Showing Posts For StSwfx.3754:
When comparing a full pet load out with a full turret load out essentially the difference between class unique mechanics is deathshroud vs disabled tool belts and no weapon swap. That comparisons seems like it would hardly indicate some inherit advantage for engis over necros that justifies a weak turret.
I’ve never found a use for rocket boots active ability outside getting myself killed. Anyway rifle KB is ridiculous and imo shows they made comedy more of a priority than usefulness for this class. I’d argue rifle design on the whole is a joke concept and feels like something out of a cartoon when compared to the more serious techno sophisticated design of everything else on the engineer, outside of the forementioned rocketboots.
They are incredibly weak and disable tool belt while active to top it off. I can’t actually remember a time when a turret load changed the outcome of any node fight I’ve been involved in on my engineer or otherwise.
The exception is maybe the healing turret(does it even count?) heal + regen + water combo field w/built in blast finisher and can be traited for aoe kb. Its even on a shorter CD than almost every class heal while being far more effective, arguably the best heal utility in the game.
I’ve considered messing with net turret but it doesn’t filll a need that can’t be somewhat replicated by shield, rifle, a replacement gadget utility, or even kit skill like chill grenade/glue bomb.
By constrast a necro with a similarly immobile full pet load out defending a node is almost unassaultable 1vs1.
(edited by StSwfx.3754)