Engineer - Turret

I prefer:

  • Melandru runes over strength. Turret Engineer has a extreme lack of condi removal. Melandru is there to relieve it.
  • Soldier amulet over Knights. Precision is a huge waste of stats. Turrets cannot crit + most of the damage will be from turrets. Also, vitality is extra armor against condi.
  • Auto-tool installation over Elite supplies. Auto-tool is powerful because the turrets will repair itself to full by the time the next far point assaulter comes.
  • Sigil of Purity for condi removal. It does not need crit. I use Bloodlust for the second sigil, but that is just filler.
  • This one is optional: Deployable turrets over Accelerant packed turrets. In some maps, deployable turrets will be useful in placing turrets in hard to reach places or areas that covers a large area. It is also useful in fast building defenses.--Goruu (talk) 09:25, 4 August 2014 (UTC)

"This build requires lot of skill, don't go for it if you've just started playing engineer" - k I lol'd. :P AI builds are always the facerolling ones. This build is pretty stationary so basically you can't even really rotate with it which makes it even easier (and less useful tbh). On the rune and amulet subject I agree with Goruu, they should be changed. --Hanz (talk) 10:37, 4 August 2014 (UTC)


Thanks for the advices, I changed the build now it should be better


Did a bit of ordering of text and moved the build to Testing. Rating phase begins! --Hanz (talk) 16:32, 4 August 2014 (UTC)

Weakness: Teamfights - AoE cleave[edit]

I removed it because it is redundant. Poor placement of turrets is pretty much the AoE cleave being the weakness.--Goruu (talk) 17:27, 4 August 2014 (UTC)

Please use signatures while using the discussion page. There is a button for it on the toolbar above the textbox. On the topic: doesn't matter how well you place your turrets, most AoE skills will hit multiple turrets and that is a counter. There are skills that can even cover an entire point. --Hanz (talk) 17:15, 4 August 2014 (UTC)
I disagree, when turrets are placed correctly, AoE skills cannot hit them all effectively. --Goruu (talk) 17:27, 4 August 2014 (UTC)
Well this is subjective. The way I see it Turrets are the most vulnerable AI in the entire game, there is just no way to get them out of the AoE ring. And while an AoE skill may not hit them all at the same time, it will likely hit multiple ones. --Hanz (talk) 17:54, 4 August 2014 (UTC)
I assume that when writing your argument you had Thumper with Flame turret together in mind. When I was making my argument, I had rifle/flame/rocket. When spread apart, very few AoE, if not none, can cover that much range. I agree with you when you put Thumper and Flame turret together because they are a bad combo. --Goruu (talk) 21:04, 4 August 2014 (UTC)

Sigil of Strength/air[edit]

Without any precision, these sigils are pretty much useless. There is almost 0 precision coming out of this build. --Goruu (talk) 17:29, 4 August 2014 (UTC)

Those sigils are left overs when the build was using a Knight's Amulet. Feel free to remove them. --DantesS_P (talk) 18:29, 4 August 2014 (UTC)
You still get Fury from the Rocket Turret, but I agree there are more profitable sigils since it's still 20% crit chance and not permanent --Billaboong (talk) 09:52, 5 August 2014 (UTC)

Rifle over Thumper and Melandru over Strength[edit]

I put rifle turret over thumper because I feel Rifle turret is more necessary than Thumper after playing with this variant of a build. This build relies more on Turret damage than engineer damage. However, doing this will make the engineer weaker to damage so I put Rune of Melandru as the main one. It has tons of toughness and vitality. It will also cover the weakness of AoE cleave since Thumper and Flame thrower do not need to be together anymore. The reason why I haven't replaced Flamethrower instead of thumper is because I feel that Invulnerability field > Protection and burn > cripple. Turrets do not need to chase around like minions. It auto tracks anyways, engineers do not have tool kit or any other melee weapons to warrant the need of cripple. --Goruu (talk) 21:01, 4 August 2014 (UTC)

I change Melandru runes to be the main rune because I don't think that engineers are suppose to be main damage source. By having Melandru runes, you keep yourself alive so that turrets can pump out damage. --Goruu (talk) 21:01, 4 August 2014 (UTC)

Weakness: Heavy CC classes[edit]

I saw someone adding Hambow build as a counter to the Turret build since this build doesn't provide any stunbreaker. While it is true, this build has tons of CC, wich means you have to dodge well the hammer combo until your Hambow enemy finish its stability and then it's just about being faster an smarten than him. It also provbide a smoke field from Flame Turret, the trait Protection Injection, wich will grant Protection every time you are disabled and Acidic Coating wich has a chance to blind enemies wich attack you in a melee range. If you can't handle a CC class with all this trait and skills then it's not the build but it's you playing wrong.

