Confirmed.
I just tested this in the mist on a target golem. The rate of fire for both the regular shots and overcharge is approximately 3 seconds give or take 1 tenth of a second.
Hot fix please!
The toolbelt abilities Surprise Shot and Detonate Rifle Turret do grant 10% of your endurance with the Adrenal Pump trait.
(edited by Grackleflint.4956)
I tested inertial converter in the mists. It has its own cooldown of approximately 90 seconds.
p.s. this was a pain in the kitten to test
Thanks, Bas!
Yeah, in pvp placement is half of using them correctly. The rest is managing cooldowns and your own positioning relative to the turrets. If the podcast generated any more questions for you, please feel free to PM me or add me in game. I’m always up for talking strategy.
Net Turret and Throw Mine seem keep a Thief perpetually on the back foot.
Sweet.
I hope you like it.
btw, crackle if you have any videos of you in action please let us know so we can check them out.
Unfortunately, I don’t—but I’ll work on that. Also, it’s Grackleflint with a “G”.
I also want to thank Amadeus and Asteria Rose for being so welcoming and easy to talk with. You both made being on the podcast a lot of fun.
(edited by Grackleflint.4956)
Galandor,
I really think this build is begging for the Sitting Duck trait.
I’m only rank 31 and in most of my tPvP matches, players seem to have no problem interrupting me when I’m using an important defensive ability. That being said, I don’t see the harm in trying to implement something like this.
Well said ayden. My thoughts exactly.
I’m here to say to the new players—please try tPvP. Look up the maps on the wiki, learn what the objectives are, and once you’re in a match ask questions. Most of us are helpful. You’ll see a completely different game in the 5v5 mode—one where your team oriented play is rewarded. It can be frustrating at first, but nowhere near as awful as the 8v8 zerg experience.
Even as a fairly decent tPvP player, I tend to avoid the 8v8 mode because all of my experience and skill matters little when I get jumped by 3 or more people and nobody is there to help each other.
Here it is, Cosine:
(remember to copy and paste the link to get it to work)
Your main form of survival is through Protection granted by Protective Shield and Protection Injection. Both have their duration extended by the Runes of the Forge which also has it’s own Protection proc. I use Incendiary Powder for a dps increase (and it’s the only decent trait on the way to Accelerant-packed Turrets for this build) so I chose a Rampager’s jewel to boost my crit a little further. I find I have no problems triggering Incendiary Powder with even just 15% crit.
The Sigil of Smoldering is pretty straightforward, but the Sigil of Paralyzation might seem like a strange choice. Stun and Knockdown are never rounded down, so you get an extra .3 seconds of stun/knockdown out of your Static Shield, Net Turret Overcharge, and your Rocket Turret Overcharge.
I tweak this build a lot, so I left 10 trait points up to you. I usually go 10 more points into Alchemy getting the Minor Trait “Transmute” to help vs. conditions, and the Adept Trait “Blood Injection” to add more condition damage.
Thumper Turret is sometimes rotated out for a kit, and if so I exchange my Smoldering Pistol for a Pistol of Hydromancy for the swap effect. Kits I regularly use are Tool Kit, Elixir Gun, and Flamethrower. I used to use Throw Mine, but it’s currently bugged.
I hope you have fun with this build.
(credit to Fairtex for the basis of this build)
Ugh. Sorry to hear about the Necro Marks bug. This is getting ridiculous.
On a scale of 1 to 5, 1 being the worst, and 5 being the best. All ratings are based on my personal experience. You will need to practice a lot with Turrets to reach this level of comfort using them so don’t expect to grab a turret build for TotSS and win all of your fights
Temple of the Silent Storm: 5
Temple and Altar reward intelligent placement of turrets where you can put them out of harm’s way. Net Turret is especially effective on this map because when you go to commune with a buff, you can place it where you think the enemy will approach to buy you some time. You can even overcharge it without interrupting your channel; a Thumper Turret is a nasty thing when placed on Stillness as the overcharge will send enemy players for a swim. The Gate is much more tricky, but I still go here if I’m needed. Thumper Turret is usually placed above on the ledge (you know which one) in preparation because I need a way to knock ranged players off of it and make them play down in my turret farm. The Accelerant-Packed Turrets trait shines on this map because you can use them to buy time for a teammate that is trying to capture Tranquility. I usually place a couple along the bridge and when opponents come running by I detonate them to send them into the water. Supply Crate also helps when going after Tranquility.
