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PlatnyumWizard
12-27-2011, 03:43 PM
So I created an artificer for the heck of it and when I got to level 6 I was so excited for the turret. I was thinking that the artificer should not be limited to the Flame turret, they should have various types of turrets. I was thinking that the Turbine team could include the other elements (i.e. Frost Turret, Shocking turret, Corrosive turret etc.) Also, if there Battle engineer were to gain multiple teirs, the Artificer could create a turret that shot regualr bolts (the damage would be whatever their currently equipped crossbow/bolts do) I don't know this was all just thought of on the fly. So what do you think? Would you like to see something like this in a future update or are you content with the way Artificer's are now?

Aeolwind
12-27-2011, 04:04 PM
More types would be cool.

I mused for a moment about the turrets being mountable by other players once. Humorous, but over the top.

twiliteslayer02
12-27-2011, 04:21 PM
I dont think diferent types, but the ability to use your elemental or other enhancements, and a higher level version to effect the higher level content.

although not game breaking, it would make for some interesting changes.

danotmano1998
12-27-2011, 04:24 PM
Considering that flame damage is amazing for low level stuff and not so useful for all the high level/end game stuff, I'd say yeah.

But maybe that was on purpose?? *shrugs* only "THEY" know for sure.

Rubiconn
12-27-2011, 04:53 PM
More types would be cool.

I mused for a moment about the turrets being mountable by other players once. Humorous, but over the top.

Do you really want people shadowhumping the turrets in the middle of battle. There are more productive things to do.

Memnir
12-27-2011, 05:21 PM
I'd be fine with different Turret types being handled as Enhancements.


Corrosive Turret (2 AP, lvl 10 Artificer):
You have made adjustments to your Summoned Turret's weaponry and appearance. Now instead of flames, it sprays dissolving acid at your foes.


Frost Turret (2AP, lvl 6 Artificer):
You have made adjustments to your Summoned Turret's weaponry and appearance. Now instead of flames, it launches crippling cold at your foes.


-etc



I feel like this would be a balanced and fair way to choose element type for the Turret.

Maybe have "Advanced" enhancement options at higher levels to extend the duration of the spell, and up the elemental damage.

PlatnyumWizard
12-27-2011, 06:26 PM
Yeah Memnir, that is actually a really good idea. Maybe instead of altering the summoned Turret there could be a summonable enhancement Turret, similar to the silly Iron Companion that nobody uses. This enhancement Turret could be used only by Rogue Mechanics or Artificers of a certain level. Hmmmm very interesting :D

Myrddinman
12-27-2011, 07:14 PM
What if it stayed fire based, but you can spend APs to increase the damage?

MRH
12-27-2011, 07:23 PM
fire damage line increases FT damage....


I would say fix the hirelings so they NEVER heal turrets and forget about the person rez'd them.

Different elemental damage type turrets would be cool.

Even against immune mobs turret is great to put down for initial agro.

azrael4h
12-27-2011, 07:26 PM
fire damage line increases FT damage....

Can anyone actually confirm? I've read that it does not, as it's not a damage spell but a summons. Not 100% either way, though I could probably check tomorrow after work. Too late now for it.

Myrddinman
12-27-2011, 07:33 PM
fire damage line increases FT damage.....


Can anyone actually confirm? I've read that it does not, as it's not a damage spell but a summons. Not 100% either way, though I could probably check tomorrow after work. Too late now for it.

I also heard that it did not either...never bothered to check, as the reasoning of it being a summons made total sense.

countfitz
12-27-2011, 08:24 PM
Yes and no. Yes to multiple types. No to ONE artificer being able to do multiple types. Give them an AP cost to change type, maybe one point only, and that locks out other types. And extra APs to enhance them. But all types makes them a bit more OP, which they can already be when played correctly.

MRH
12-27-2011, 08:43 PM
From what I can see off my FT ..... they do seem to have more damage with the action points spent on the damage line. I can tell with ap's spent on the line that its more damage than when i first got the turret with no fire enhancements.

but will not be affected by extend / empower / maximize etc...


AP's (1 each ) for diff elemental turrets would be cool

PlatnyumWizard
12-28-2011, 01:55 AM
Yes and no. Yes to multiple types. No to ONE artificer being able to do multiple types. Give them an AP cost to change type, maybe one point only, and that locks out other types. And extra APs to enhance them. But all types makes them a bit more OP, which they can already be when played correctly.

Well IMO every class could be "Over-powered" if played correctly. However, I was thinking keep it a summon so you could only have one turret out at a time. Limiting them to one would seem a little odd to me simply because you don't limit casters to one type, or melee's to one type of weapon. Of course there is the exeption of savants, but even they can still use multiple elemental spells.

Memnir
12-28-2011, 02:26 AM
Can anyone actually confirm?
The fire line of enhancements does not boost Turret damage, anymore then the fire line of enhancements would boost the damage of a Fire Elemental. Or cold enhancments boost a Water Elemental. And so on.

Turrets are summoned entities - and therefore are not effected by an Arti's enhancements. At least that's my understanding from what I've seen in testing it.

Aesop
12-28-2011, 02:01 PM
Instead of more of the same maybe something a little different

Flame Turret is a level 3 Infusion there are 3 more levels to go.


level 4: Lightning Ballista: launches Bolts of Lightning in a single direction (same direction caster faces at time of casting). Bolts act as Lighting Bolts.


level 5: Ice Catapult: Launches Frozen Projectiles that damage and slow targets within the AoE. valid targets for this Summoned Engine are within a 90 degree arc with the center line being the direction the caster faced when casting.


level 6: Mage Fire Cannon: Fires balls of Force that streak along damaging enemies in their paths until they hit their target whereupon they explode in an area of effect. valid targets for this Summoned Engine are within a 90 degree arc with the center line being the direction the caster faced when casting.


something like that anyway. Adds some variety and flavor.

Aesop

PlatnyumWizard
12-28-2011, 06:01 PM
Aesop that actually sounds a lot better then my idea haha. That's a really interesting concept, I hope something like that would be included :D

azrael4h
12-28-2011, 07:23 PM
The fire line of enhancements does not boost Turret damage, anymore then the fire line of enhancements would boost the damage of a Fire Elemental. Or cold enhancments boost a Water Elemental. And so on.

Turrets are summoned entities - and therefore are not effected by an Arti's enhancements. At least that's my understanding from what I've seen in testing it.

That's what I figured, but I haven't been playing my Arty much. So I couldn't confirm it myself.

Aesop
12-29-2011, 06:50 AM
Aesop that actually sounds a lot better then my idea haha. That's a really interesting concept, I hope something like that would be included :D

Thanks its something that has been brought up a couple times now in various forms. Things always get refined out over time. maybe the devs will pick it up and refine it further

Aesop

PlatnyumWizard
12-30-2011, 03:13 AM
Very true, if the devs picked up any of these ideas, I would be more than happy