i believe that this is the effect your going for?
im more annoyed that its best use is with overcharged show with rifle and we will destroy one stack by using it to its best potential, at the end of the day those 3 stacks are still going to drop rather fast wether its 5 seconds or 10 seconds and due to the nature of the skill id say that the duration is fine its the amount of stacks that needs a look at.
this!
I just wish tossed elixirs were instant cast centered on you like eg toolbelt. or at least that we had some trait to make them work that way.
Ive had some thoughts about thise and how it could be accomplished without making it op, on another note will we see HGHammer from you when it hits?
im more annoyed that its best use is with overcharged show with rifle and we will destroy one stack by using it to its best potential, at the end of the day those 3 stacks are still going to drop rather fast wether its 5 seconds or 10 seconds and due to the nature of the skill id say that the duration is fine its the amount of stacks that needs a look at.
there is a trait that gives you swiftness when you swap to a kit (Speedy kits (VI) in the tools trait line) that alone can give you permanent swiftness otherwise if you cant get it yet you should be able to use med kits #5 skill in conjunction with Elixir B whenever they come off cool down to maintain perma swiftness but it is slightly annoying.
you could also pick up a cheap sigil of speed that will help maintain high swiftness upkeep in conjunction with Elixir B especially if you find yourself fighting mobs alot.
holy kitten those runes of the defender are insane, did you find many stalemate situations with this build? the sustain is great but i imagine anything that packs the same sustain would end in a stalemate since the lack of high power/condition damage from celestial?
also welcome back.
i approve of this idea
And Smoke Vent really should stealth the user in addition to blinding the enemy, it would make the kit much more viable in sPvP and WvW.
yea stealth is a big nono, the fact that its a activate anytime blind makes it really strong as is
Napalm is fine where it is as well, minus the field height, because the burning and might you can combo off it are so strong. It’s quite nice on top of downed bodies as well. The uptime isn’t as high as ele fields, and the physical damage sucks (though the burning is strong with might/condi dmg), but the kit makes up for it with the low cooldowns on flame blast and air blast. It does take some forethought and combo field knowledge to make good use of the skill, but that’s not necessarily a bad thing. We are engineers, after all, complicated combos are kind of what we do.
except the bomb kit can stack more burning then flamer, easier to stack might in a combat situation and has access to much better utility and damage output with the only thing flamer having on bombs is clutch playability, bombs are alot better with might/condi damage since it has multiple conditions and power stacks very well with the bomb auto, using BoB in fire bomb not only stacks might it also does alot of damage or forces enemys to dodge or get out of the way opening up some breathing room and stacks burning on enemys that dont get out of the way fast enough which does what air blast/flame blast/napalm with 2 skills except flame blast has to be used in the direction of napalm instead of dealing damage and even if you do land it for the might stack and the damage there is no way you will get the chance to do that again and you have a good chance that you wont give yourself any extra breathing room or bait a dodge provided they see it coming, napalm is easy to avoid after the first second or 2 and has longer cd, sure you can argue that its just as easy to get out of firebomb but it covers a better area and it stacks more burning from 1 tick in the fire field, you dont have problems with retal in bombs, you have better control over a point in bombs, you can aim the bombs alot more easily and while they dont have range they do have the ability to allways work the way you planed for them to work even if your enemy managed to avoid it, do i need to point out how glaringly obvious it is in the vast difference between 2 kits, one provides huge amounts of control/damage/support over the other with flamer only having smoke vent as a clutch blind (which i love as is atm) and air blast as a reliable kb.
the only real argument you can make is how changes to napalm into a fire field or a reliable flameblast could be over powered with other kits because by its self its over shadowed by everything else.
p.s camping flamer for auto might stacks is not a viable option in spvp, can it be fun sure, but it is not viable by its self.
hey, ive been using the flamer more and more lately its fun and refreshing to use something different once in a while, smoke vent is a fantastic skill and i cant count the amount of times its been overly useful and the same goes for air blast its just great for heaps of situations.
And then i try using napalm, its okay for a bit of extra downed body pressure but that’s it, if you take into consideration how hard it is to blast that fire field whilst mid fight its overall utility is rather limited to throw down at the start of the fight and cleave body’s with it and its that lack of utility which is helping to make flamer less viable then another kit.