The Battle of Khylo: 2.5
Ah, the trebuchet (or treb for short). That thing makes it rough to keep turrets alive because even if you put them well off the point (Rocket, and Rifle usually) they can still get hit because not everyone hits the point dead center with their treb shots. I still run turrets here but I don’t place them until fights begin because I don’t want them to get removed by the treb beforehand. This makes placement a lot more challenging, but allows me to use their Tool Belt skills early. Usually Net Attack, Surprise Shot, and/or Rocket, though Rumble can be combined with Regenerating mist for a small burst of healing. If you’re inclined to use the trebuchet yourself you can set up a turret farm to protect you from enemy players. This tactic is an old one, but a good one. Set up your turrets near you and away from the ramp. You want players to come up to you and get nice and cozy in your turret farm—not just kill them one by one on their way up. Again, Supply Crate is a rock star here, as is Accelerant-Packed Turrets.
The Legacy of the Foefire: 3.5
This map is good for turrets due to the size of the points and the multiple firing lanes and elevation changes. I love this map because my turrets almost never die when placed properly. I use ledges, elevation, and other hard to reach spots to place my long range turrets. The points are big enough that Thumper Turret’s cripple effect allows me to kite around inside of a point, and your turrets those from Supply Crate can make downing an enemy Lord a piece of cake. If you want to roam as this map often dictates, then choose low cooldown turrets like Rifle, Flame, and Net so you can move on and quickly set up where you’re needed most.
The Forest of Niflhel: 4
Again, we have a map with some useful firing lanes, and elevation changes. You have quite a few choices to make at each point for turret placement. For example, at Mine you can run into the mine and up the wooden ramp to place a turret on the platform. This makes it very hard to see and keeps it out of the line of fire. At Henge you can place your Net Turret behind a pillar at the back of the point and either push or lure a lone enemy player into chasing you. This will immobilize them off of the point and out of line of sight so you can easily neutralize it. The Keep is usually AoE central, so you want to place them on the far side of the platform near the railing (overlooking the path below) or up above if you’re assaulting the point. As for the NPCs, if you brought the right turrets (generally Thumper, Net, Rocket) you can solo them given a little extra time, so don’t be shy about it if your team needs the points.
Please feel free to ask questions or contribute your own experiences with turrets in tPvP. Remember—constructive questions will get answered—qq’ing about the state of the engineer class, turrets, etc will get ignored.
cheers
(edited by Grackleflint.4956)
1. Diminishing Returns on crowd control.
2. More detailed/customizable UI to help improve play and reward smart play.
3. Tone down aoe damage.
On a scale of 1 to 5, 1 being the worst, and 5 being the best. All ratings are based on my personal experience. You will need to practice a lot with Turrets to reach this level of comfort using them so don’t expect to grab a turret build for TotSS and win all of your fights
Temple of the Silent Storm: 5
Temple and Altar reward intelligent placement of turrets where you can put them out of harm’s way. Net Turret is especially effective on this map because when you go to commune with a buff, you can place it where you think the enemy will approach to buy you some time. You can even overcharge it without interrupting your channel; a Thumper Turret is a nasty thing when placed on Stillness as the overcharge will send enemy players for a swim. The Gate is much more tricky, but I still go here if I’m needed. Thumper Turret is usually placed above on the ledge (you know which one) in preparation because I need a way to knock ranged players off of it and make them play down in my turret farm. The Accelerant-Packed Turrets trait shines on this map because you can use them to buy time for a teammate that is trying to capture Tranquility. I usually place a couple along the bridge and when opponents come running by I detonate them to send them into the water. Supply Crate also helps when going after Tranquility.
