damage I deal some crappy damage and this commes from the fact main hand pistol without a offhand pistol looses a lot of damage from the burning. 2sec Bleedings are too short and the poison and 2 stacks of confusion aren’t adding much either.

Before the patch my build realy shined when it was about taking down ennemies straigth in a line sinds my Flame turret had extended range from Rifled Turret Barrels and my Coated Bullets allowed me to make multiple explosive shots on ennemies. I never intended to outshine a Grenadier build, sinds I was playing it for fun, but it granted some very powerfull single target controls, making boss battle much more easier.

I think if the bleeding effect was either extended in duration or applied on the explosion it would be a much stronger weapon when facing multiple ennemies. But it might becomme overpowerfull when it commes to people dualwielding pistols with a HgH build.

Turret(s) : The hitbox needs to be fixed!

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Hi, I am an Engineer

And my turrets have biger hitboxes compared to my Charr! Check the video bellow by yourself and see my turrets, with broken traits, beeing taken down by a small AoE even when those are out of its area of effect.
Video Link : http://www.youtube.com/watch?v=RL-BWRKWkLY&feature=youtu.be

This is very problematic, for a couple of reasons :
- Turrets even traited are extremely fragile to damage.
- Some turrets have very close range and need good positioning to avoid damage.
- Biger hitboxes gives them theoricaly less chances to survive AoEs sinds their chances beeing in the surface of one of those is increased.

Could a dev please fix this by giving smaller hitboxes to our turrets and at the same time correct every other issues related to turrets like the Invention traitline and CD when picked up?

Thank you very much!

Rifled Turret Barrels Broken [Video proof]

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Hey JoxerNL just made a video with turrets hitbox so you can see what is the problem with them.
http://www.youtube.com/watch?v=RL-BWRKWkLY&feature=youtu.be

Rifled Turret Barrels Broken [Video proof]

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Posted by: Ambrecombe.4398

Ambrecombe.4398

@Ambrecombe There is a hidden delay with the CD with the healing turret now. You have to wait a good second before picking it up to get the reduced cooldown. Playing like you used to quickly pressing f right after 6 will get you the full 20sec’s.

Something that has been bugged for a while now.

I hadn’t noticed this before because I was usualy blowing my turret up for an extra water combo instead of picking it up instantly. And also because I usualy deploy my turrets away from me making it impossible to pick those up in less than 1sec. But yeah, it could also use a fix.

Rifled Turret Barrels Broken [Video proof]

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Did it work before the turret update? Maybe they forgot to update how it interacts with the new turrets like Deployable Turrets.

But yea, sad how they ignore engineers.

I can confirm you that every perks in the Invention line were working correctly. There was only a small bug in the Tool line making deployable turret put Flame Turret and Rocket Turret on the same value. Rocket Turret got magicaly hotfixed the day the same day the patch came out, while on the other hand, we had to wait a month for the Flame Turret to get its cooldown fixed.

There was also a debate about Rifled Turret Barrels not working as intended before the Turret update, but most of the claims were wrong and people didn’t realy tested those turrets the way they should have.

And now apparently there is no CD reduction when you pick Healing Turret up (Edit : Confirmed). Indeed, you have to wait 1sec before you pick your turret up or you don’t get the cooldown reduction for your turret.

(edited by Ambrecombe.4398)

Engineer Turrets Traits Broken

in PvP

Posted by: Ambrecombe.4398

Ambrecombe.4398

I’m realy tired of posting everywhere I can to get that thing fixed. It is just so frustrating, my turret engineer is my favourite profession, but I hate playing it now because it just doesn’t work out with broken traits. I even posted it on the Elixir S bug thread with Jon Peters checking out the issue and I’m pretty sure he didn’t saw it like the last time when I had to cry on every freaking threads to get my CD reduction on flame turret with deployable turret trait, wich by the way, I only got after this update…

Also they have done something very wrong with the hitbox from turrets! Wait for an AoE to hit the ground put it 100 units away from the red circle or put a turret 100 units behind an ennemy NPC and watch it melt down when it is not even supposed to get hit!