Flame blast is also quite a problematic skill to work with, its the old engineer random kitten over again, where will it go this time, now naturally there is a certain level to how bad it can get at times but ive had times where ive stood still and my enemy is immobed in front of me and it flew right into the ground and yea that’s not cool, this problem also makes it alot harder to use it effectively as a dps combo because half the time itll fly into the ground befor it reaches its max range and detonates on its own, now dont get me wrong when flame blast works its an amazing skill it deals some fantastic damage for such a short CD and not to mention that blast finisher.
Now for the AA, its not bad but aint good since retal will destroy you but id be 100% okay with using flamer auto on enemy’s with retal if the damage application was there, like if i used it on that group and took 3k retal damage but they now have 3k of burning to deal with each, id be okay with that, from both perspectives we have a problem and a solution, as the engineer its do i risk eating the retal but gain the advantage of damage or as the enemy do i risk hurting the engineer with retal or avoid the incoming damage and that’s an okay situation in my mind.
The flamer traits also are a bit yea, if its pve then yea i don’t mind camping flamer with and throwing on its traits its really easy to use and while not optimal its still effective but in spvp it just dosent work that way, juggernaut just dose not fit the engineers way of play at all in spvp if i want to run juggernaut im either not going to get much out of the flamer or im going to be camping it to much to do anything effective the reduced cd is pretty good since that 4 1/2 sec cd on flame blast but once again have more opportunity to use flamer skills dosent make the skills any less clunky and hard to use and the damage bonus trait is obviously always going to do something but im not dipping into alchemy for damage especially with what alchemy has to offer.
Unfortunately in a combat setting it is rather difficult to use flame blast and napalm as both damage and utility which i feel is one of the biggest reasons why its not an overly favorable kit at the moment but the more glaringly obvious problem is why the hell does my flamer not do any burning. well ive got incendiary ammo…… why not just take incendiary powder, well the auto has some burning but why not take incendiary powder napalm is a long duration firewall that is pretty difficult to actually burn people with so i guess ill just take incendiary powder.
In short the flamer just cannot bring anything to the fight that cant be done better by something else and whilst it can be alotta fun there does need to be a line drawn between fun and viability, so now its that fun time where i get to list what i think the changes should be and everyone gets to flame me for the bad idears.
[u]The Traits[u/]
Juggernaut – flamethrower skills have a 33% chance to stack 1 second of burning (no cd) in place of 200 toughness.
this gives people much more reason to camp flamer then ever befor, not only will we get the might but our flamer will actually burn stuff and the cost being dipping into the firearms line, and if you take incendiary powder with this trait its is a completely useless overkill.
[u]The Skills[u/]
Napalm – Ring of fire for the love of all that is holy, you can remove the damage and reduce the duration just give me something i can use flame blast with.
Flame blast – Fix its travel issues so it can reliably fly towards its targets or in the direction your character is facing. also i feel like a reduction on the cast time would be a great improvement but if i can reliably aim it then it might be a bit op.
And that’s it, fix up the clunkyness a bit and make flameblast and napalm work easy and effective together for both utility and damage and make it actually burn stuff and itll be a great kit to use and bring some more fun stuff for us to use in spvp.
+1
it could be a decent skill if you could control it more effectively, timing it between invigorating speeds cd to get 100% vigor upkeep from timing kitten rather then just mashing buttons like some other classes/builds, the damage is decent especially if you can get it to bounce back to the target giving elixir gun some more oomph but not much in reality, over all a decent change.
i play 90% of my games as a solo player and dont oftenly come up against premades myself but i do talk to my team ask builds/playstyles and let them know my plan and surprise surprise we get called premades, its really amazing how effective a little bit of communication can be if you use it.
I came up with this and called it “RNGeebuS/D”
http://gw2skills.net/editor/?fdAQFAUlUUpkrtdxmKseRSehM6rJDCyAJEXvvA-TJBFwACuAA12foaZAAPAAA
Guarantees one abusive whisper every 15min.I just want to say, no, that is not a mistake nor are your eyes playing tricks on you, that build does use A.E.D.
beetus still uses AED with 100 mines and its quite a good combination to run especially since he needs to be melee range to pull off 100 mines he easily gets the full heal and can very very quickly get off another 100 mine combo which incase you didn’t know is one insane hitting combo, think of it like a suicide bomber that has 2 lives.