The Battle of Khylo: 2.5
Ah, the trebuchet (or treb for short). That thing makes it rough to keep turrets alive because even if you put them well off the point (Rocket, and Rifle usually) they can still get hit because not everyone hits the point dead center with their treb shots. I still run turrets here but I don’t place them until fights begin because I don’t want them to get removed by the treb beforehand. This makes placement a lot more challenging, but allows me to use their Tool Belt skills early. Usually Net Attack, Surprise Shot, and/or Rocket, though Rumble can be combined with Regenerating mist for a small burst of healing. If you’re inclined to use the trebuchet yourself you can set up a turret farm to protect you from enemy players. This tactic is an old one, but a good one. Set up your turrets near you and away from the ramp. You want players to come up to you and get nice and cozy in your turret farm—not just kill them one by one on their way up. Again, Supply Crate is a rock star here, as is Accelerant-Packed Turrets.
The Legacy of the Foefire: 3.5
This map is good for turrets due to the size of the points and the multiple firing lanes and elevation changes. I love this map because my turrets almost never die when placed properly. I use ledges, elevation, and other hard to reach spots to place my long range turrets. The points are big enough that Thumper Turret’s cripple effect allows me to kite around inside of a point, and your turrets those from Supply Crate can make downing an enemy Lord a piece of cake. If you want to roam as this map often dictates, then choose low cooldown turrets like Rifle, Flame, and Net so you can move on and quickly set up where you’re needed most.
The Forest of Niflhel: 4
Again, we have a map with some useful firing lanes, and elevation changes. You have quite a few choices to make at each point for turret placement. For example, at Mine you can run into the mine and up the wooden ramp to place a turret on the platform. This makes it very hard to see and keeps it out of the line of fire. At Henge you can place your Net Turret behind a pillar at the back of the point and either push or lure a lone enemy player into chasing you. This will immobilize them off of the point and out of line of sight so you can easily neutralize it. The Keep is usually AoE central, so you want to place them on the far side of the platform near the railing (overlooking the path below) or up above if you’re assaulting the point. As for the NPCs, if you brought the right turrets (Thumper, Net, Rocket) you can solo them given a little extra time, so don’t be shy about it if your team needs the points.
I can confirm this.
Tested in the mists on the roaming golem near the dps trial waypoint. This is a good test because the golem with path over them repeatedly at irregular intervals.
1. Place minefield in path of golem.
2. Golem paths over mines causing their cooldown (20 seconds) to start, but no mines detonate.
Behavior continues as long as enemy passes over mines before the cooldown has finished.
This is with no traits whatsoever.
Also, the addition of traits that relate to Throw Mine had no effect either.
(edited by Grackleflint.4956)
Confirmed: Tested in the mists on the roaming golem near the dps trial waypoint.
1. Place minefield in path of golem.
2. Golem paths over mines causing their cooldown (20 seconds) to start, but no mines detonate.
Behavior continues as long as enemy passes over mines before the cooldown has finished.
This is with no traits whatsoever.
Just two quck questions about your build…
http://intothemists.com/calc/?build=VVRw;0B-cPVv0c-3UFx0;9;4J9-T942-5;308B5;0TJ;1J0-hoHAhJG42VG
1) Do you think Automated response is useful? I never liked it, also because its working has never been clear.
2) What about slotting protection in Alchemy? It could help your survivability a lot.
And it always amazes me how flexible and efficient engineer p/s Rabid builds can be.XD
1. -This trait does not remove conditions once your health falls below 25%, and existing conditions will continue to cause damage.
-However, new conditions will not be applied once your health is below 25%.Works perfect against condi based bunker rangers, love when they do zero damage when I am at 25%- health.
2. I must have overlooked that skill, looks pretty good to me. Will give it a try in the future.
I second the use of Protection Injection. I think you would get more benefit from Protection Injection over the course of the average game than you get from Backpack Regenerator.