I’m not going to wait another month to hope getting things fixed, and get other issues as a replacement, I’m an unsatisfied costumer right now and I’m going to get very angry if they don’t fix this very soon!

(BUG) turret traits inventions line

in Bugs: Game, Forum, Website

Posted by: Ambrecombe.4398

Ambrecombe.4398

Where is our hotfix?

Rifled Turret Barrels Broken [Video proof]

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Posted by: Ambrecombe.4398

Ambrecombe.4398

JokerNL read my post O.O!

I was already replying to ya! :p

Sorry! Q.Q

No problem!
And i so hope our findings get some attentions.
They clearly want us to use our turrets more, but since the start of this patch they break the main traits

Actualy I could get some attention on the Support section and I also could put a little addition of mine inbetween 2 of Jon Peters replies on the Elixir S bug thread.

So they are probably working on it for the next correction patch or big monthly update.

Rifled Turret Barrels Broken [Video proof]

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Posted by: Ambrecombe.4398

Ambrecombe.4398

JokerNL read my post O.O!

I was already replying to ya! :p

Sorry! Q.Q

Rifled Turret Barrels Broken [Video proof]

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Posted by: Ambrecombe.4398

Ambrecombe.4398

And this one where my net turret get hits out of its hitbox.

Attachments:

Rifled Turret Barrels Broken [Video proof]

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Posted by: Ambrecombe.4398

Ambrecombe.4398

At the same time you can only post a single attachement to your thread, unless I start responding to my self by attaching multiple images likes these.

Attachments:

(edited by Ambrecombe.4398)

Rifled Turret Barrels Broken [Video proof]

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Posted by: Ambrecombe.4398

Ambrecombe.4398

JokerNL read my post O.O!

Rifled Turret Barrels Broken [Video proof]

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Penguin it is the Invention traitline that’s broken, not Firearms! XD

Rifled Turret Barrels Broken [Video proof]

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Seriously have all my threads been unoticed, people keep repeating those or speak about turret viability right now in PVE without even taking the Invention broken trait list into consideration. I have already posted this issue the day the patch came out, even edited the wiki and I explained in multiple threads that three of our main turret traits were not working on our utilities, including :
- Metal Plating (III)
- Autotool Installation (X)
- Rifled Turret Barrel (XII)

And by the way JoxerNL, you are partialy wrong it does work, but only for our Turrets coming out of our supply crate. Want a proof? Check my supply crate Rifle Turret with Elite Supply trait and Rifled Turret Barrels deal more damage than my regular Rifle Turret utility.

Attachments:

(edited by Ambrecombe.4398)

[Bug] Metal Plating and Rifled Turret Barrels

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Have you sent a bug thread and sent details to the PvP thread?

No but I sent the bug in both French and English bug section, “spammed” this in a couple of threads speaking about the new turrets in the Engineer section and i’ll also sent a mail to the Support website and ingame calling for help. And I almost forgot, I also edited the wiki to inform people about the bug.

Elixir S (new) bug

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

What about our Invention Traitline? Can we also have a fix on Metal Plating (III), Autotool Installation (X) and Rifled Turret Barrels (XII)? Please? :’(

[Bug] Metal Plating and Rifled Turret Barrels

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Posted by: Ambrecombe.4398

Ambrecombe.4398

Like I mentioned in other threads, Metal Plating (III), Autotool Installation (X) and Rifled Turret Barrels (XII) aren’t fonctional sinds 30 April 2013.

And there is also a problem with Turret Hitbox beeing much larger than it should be, this is Chief Utahein hitting my net turret from his back.

Attachments:

riflemen

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I have a rifleman Warrior 20/30/0/0/20 but instead of playing it with a full Berserker set I went for a full Rampager set. It gives you acces to a great sustained DPS with reliable burst, immunity against Weakness glancing hits sinds you will have 100% crit chance with fury. And acces to the sword shield combo wich offers a lot of versatility in combat if you are a glasscanon build. But you loose the lol 16K dmg crit with killshot for something closer to 8K dmg + 1,5 to 2 K/sec condition damage.

