For many months Guild Wars 2's playerbase has complained about Turret Engineer's. Their ability to control a Capture Point is unrivalled but what frustrates more than anything is the fact 99% of their play is automated. All the Engineer has to do is place their turrets down and let them do all the work. Worse, the turrets are near impossible to kill due to their regeneration. It's a frustrating combination when combined with an Engineer's rifle to the point where there's only one profession that can comfortably deal with them (Greatsword Mesmer). It has been hinted at for a few days that the Engineer and its turret's would be seeing some changes and sure enough, Josh Davis has arrived on the official forums with details.
As a follow-up to my post from last Friday, I wanted to give you a run-down of the changes we’re looking to make to the engineer’s turrets:
Engineer turrets will be able to be critically hit. (Edit for clarity: this change means the turrets can take critical hits against them, but they still cannot deal critical hits themselves.)
Engineer turrets will be able to be affected by conditions.
Considering most minions/summoned pets are already susceptible to the aforementioned changes we feel that this is a fair way to bring turrets more inline with the rest of the game. These changes should only slightly affect the viability of turrets in PvE/WvW (low creature crit chance/condition application), while providing for more counterplay against turrets.
We’d love to hear your feedback on these changes. Feel free to respond below with your comments.
Overall I think this is a solid start to reducing the power of the build. As someone who often plays Condition Necromancer, being able to harm turrets would be amazing as at the moment, they are far too strong with almost no input from the Engineer. We'll keep you posted as to how these changes work out when they hit live.
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