I do, and you’re still no help. You probably think you were helping in your own way, but as far as I’m concerned you didn’t.
glhf
You keep responding with certainty without providing reasons. If you want your critique to stand on its own you’ll need to at least offer explanations as the video creator did. Right now your argument is like smoke without any flame to back it up.
Did you watch the video and listen to why he didn’t simply stack Chill duration, or did you just click the build link and prejudge it without any additional information?
bad build mate….chillomancer can be much better traited etc
and no corrupt boon? Bad bad bad
You make me wish there was a down vote button. 0/10 for providing nothing constructive to this thread.
I don’t know if any of you have seen CeiMash’s (Dirame’s) video guides, but they’re great. His commentary is very well thought out and the videos are of good quality. Lots of good information here.
SD is strong offensively, but Elitegamerz said he’d like the build to be tanky. I personally recommend getting some toughness from items, and then getting traits that grant protection: Protective Shield and Protection Injection. The rifle is a good source of damage, but it’s also good at control. Control compliments a tanky build well. Pick up Hair Trigger to give your net shot an 8 second cooldown, and then grab Net Turret. Net Turret will give you a huge advantage against Warriors and Thieves—at times it feels like an auto win.
Here’s a good base to start with:
http://tinyurl.com/qfp6xg8
Some explanation:
Net Turret compliments the rifle giving you 3 sources of immoblize: Net Shot, Net Attack, and the Net Turret itself. I chose the Firearms trait Sitting Duck for this reason. You will easily be able to keep a rather large stack of Vulnerability on your target. Throw Mine is also another good control tool. You can place the minefield and the larger mine near your net turret where you will be doing your kiting and strip boons from your target. If they don’t cooperate and try to get out of range of your net turret, you can throw the mine behind them and detonate it to blow them back towards it. Practice with this gadget and you’ll see how powerful it is at controlling people.
@ikitsuro: While I agree that SD is a strong offensive build, it is one of the least forgiving builds due to it’s lack of durability. the all or nothing style does suit some players, but the OP did ask for a tanky build. I intended no offense with my comments or by changing the subject away from SD.
(edited by Grackleflint.4956)
As far as I can tell, they’re immune to status effects that directly affect them. Never seen one get poisoned, confused, burned, or anything else – that the only thing that counters them is Retaliation seems alright to me. I wish they’d also get buffs, but that would probably lead to conditions being allowed on them, too, and they’re kinda crap to begin with.
I really hope that when you said “the only thing that counters them is retaliation” you were going for the trollingest troll of the trollingverse award.
I agree that the toolbelt skills are lackluster for Turrets. I think all of them should have an increased or addition effect and reduced cooldown. They are so weak and have such long cooldowns that the best tactical choice is to always have your turret out. If they were useful and balanced there would actually be a tactical reason to detonate turrets other than the blast finisher.
Imagine if Rocket Turret’s Rocket caused a 1 second daze. Now you have a reason to blow up your Rocket Turret and jam on that F key—to interrupt a stomp or rez. Imagine if Thumper Turret’s Rumble caused an AOE cripple or knockdown. Imagine if Flame Turret’s Throw Napalm had a bigger radius and left a fire field behind.
The only exceptions are Net Turret’s Net Shot, which is very useful, and Rifle Turret’s Surprise Shot which is a favorite of Static Discharge builds.
Even their detonate toolbelt skills need something. Having a blast finisher or even three isn’t going to make or break a fight. They should provide blast finishers and an effect. The Flame Turret could leave behind a fire field, or a smoke field. The Rocket Turret could cause a barrage (see ranger skill) of tiny rockets. The Thumper Turret could cause AOE cripple or bleed when detonated.
I know this sounds like a lot, but Turrets need attention in all areas if the developers want them to be more widely used.
I would be more than happy to contribute.
Do you mean Pistol/Shield or Pistol/Pistol? I can help with both play styles. I feel that the build you describe can take most comers—in fact I’ve been using a quad turret build with Healing, Thumper, Net, and Rocket for a couple of weeks.