I added that. What you are telling sounds good in theory but that's where it ends. Hammer Sock is nearly impossible to dodge, and the traited immob will leave you no means to dodge, and you have no blocks. Let's say the hambow is bad and you are lucky and manage to survive a cc chain. But your turrets cannot dodge. Then there is Combustive Shot and Arcing Arrow to wipe out your turrets, not to mention the stances. Personally, I have never lost to this build with Hambow or any other build for that matter. There is a reason why nobody runs this at higher ratings and tournaments.--Hanz (talk) 10:15, 5 August 2014 (UTC)

While I agree this build isn't the best for engineers and it won't be used at high level torunament, you do win against a Hambow, all you have to do is kiting while your opponent has its stance, if he's using Berserker Stance than you use your CC , if he's using Balanced Stance then you just stay on your smoke field and you use immobilize from your rifle, let's say he has berserker stance and he Hammer Shock you, you just use Net Shot and he's immobilized too. If he's using Berserker Stance then you use Overcharged Shot or one of your turrets CC. If he's using both stance then you'll be able to survive one hammer chain and he'll be with full cooldown after the chain, wich means you'll have all time to heal up and finish him. If you use a good kitign anyway you'll be far enough to wait for the immobilize to end and dodge its hammer combo --Billaboong (talk) 12:47, 5 August 2014 (UTC)


I'm sure there are better options than bloodlust. Any suggestion? --Necromancer Icon Color.pngHanz(talk) 19:31, 18 October 2014 (UTC)

I am not sure if Ice is better than bloodlust because Sigil of Ice is just plain bad. Then again, there isn't much choice for turret engi. --Goruu (talk) 16:09, 12 December 2014 (UTC)
Bloodlust has no effect on turret dmg so it's not that great. --Necromancer Icon Color.pngHanz(talk) 17:38, 12 December 2014 (UTC)

I was thinking that sigil of Impact can be a better choice to ice if: does it trigger before you deal the knockdown? (so if I use Overcharged Shot it first count the enemy as disabled and then deal the improved damage) and does it work on turrets too? If both of the answer are yes then the sigil is defenetily better. --Warrior Icon Color.png Billaboong (billa-talk) 17:28, 12 January 2015 (UTC)

That's a good question, I don't think sigils affect turrets tho. --Necromancer Icon Color.pngHanz(talk) 18:29, 12 January 2015 (UTC)

Self-Regulation elixir over acidic coating[edit]

I used this and I never looked back. SRE made a big difference while acidic coating is all RNG. I think Acidic coating should just be removed and not be a variant. Any objection? --Goruu (talk) 16:09, 12 December 2014 (UTC)

That trait can easily grant the decap to the enemy, plus it could even interrupt you healing skill and doom you.--Necromancer Icon Color.pngHanz(talk) 17:38, 12 December 2014 (UTC)
I rarely/never had that problem with SRE. --Goruu (talk) 08:47, 5 January 2015 (UTC)

Net/Flame turret[edit]

They are barely used and must be placed on or near the point where they are vulnerable to cleave. Flame turret's burning scales with the engineer's condi damage which is rather low and net turret's fire rate is pretty bad. I think those variants should be removed. --Necromancer Icon Color.pngHanz(talk) 10:18, 15 March 2015 (UTC)

Never liked net turret. Flame turret is instead useful because of the might it gives, even if ather the nerf is less powerful, and because it gives you a blind field with low CD that you can also use to stealth up. But I agree that it's slightly worse than rifle turret. --Warrior Icon Color.png Billaboong (billa-talk) 21:05, 15 March 2015 (UTC)
I am running Net Turret pretty successfully, it enables a little more mobility (AoE Swiftness, especially useful in ranked with randoms on round start) and gives enough immobility so that you can keep someone offpoint for a long time. While the fireing rate is indeed pretty low it's a guaranteed stun on need if played right. It also enables you to move around easier when your usual point is heavily guarded. Flameturret on the other hand does not bring much to your needs. Stealth is bad when you wanna cap or defend a point which is all a Turret Engi does, you don't roam around and engage/disengage so stealth is no viable option. -- Engineer Icon Color.png Slashy (talk) 20:46, 1 April 2015 (UTC)
I like the swiftnes from net turret, but the turret itself is not that good. With 10 sec fire rate, it's easy to keep a dodge ready for it, the pressure from the rifle/rocket combo is much more valuable imo. You need rifle for the constant pressure, thumper for on-point pressure/CC/AoE protection, and rocket for AoE/great dmg/CC. Btw net turret is just a soft CC afaik, not a stun. --Necromancer Icon Color.pngHanz(talk) 07:23, 2 April 2015 (UTC)
The overload is a stun. Usually I think of Net Turret as an imobilize on toolkit, a swiftness buff for party and a stun on overload, I am not leaving it out most of the time but pick it up again. It can also be used to slow an enemy chasing you while you try to get somewhere, drop it, hope it immobilizes him, detonate it (and maybe even knock him back). It really depends on playstyle but I wouldn't leave it out as a variant as it can be pretty useful. -- Engineer Icon Color.png slashy (talk) 14:09, 2 April 2015 (UTC)