Molten facility final boss fight

in Bugs: Game, Forum, Website

Posted by: Ambrecombe.4398

Ambrecombe.4398

Yeah had the same problem last night with guildies that couldn’t use space to jump, we ended up almost naked.

Autotool Installation Trait Broken

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Posted by: Ambrecombe.4398

Ambrecombe.4398

It isn’t the only broken trait. Every single invention trait involving Turrets damage, range, sustainability, resistance are broken and only work for Supply Crate anymore.
the list include :
- (III) Metal Plating
- (X) Autotool Installation
- (XII) Rifled Turret Barrels

I made some screens on the post I made recently if you want to check out.

Engineer's Healing Turret Needs To Be Fixed!

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Posted by: Ambrecombe.4398

Ambrecombe.4398

PEOPLE!!! Invention traitline is broken sinds the latest patch, turrets don’t get their extended surviability from Autotool instalation and Metal Plating anymore and their range got reduced sinds Rifled Turret Barrels isn’t working neither.

I could reliably play before the patch when those were working as intended, so lets wait the fix (whenever the Devs feel ready, probably about next month…) and than after shall we make our conclusion about the new healing turret.

(BUG) turret traits inventions line

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Both,

Metal plating (reduces dmg to turrets by30%)
Autotool Installation (self repairing turrets)

are not functional after this patch. ;((

Testing done in spvp

All Invention turret traits aren’t working anymore, PVE or PVP, unless they are coming from your supply crate utility. Let me show you a picture of me comparing both rifle turrets with both “Elite Supply” and “Rifled Turret Barrels”.

Turrets are sinds 30th of April officialy unplayable!

Attachments:

HealingTurret nerf to Supply Crate?

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Posted by: Ambrecombe.4398

Ambrecombe.4398

You do know our Overcharge also heals our teamates? And ou can still pick the turret up to get a double heal out of the Drop and the overcharge, so it hasn’t been nerfed at all. It is actualy quite OP frankly. You get a double heal with team Regen, 2 team Condition Cleanses, 3sec Waterfield all on a 15sec CD.

Engineer's Healing Turret Needs To Be Fixed!

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Posted by: Ambrecombe.4398

Ambrecombe.4398

The new healing Turret is cool, and very strong for team purpose. But right now turret builds are broken, our Invention Trait (III),(X) and (XII) aren’t working anymore (only works for supply crate) and the hitbox is also totaly wrong. I did some dongeons recently and my turrets were getting hit by AoEs even when they were out of the red circle.

Right now it is just unplayable with my Turret Engineer so I’ll get back to my Warrior until our turrets finaly get a fix…

PS : Condition removal before patch with Cleansing Wave has always been 2 conditions cleanse, not all. The tooltip was just wrong.

Bug : Invention "III, X, XII".

in Bugs: Game, Forum, Website

Posted by: Ambrecombe.4398

Ambrecombe.4398

Hi,

The following traits aren’t working for our Turrets utilities anymore.
- Metal Plating (III)
- Autotool Instalation (X)
- Rifled Turret Barrels (XII)

But surprisely they all work with the “Supply Crate” elite.

Also there is a problem with our turrets hitbox, it seems much bigger than it should be, I took a picture in the mist showing Chief Utahein killing my “Net Turret” while it is clearly flanking his back. Those issues have caused a lot of trouble for me and my team during some of the dongeons we ran, because my turrets were dying faster than usualy.

Could someone please put it on a list for the soon patch correction?

Thank you!

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(edited by Ambrecombe.4398)

BUG : Engineer Autotool Instalation

in Bugs: Game, Forum, Website

Posted by: Ambrecombe.4398

Ambrecombe.4398

This trait doesn’t heal Turrets anymore, with or without deployable turret trait.

Edit : It still works on Supply Drop elite.

(edited by Ambrecombe.4398)