Edit: I have to make sure to give Fairtex credit for getting me started on Turrets. A couple of months ago he posted a build with a video to show how he was using turrets in tPvP. I was skeptical but did what I always do—load up the build and try it out. I was instantly hooked and haven’t played other builds since then.
@Crackleflint Thanks for the great input and feedback on the Turret’s!
Neither I or Asteria Rose is doing much sPvP (I have just begun to do more of it now tho, to get that experince in as well), so we couldn’t give so much feedback on sPvP (and Bas is a necro player, haven’t played Engineer that much :P). But it was exactly meant at sPvP that I do think the Turrets have potenial ^^
personal I had a lot of fun today running a net and rocket Turret, for complete shut down on everyone that attacked my node alone (But mesmers, they are a hard counter as you said). But the looong Cooldowns make you very inmobile, and I actually didn’t feel I killed people better/faster/easier in some of my Kit builds.
But right, I can keep rambling as well, my point was, I will try, in speical Gadgets and Turrets, open dialog with futhers guests, to hear their point of view, and trough those dialogs hopefully learn new things, but also create information that Anet can use, in speical when we start getting some people like Ostrichegg in ect. to talk about the Curretn tPvP!
You’re welcome Amadeus, and thanks for giving so much to the Engineer community. I’m looking forward to more videos and interviews, and the podcast.
As for killing faster, when I’m bunkering in tPvP my main concerns are controlling a fight and surviving. My tactic is to apply steady and consistent damage while controlling my opponent. Then when I down them, if there is nobody else to worry about, I let them linger as long as I can to keep them away from the action. If I can keep a player out of a match for a minute or two I’m contributing a lot in terms of reaching our victory. So faster/better/easier is very subjective in this case.
(edited by Grackleflint.4956)
Amadeus said it all for me :P. Great work guys!
@Grackleflint, you are correct in hot joins and against inexperienced teams turrets are amazing. The downside is that you give up so much utility to pickup things that a decent aoe bomb will clear out. The worst part about turrets, is that a smart Necro will condition bomb it and than epidemic off your turrets onto an entire team. Because turrets can’t dodge or block they are easy targets for necromancers.
It is done to minions and ranger pets all the time. I ran a few bunker engineer builds with turrets and it’s hilarious in terms of knockbacks.
I want to clarify because I think you misread my reply. I play tournament play with organized teams and against organized teams ranks 40-50 and do quite well. My comment about inexperienced players was in reference to winning 1v3s on occasion. I’m pretty sure I didn’t mention hotjoin. Also, even the best bunker builds cannot hold out 1v3 for very long. This is where team tactics come in and knowing when to ditch and leave a node to be of more use somewhere else.
Regarding bombs or other AOEs, if someone can hit all 3 of my turrets with 1 AOE, they’re hacking. My ranged turret is 900 or more off of the CP, my control turret is 400-600, and my dps turret is in the center. It’s never been a problem.
As for the necromancer I understand the risk I’m running, but with aggressive play I can prevent most necromancers from setting something like this up. I’m also fine with them hitting my whole team with Epidemic because after that set up I can drop Healing Turret and overcharge it to wipe 2 condis from up to each of 5 players. I sometimes detonate whatever turret they’re loading up with conditions because of this, but it’s usually not worth worrying about.
It was nice to hear some talk about turrets. Here are some highlights that I (badly) transcribed):
Host:
Everybody loves turrets, but you can’t play them.
I love the whole idea behind turrets.
[but] They totally disappointed me.
Amadeus:
Turrets is a bit of a hard thing to discuss with the–for the community. There is a lot of people that wanted turrets to be better and I’m definitely on that side as well, but the thing with turrets they are so situ—there are so few places where you can use them. I play a lot of WvW as well and with all of that AOE damage going around and so many people running around they’re just not going to last for long.
Host : It has a lot to do with how AOE affects them.
Amadeus: It’s hard to justify picking them over a kit—they only do single target damage, and they have targeting issues.
Host: I ran a dungeon with turrets and we were doing COF storymode, and I don’t think the turrets lasted through a single fight.