ive played alot of sd engineer and i personally feel like trying to throw some defensive utility into the traits is a bit of a waste simply because of its small tank has a hard time getting more benefit out of tank then sheer damage, that said this is what i use
http://gw2skills.net/editor/?fdAQFAUlUUpmqlcxtLseNCdBN6wMlSD6FUhP/pAA-TJBFwACuAAl2foaZAAPAAA
the idear is simple, use utility goggles after overcharge shot and nuke something like magnet-prybar-overcharge-goggles-throw wrench-jumpshot, also i can not stress enough how amazing bunker down is with this build you can quickly get 3 mines down for just sitting back and autoing into the fight then pull your target into them adding anywhere from 1-2k damage per mine to your burst, not only that but pulling a target into your prybar-surprise shot will also drop a mine since so many damage procs adding even more damage to your burst, i also had a situation last night where an ele was 1v1ing me and use rtl at me and i was able to direct him threw the land mines killing him mid rtl.
also, while i can see runes of vamprism being good for countering surprise thiefs i can also say that a thief cannot kill you faster then you can kill them so laying down rifle turret or healing turret in anticipation for them to jump on you can quickly and i mean insanely quickly kill an enemy thief long befor they realize what just happened.
I also bought gems for several thousand €.
Glad im not the only one.
I can’t wait to kitten people off with taunt.
i can already tell im gonna get kittened with getting taunted into attacking something like mesmers scepter block, its not genna be nice at all
you know what i love most about turret engineers, they assume they will be unstopable in a 1v1 fight versus anything in melee range so there team lets you run over and rail them 1v1 and then you cap the point and that slow and i mean very slow turret engineer takes ages to get back and recap the point, in the mean time ive gone back to the mid fight and helped mop up whats left or in some cases saved my team from defeat by being able to +1 it which is again something they dont have, learn how to quickly beat turret engineers and profit.
ps. learn the range on the thumper turret and the range of the knock back on detonation and remember to dodge every 4 seconds and they literally cannot stop you,.
condi rev may be stronger but taking cele is guaranteed 50% more salt
i to have to power chuff a smoke and do an olympic run back inside to make sure my team dosent have to wait for me, luckily i dont oftenly have people waiting on me.
Hmmm….. I might skip out on the cele train sounds like to much work for just good! Thnx for answering all my questions I actually have one more pertaining to the condi build is it better to go perplexity runes or flame legion? Can’t decide! Thnx again!
ive run with celestiel for a long time, with celestiel its more about landing those hard hitting power damage combos and stacking up a decent amount of conditions to keep decent sustained damage going but from my personal experience running full celestial isnt optimal in wvw, i much prefer to run with some celestial and some gear to match what i want out of my build for example i want to be mainly power oriented with decent sustained damage and decent sustained tank so a 50/50 of cele/soldiers gear was great for that on the other hand if i want to focus more on condi damage i could run rabid/celestial and my condition damage wouldn’t be as optimal as full rabid but id have extra vitality healing power and could get more out of the high damage abilitys that engineers have like shrapnel/barrage nades which really adds to your ability to take down certain enemy’s and in some cases where my opponent has really good access to condi removal it would give me an advantage in those situations.
so really i can recommend just getting a few peices of celestial here and there like the amulet/rings which are relatively easy to pick up, my self i have a complete set of ascended celestial/dire/zerker and it all sees equal use.
the key to beating a turret engineer is not being as brain dead as the turret engineer and picking your fights, you dont even have to change your build, you just have to realize that sometimes its stupid to run into an enemy you cant beat, instead realize your build uses condis or CC or you dont have the range to take down the turrets and then go do something else.
also supply crate dosent make an engineer a turret engineer.
i just want power necros to have a unique skill combination to get there damage out, 11111111111 for days seems cheap, on my engineer (no meta) it involves quite a few clicks and decent timing and having a power necro run in with its ds or lich and just 1111111ing me to death just feels cheap and nasty, essentially im okay with the damage but im much rather be like “o nice that necro just did this this and this and wreaked me with it” rather then “o great he really showed me how skillful he was with that auto”, now i know that you notice a good power necro because of how well he utilizes his ds and other such things but i doubt itll be hard for a good necro to use good timing and skill combinations to pull off something amazing.
Try playing Power at any decent level. Spamming Life Blast is probably the worst tactic Necro can do against competent opponents.
