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Turrets

By Hydriouz#2288 - MEMBER - December 16, 2020, 14:30:16

Has anybody found any use for them?
IMO turrets need to be revamped... or a passive that makes them behave like in the past, where you could play them as if they were summons, needs to be implented.

The 4 AP for the damage they output is just not worth it, it is way too much of a "lucky bet" at this point.

I would say, change them back to their Summon Behaviour.
OR make them playable and moveable in the following manner.

The Turret has 4mp and it's own turn, the turret fires on the beginning of it's turn and after firing the turret can be repositioned by the foggernaut by means of using it as if it were a summon. The turret will also fire any enemy standing in line with it on the same conditions as it currently is at the start of the enemy's turn.

This makes the chance to hit something with the turret significantly higher but not break it too much.
I'd also increase their health by a factor of 0.5x since they are WAAAY to easily killed.

Please turn the turret into something more usefull instead of a pain.

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I use turrets on my 119 Fog. I must say they are useful at times, but I don't understand how they function. Sometimes they just sit through fight with 0 shots, sometimes they shoot more than enough. Sometimes they shoot 1 square around the turret and sometimes (most of the times) not. 

Turrets are very strange. I still use them since 2x of those can deal decent amount of extra damage if need it.

Oh that's why the turret didn't hit around it when it wasn't on the rail. I was thinking if it had something to do with the rail but never figured it out biggrin

THANK YOU that cleared the turrets out a lot now.

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they hit at the beggining and end of the turn of anyone in their range
they have 2 modes:
On a rail: anythign within 2 cells of the turret
Off a rail: anything between 2 and 5 range, but only in line

Pushing a turret or on off a rail will actually swap the mode, but unfortunately has no visual identifier

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cody5#2705|2021-04-01 11:15:47
they hit at the beggining and end of the turn of anyone in their range
they have 2 modes:
On a rail: anythign within 2 cells of the turret
Off a rail: anything between 2 and 5 range, but only in line

Pushing a turret or on off a rail will actually swap the mode, but unfortunately has no visual identifier

I think the melee mode turrets work only when they on the Microbot, not the rail. And how shame on that if you set up for a ranger turret and switch to melee but you can not. You can't place a Microbot beneath that turret. awwww
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You can now

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Yes, I did.
Most mobs try to do the impossible to not end their turn in turret's sight, so it helps to control where the enemies go; just as fire rails, but the last one is even better, cause this way the enemies won't stay in our precious rails, and if they do, they receive a damage that ignores resistance. It is even more useful at lower level. Also, it has a pretty big range, 3-8, and it can help by receiving some of the attacks you would receive; its damage is not that bad either, and it gets stronger while you get stronger. 

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I see videos where the Foggernaut turns into a turret when on the rail, and automatically attacks all enemies that are far away at the start of their turns.
Has this mechanic been removed and replaced by the new turrets?

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No, you automatically unlock the transformation spell if you have the microbot spell

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I do use turrets from time to time, but unfortunately they are absolute garbage. Their dmg is lower end and they are very easily destroyed / avoided. They should be better...

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For me, the Turret are both the best, and worst part of Foggernauts.

They look interesting, they have a lot of potential. But they also, at the same time, have no potential because they have no passives or anything that makes them interesting.

A Turret gameplay is just not possible at the moment, and that saddens me.

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I think they are a good spell, but like the rest of his kit, they are very slow to get value, in a meta that encourages ending fights fast.

Also they are painfully hard to move, we don't even have a spell that would destroy one if you hit the control cap.

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I don't think there will be any major changes to turret until the control rework. I would like to see some of the currently underused passives repurposed for turret support though.

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I’ve been using a Melee/Lock fogg type to utilize the railed Turret (melee shots)

The core passives I use are transformer for extra resists (40 resist from 40%crit)
My fogger usually ends up with 60-70 resists at this point at lvl 95 which results in a 60-70 resist turret less susceptible to death by mobs and able to tank a hit or two from boss mobs

, cyclic battery combo with flaming carapace for stacking shield and free damg/flaming(extra lock) every turn

Minimum turrets I use are two;
Placed adjacent to the target the fogger is locking I combo this turret with the skill flambé for an extra two ticks of damg if the target remains locked in between the two turrets who are on the connected rails

Both turrets are on the microbot to utilize the melee stat.

For mobs I use trampling to cripple it’s mp and locking it in place to keep the target in my turrets range

I’ve been very happy with how my fogger has turned out from lvls 95-125, still working on it to see what the future builds look like and what team comps best pair with this fogg.

 

Granthese#6501|2022-03-14 21:45:50
Small hint: Swap "Cyclic Battery" for "Gear Amputation", you will always end up with flaming when you end close to enemies.

You are correct, I am using Gear amputation for the turn by turn armor stacks.
I made the mistake of naming the wrong skill when i was typing this up from my phone.
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Small hint: Swap "Cyclic Battery" for "Gear Amputation", you will always end up with flaming when you end close to enemies.

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cody5#2705|2021-04-01 13:15:47

Pushing a turret or on off a rail will actually swap the mode, but unfortunately has no visual identifier

Should def get a identifier, just as a buff icon like literally anything else in the game. Heck they could use the froggy's melee/range icon for them
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Or just change their colours from purple to green/orange depending on mode.
I mean they don't even deal stasis damage unless you are in stasis mode.

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