Amadeus:
They have potential, but they are weak.
Asteria Rose:
…there’s turrets that can be put to use…and if used correctly, they’re insane…
Although these comments ring true for me I’m currently having a lot of personal success with turrets. I attribute this to how I use them, but also because of the nature of the Conquest game mode and the fact that the majority of players don’t know what they can do. Players have to get near my turrets to attack me and once I start controlling them I have a very good chance of beating them. I can defeat all professions with regularity except Mesmers (we all need a counter profession), and have won a good deal of 1v2s. I have pulled out the rare 1v3, but only vs inexperienced players. That all being said, I don’t think Turrets have a place in WvW or dungeons at the moment, and in PVE/Events they are hard to use because of the long cooldowns.
Turrets are a set of utilities that would benefit the most from a split in design. The 5 minute duration needs to be removed in tournament PvP. An engineer that can keep his or her turrets alive throughout a match should be rewarded, not punished. The toolbelt abilities are not strong enough to be a good “reward” for having your turrets self destruct and go on cooldown. In PVE and WvW they need to receive a lot of buffs. The first is that they should be immune to AOE. In all game modes we should be able to focus their fire by calling a target or through the use of an Engineer only hot key much like the Ranger’s “Attack My Target” button.
I like the idea of “nesting” turrets so that the cleave/heal from Tool Kit 1 hits all of them, but the healing/repair needs to be stronger to promote this. I think a lot of Engineer players would really enjoy something like this. It would also be nice to see a Utility or new turret that heals your turrets while providing a unique and useful overcharge and toolbelt ablilty, that way players aren’t as restricted in their placement.
I mostly wanted to chime in on the turret discussion, but also drop in to say thanks for the great podcast, and I’m looking forward to more.
I’m rambling now, so I’ll stop.
(edited by Grackleflint.4956)
I worked at Privateer Press for a long time working on the Warmachine miniature game. There was a faction that had cavalry and all of their players were begging for a Warcaster (General) character on a mount. They gave it to another faction and I remember the devs giggling about it. It’s really too bad that this kind of thing happens within the gaming industry, but it does. I’m not saying that it is the case here, but I have to be suspicious.
I totally agree that we need baseline fixes for turrets—health, armor, AI—before anything like this. I was just daydreaming.
When two or more turrets are placed within 900 of each other they form an electrical barrier that stuns enemies crossing it (2 seconds). Any player attacking one of your turrets is stunned (1 second with an 8 second cooldown).
It gives them some defense and helps them feel more like area denial with incentive to play more than one turret while thinking about placement.
I personally don’t care, but this feels exactly like the way they would grief Priest players in WoW. We would ask for something and then we’d see it on an NPC later. True story. It happened way too often to be coincidence. I can think of a dozen or more examples off of the top of my head.
I really hope that isn’t the case, but when you have kids designing games it can happen.
Don’t take it personally, Tac. Welswift shows up regularly to poop on threads that don’t promote the status quo of “elite” builds.
why does every class but engineer get signets
^This.
I get that Signet’s are a form of magic and Engineers don’t use magic, but as many of us have suggested—give Gadgets a passive buff and active use. This would bring Gadgets up to a level where people would use them and would give us static stat boosts to bring us up to par with every other class since they all have access to Signets.
What I find particularly galling is that the cooldown on #3 is juuuuuuuuuuuust long enough for us to miss using it by 1 second even if we time our #2 PERFECTLY. I don’t use any of my downed skills unless I can use #2 to pull an enemy out of a stomp or a rez. Any attempt to survive on my own would be allowing myself to be trolled by the devs. Also, Grapple Line misses more often than not even when I have my target selected and right next to me, and I’ve even seen the Booby Trap miss or fail against targets that don’t have aegis, stability, or distortion.
I remember being super excited when I figured out you can use #5 mid-stomp.
I’d like to suggest one of the following to promote build diversity among Engineers in a pvp setting.
*Change Fumigate to remove 1 condition from the Engineer upon use.