If you want to see how Power Necro is meant to be played, you can message me in-game
. You’d be surprised about the complexity of timing and thinking involved.
I would say, you have to have much better game knowledge, awarness and fast thinking with Power Necro than for example, an Engineer. It’s all pro-active.
let me rephrase you notice a good power necro because of how he uses his utility but id rather see more of there damage output(not to be confused with utility) coming from skill combos and taking advantage of situations and not mainly there auto attack, also thank you for assuming i play some multikit condi or hybrid engineer that uses toolkit and elixir S, it was really nice of you to make a direct comparison of power necro to what you assume is an engineer.
i just want power necros to have a unique skill combination to get there damage out, 11111111111 for days seems cheap, on my engineer (no meta) it involves quite a few clicks and decent timing and having a power necro run in with its ds or lich and just 1111111ing me to death just feels cheap and nasty, essentially im okay with the damage but im much rather be like “o nice that necro just did this this and this and wreaked me with it” rather then “o great he really showed me how skillful he was with that auto”, now i know that you notice a good power necro because of how well he utilizes his ds and other such things but i doubt itll be hard for a good necro to use good timing and skill combinations to pull off something amazing.
id be okay if the removed the knock back and added a 3-4 second reflect bubble around the engineer, in a pvp setting i wouldnt say it would be op, brings alotta burning and thats about it, you get alot more from all the other kits except maybe EG but having added defense utility on flamer might bring about some decent FT/EG traited builds, since its hard to run one and get the defensive/offensive utility you need to to be on par with other builds.
it could be strong in some areas but i feel like the sacrifice for taking ft over another utility would help to balance it out
Static Discharge, the trait itself, is honestly not that great. I just hit a light golem for 404, on a berserker amulet. Error 404, Damage not found.
If it got nerfed just so it can function with toolbelt abilities, it’d be another trashcan trait, compared to other options.
This, SD dosent hit hard at all, its the air/fire and Surprise shot that hits hard and SD dose help ensure that air and fire proc though.
as a mainly rifle burst engineer player im looking incredibly forward to using a rifle thief, its genna be especially epic with a predator.
Hey, ive been doing some spvp lately and in my true fashion of running something more random, after some testing i came up with this and o boy does it pack a hell of a punch, turns out there was a secret to using Elixir X effectively in most situations, before i get into details heres the build
http://gw2skills.net/editor/?fdAQFAEFVXt+KmYh8rRyLIQFAR3iXcjPzLB-TJBFwACuAAd2foaZAAPAAA
Now the things i left blank are your choice, personally ive been running shrapnel and incin powder with elixir H, the protection on it fantastic and the random swiftness can give you that extra duration to ensure you have high swiftness uptime and alot of the time i only find myself without swiftness for a few seconds, but i see no issue with running knockback turrets and taking healing turret.
Aight now on how to use Elixir X properly, thanks to the trait spread we can get either a 18 second tornado or a 24 second rampage, with the reduced cd this leaves us with a 66/60 second cd when it ends and thats pritty short for an elite so dont be afraid to pop it, now since there is a 50/50 you need to understand how to use it between each opponent and when to prematurely end it, for exampe if im running into a 1v1 i will drop my stealth use Elixir B if possible for some fury and activate elixir X, if i get juggernuaght ill use dash->seismic leap->now you have to judge your range from your opponent if your close enough use Kick and then throw boulder this will ensure maximum knockbacks/stuns and allow you to get in close to use the auto which hits very hard, if you dont think you can land Kick use Throw boulder while running towards them and then auto till they get up and use kick->charge and more autos.
if you get tornado you need to be ready to switch out of it at a moments notice, there are 2 skills you want to use, electrified tornado and debris tornado, now electrified will do the best damage when there is multiple opponents so like a ranger/turret engineer/minionmancer or and ele that has his summons out, debris tornado you want to use when its only 1 person around, you will still deal decent damage thanks to fire/air and potential rune of air procs and this will hopefully force people use there stunbreakers and stability skills, luckily tornado lasts ages so wait for them to pop them and run out of save mes then get a quick CC and end the transformation and proceed to burst them with the rifle/nade skills while they have nothing to save them, personally with a touch of luck and skillful use of Elixir X it has a bigger impact on team fights then Supply crate does.