*Change the Elixir Gun toolbelt skill Healing Mist to remove 2 conditions from the engineer upon use.
The reasoning behind allowing the toolbelt skill to remove 2 is the long (40 second) cooldown. Fumigate is on a much shorter cooldown and would be fine removing one condition.
Net Turret, Throw Mine, and the Cloaking Device trait throw their tempo off like you wouldn’t believe.
+1
Hammers. Give us a Doomspanner legendary plz.
I’ll take a wild guess here and say, it is about a build consisting of greatsword + axe/shield.
Traits for maximum greatsword damage.
Most likely zerger amulet.The elementalist equivalent is a staff ele running 20 or even 30 fire, 30 air and whatever is left in arcana with zerger amulet.
Guess what, that build will just explode.
Can it work? Yes, it can. Will it survive against competent enemies who will attack them? Most likely not.
Warriors can go a route, where they rival eles group support, if you go for shouts and warhorn, while they can maintain a good sustained damage and movement speed, yet warriors refuse to go this for no reason whatsoever.
Every class can run a zerger build to some degree, but not all classes are equally good at this. You need alot of survivability from your class mechanics, which warriors just don’t have. But warriors can go other routes. People just have to try different approaches.
No reason whatsoever. Here’s the reason: (even if a see a warrior pull out a shield and reflect/block or pull out a rifle to pew pew a little it is ALWAYS a prelude to the kitten 100 blades b.s. the majority of warriors seem to think it’s the only way to play)
I’m glad this is seeing some support and interest. I’ll post it to the suggestion forum.
From the wiki: Projectile finishers with a light field do not cleanse conditions from the character launching the projectile. Only those in the path of the projectile after it enters the light field are cleansed.
Replace the Elixir Gun tool belt ability with an AOE version of Fumigate. This would open up more builds with another way to cleanse conditions.
To successfully get away in WvW you need Power Shoes (Inventions-Master), and Explosive Descent (Inventions – Adept). The reason being is that you absolutely need to ignore the in combat movement speed penalty, and you will need to take some dangerous falls to really get away.
I’ve run from zergs for upwards of 60-90 seconds straight, and they all eventually caught up with me because of the ridiculous number of short cooldown gap closers that classes like Warriors, Guardians, Rangers, and Thieves have coupled with their speed boosts and cripple, and immobilize effects.
The best advice I can give you is to know where your nearest friendly fort it and make for it. You won’t last more than a minute or two when being chased by badge hungry kitten.
Throw Mine is just fine. What I’d like to see is a tighter pattern on the Minefield Toolbelt skill, all mines be invisible to the enemy, and larger trigger radius. Then it would be golden in my opinion. Right now it’s still a good skill with Forceful Explosives. I love starting a fight by stripping a few boons from someone and knocking them down. This usually sets them up for a nasty CC rotation of my Net Turret and Rocket Turret.
If you think Turrets are weak, that is—they’re not working out for you, and you don’t like Kits, Elixirs, or Rifles…this may not be the profession for you.
I suggest going into the Mists and getting to the training area with some target golems. Try out every skill or mixes of skills you think would be fun. See how it feels before you pass final judgement. The Mists is the best way to really get a feel for a profession before you commit.
Also—maybe we’ll get some Legendary love in the form of a hammer that looks like a giant spanner, complete with some cool effects. Imagine if you will, the Doomspanner. When you swing it it leaves a tracer of smoke and electricity, and in your footsteps appear tiny piles of gears and junk.
I think this is deserving of its own suggestion thread.
Only if we get hammers!
I know that Tool Kit heals turrets, but that doesn’t mean we can’t have a weapon that does it as well. That’s what build diversity is all about. There should be some redundancy so making certain choices doesn’t preclude you from performing a function.
Also—maybe we’ll get some Legendary love in the form of a hammer that looks like a giant spanner, complete with some cool effects. Imagine if you will, the Doomspanner. When you swing it it leaves a tracer of smoke and electricity, and in your footsteps appear tiny piles of gears and junk.