When it comes to team fights you can pritty much use the same tactic with Rampage and wipe teams pritty easy if they dont expect it ive done quite a few 1v2/3 and won due to the very high damage output and control and a bit of surprise im not using crate factor, tornado in team fights can be amazing and bad, you need to know what your playing with, you cant aimlessly CC the field or risk saving your enemys from getting burst by your own team, but if you have ranged bursty team mates like rangers then CC them to your hearts content since knocking them around wont overly effect long range burst due to tracking, if your team is melee heavy you can shutdown enemys that arnt the target but can support or deal burst damage i especially like getting necros and rangers and you can easily stop stomps or control a downed body to stop enemys from getting a res
this is just a small amount of information about using the build and there are heaps of combos you can do with Elixirs B and S when using rifle and nades, i guess ill post more stuff as people ask question and judge the build but its all about having fun and trying something new and this actually works really well once you get the hang of it, so get out there and give people another reason to hate engineers.
I honestly think those flying bots will just function alot like arcane shield as in they eat attacks and blow up, simply because the specializations are ment to change the way you play your class and giving an engineer a hammer and sending him into a enemy team without any reliable stability or a way to deal damage and block attacks at the same time would just make the hammer useless in any team situations.
edit to add, probly not useless but you get my drift
what if we lose kits and gain weapon swap with our new specialization
after a fair bit of PVE i finally turned my engineer into a walking quip
only 2 professions can use maces, warrior and guardian, and this would allow it to be on a 3rd.
Every mace attack is the same. Whether it’s Toolkit (Mace), Guardian Mace, or Warrior Mace.
I personally hate mace auto attacks universally in this game. Zzzzz sorry, I fell asleep between the 2nd and 3rd ability in the chain.
As far as I’m concerned, the Engineer already has a Mace and it’s not particularly useful, lol.
this is why I want engineers with hammers to be like using a squirrel with a weight glued to its hands, fast jittery and gets dragged all over the place by it’s weight.
Whats the bet that the changes that scarlet made to omadds machine helps to block off mordremoths connection and thats why pc sylvari will remain the same
im guessing its safe to assume this is yet another attempt at scamming someone.
since I havnt seen anyone mention this yet, did anyone see that its description for the mysterious artifact that hints at being part of the reason the final area is gold and after talking to braham (I think I spelt that wrong) who mentions something about it being unfortunate that it isn’t real gold much like the effects at the pyrite peninsula in Orr, since I’m at work I’m not going to look to deep I to it atm but none the less a very interesting detail.
Giving up what exactly?
A block and 5 stacks of confusion?
Seems like little to me.
- A 3 second block every 16 seconds is a huge survivability boon! Also Prybar can hit for almost 5000 and confusion really wrecks DD Elementalists which are the FOTM! And Magnet is a great opener and combo setup! And it’s great for forcing a high priority target out of position in a team fight! Box of Nails is an excellent tool for removing blinds and is great for applying cover conditions to protect your burning, poison, or chill! Throw Wrench hits extremely hard! There is a reason Tool Kit is run in every meta build!
- No vigor! Or you can take vigor in exchange for having your elixir cooldowns increased which reduces might stacks which is the whole point of the build!
- Formula 409 isn’t that great for condi removal! Yes in total you have a lot, but it’s all one condition at a time per utility! If you’re getting condi bombed, it won’t help at all and you’ll have to blow a lot of defensive cooldowns like heal, S, invis, etc!
- The build is extremely fragile and you have to rely completely on positioning for survival and even then someone like a Thief can jump on you and you have little ways of dealing with it!
- Boon removal = RIP! Thieves are everywhere and their meta builds run boon removal! SD Thieves have even more boon removal! Necro boon removal = RIP! Mesmer boon removal = RIP!
Wahoo! Bye frands!
Hey Veewee, for someone whos so easy to try and shut down a well established and still quite strong build you sure do push your fairly bad and quite alot more ineffectitive “Gadget meta” builds so much.
who the kitten makes this stuff
SD burst isn’t that good! And you trade a lot of survivability to take SD traits and utilities! Throw Mine/Minefield is a one trick pony build and isn’t that good either! Maybe you can use the tried and true 30/0/0/20/20 berserker build! Grenade TK Elixir S/Slick Shoes! Grenade Barrage is pretty huge burst! You can even build cele for almost the same damage with much higher sustain!
Wahoo! Bye frands!
I like to run that but take static discharge over tk trait and rifle turret over elixir s yea it’s dangerous but I’ve got the experience as an engineer to pull it off and the surprise I’m not celestial gets people everytime.
no one ever suspects the glass engi anymore.
If engineer plays the range game he will win but if the ele is smart and realizes that the engineer wont be able to get on the point the ele can win or just avoid enough damage to drag it on for way to long
well celestial I find is more power focused and requires more attention to burst rotations rather then when your conditions where you would just stack all the conditions and watch them melt, aside from the top of my head not much difference between the 2 builds in terms of survivability.
we will go on break anet will announce they have big plans, get new gem store items no more ls for 6 months
depends on what your running and how you plan to use it, for myself I use an assassin rifle to boost my crit chance up to 100% when all conditions are met for the traits
well the problem i find and this is as a long time engineer is you literally cannot spot what kit they swaped to befor they use a skill, like literally its near impossible to spot it even if they are using flamer or EG chances are they will use a skill befor you actually spot the kit change
another one of these leaks?
the previous 2 were mostly correct.
The most recent one (before this one) was mostly wrong.
Anet also said the last one was fake, the one befor that however anet said nothing so that might be a give away
Stability on AED fits quite a few purposes, getting a stomp under enemy fire, getting a res under enemy fire, running into enemys to apply damage in a reliable manor, utilizing the stability to ensure you eat enough damage to get the big heal.
You still wouldn’t be able to deny follow up control skills because A.E.D has a cast time. With it being on Slick Shoes You can either pop both the tool belt skill and the utility to both break the control and deny a follow up or you just eat the first one while again denying the follow up.
While it wouldn’t be useless on A.E.D there are plenty of enemies in ANY game mode that have the ability to chain control skills which means you would be totally out of luck in those situations.
EDIT: In fact, it makes even more sense from a getting a res standpoint to have it on Slick Shoes because you can use the active and surround your teammate with oil so they can’t stomp w/o stab themselves.
By that logic lets just not buff anything and stick with healing turret
Stability on AED fits quite a few purposes, getting a stomp under enemy fire, getting a res under enemy fire, running into enemys to apply damage in a reliable manor, utilizing the stability to ensure you eat enough damage to get the big heal.
how about they just give it a secondary effect that deletes guild wars for you if you go on the forums within 5 seconds of getting crated.
2 precursors dropped both were the spear gun, both worth 20 gold at the time, yea don’t complain because when one does eventually drop for you atleast its going to support a bit more then finally getting some exotic gear.
u r totally destroying the rifle for non celestial specced engis
aka u balance stuff around one build, dont consider there r more than that build that u destroy along the way
Not really. One skill being changed which is considered over the top. What magical build is going to be destroyed by overcharged shot?
ahhhhh, for all non celestial specced engis.
“It’s the class feature and it fits within our creative vision of the class, so we have no intention on allowing for it to be optional.”
-Ranger CDI
Difference here is that the staff has actually expressed some desire to do something about hobosacks, but seemingly never have time to.
well its not only the fact that devs have shown some desire on the situation, the ranger cdi was a class balance situation, we arnt asking for an aspect of the engineer core mechanics to be changed, we just want an alternative to looking at hobosacks, hobosacks that have a detrimental impact to our ingame look we are going for which also is a part of endgame rewards.
the thing about HGH cele nades in spvp is you get up to 25 might and hit like a monster, ive pulled 10k nade barrages outta it, in mid tier/casual play its actually a beast build to play and its still one of the best 1v1 builds around, imo you actually have to be a better player on HGH nades then the current meta because not landing your rotations will cost you the fight but watch carfully use your elixirs appropriately and make sure you land those skills and youll do huge damage.
its not bugged and its not your aim, it has a 130 range i believe and you need to be facing your enemy, i cant think of many situations an engineer wants to be that close and facing there enemy, id say its nearly worse then maul on rangers.
Ah yes, never actually noticed the range, assumed it would be higher.
Well either way, the toolbelt is useless. to be fair.
why i suggest making it long ranged probably 900 and does a steak of lighting for 3/4s second then stunning, that way its not over powered with sd builds because its a big message saying “HEY DODGE NOW” then stuns ya, but we can still make use of it alot better considering the lack of utility compared to healing turret.