"Turrets are transparent and do not block the way of projectiles." pretty positive this isn't true, you can use healing turret to block engi/war downstate cc if positioned right--TV Thief Icon.jpgTahiriVeila (talk) 04:20, 19 April 2015 (UTC)

Are you sure you weren't using Fortified Turrets? I'm sure that otherwise turrets let projetiles through. --Necromancer Icon Color.pngHanz(talk) 07:33, 19 April 2015 (UTC)
100% positive, i'll test again tonight to confirm--TV Thief Icon.jpgTahiriVeila (talk) 20:13, 21 April 2015 (UTC)

True Bunker Variant[edit]

I have been running, with a bit of success, an incredibly tough variant of this build:

  • Cleric's Amulet
  • Rune of Melandru
  • Pistol/Shield
  • Sigils of Bloodlust and Force (to compensate for lack of base damage)
  • HealingTurret, Rocket Turret, Net Turret, Thumper Turret, Supply Drop

The key to this build is the ridiculous amount of healing you can throw out for yourself and allies. (Drop Healing Turret + Cleansing Burst + Detonate can pick me up from near death to pretty close to 3/4 health)

The Pistol/Shield variant I found more useful than the Rifle for the following reasons

1.) Pistol 3 is a multi-target blind

2.) Pistol 2 reduces healing on low-health enemies

3.) Shield 4 can act both as a reflect to blow up glass rangers et al. and as a AoE knockback pushing foes off of an enemy they are reviving or an ally you are reviving

4.) Shield 5 is either a stun or (if used correctly) 2 interrupts

I use the net turret mainly for the toolbelt immobilize (since I lose Rifle 2), but the hard stun on overload is useful

Overall, this build gives a stun break, 5 hard stuns/knockback, a few soft stuns, and a ton of healing

Also I find that it's really useful to hide your rocket and net turrets somewhat away from the point (like on the boxes in the corner of ClockTower) to mitigate AoE Cleave on your turrets

--MattyPGood (talk) 15:22, 27 April 2015 (UTC)

Healing Turret scales poorly with healing power and healing burst is actually bugged. This means you lose 9k HP and gain a maximum of ~500 extra healing every 15 seconds (but it's mostly 20). You are right that you shouldn't place any of your turrets near the point except for Thumper turret, but that means net turret will often miss (has an abysmal fire rate too) - the toolbelt CD of 45 seconds pales in comparsion to the 10 sec CD net shot. Rifle is better for decapping and CC'ing than P/S. We actually used to have a P/S version of this build but that's inferior to this version so it got archived. Turret damage (overwhelming majority of your damage) isn't affected by bloodlust and force so there isn't really a point at taking those - turrets deal the dmg, the engi is just there to CC and contest the point. --Necromancer Icon Color.pngHanz(talk) 16:51, 27 April 2015 (UTC)

Turret changes[edit]

The engineer’s turrets are now affected by conditions and critical hits.

RIPRIPRIP. --Necromancer Icon Color.pngHanz(talk) 16:09, 28 April 2015 (UTC)

I'm extremely happy BUT, this might change the build. Here's some speculation. You now want to keep your turret as out of the point as possible, so that they don't get targeted with you. This means that the boon trait is quite useless because of the small range. Instead I would go for a trait that lets you place turret with ground targeting. --Warrior Icon Color.png Billaboong (billa-talk) 16:17, 28 April 2015 (UTC)
Problem with the ground targeted trait is that the best placement for turrets is still placing turrets in the air, which undermines the trait. The only boon that matters imo is protection from Thumper which you still get because that'll still be at the center of the point. On the other hand, thumper can actually get killed now. Hmm. Maybe Automated response (which triggers at 9k HP) could be a good alternative. Or we might just end up archiving this build. --Necromancer Icon Color.pngHanz(talk) 16:56, 28 April 2015 (UTC)
Literally the only thing that keeps this build semi-viable are the flying turrets. If people could use ground targeted AoEs to hurt the turrets then we'd have to archive this build right now because a single shatter can destroy any of the turrets, however most specs rely on either melee cleave or ground targeted AoEs to deal with the turrets. It's still usable in smaller fights. Edit: this puts us into an interesting position - it's viable only if you are using exploits. --Necromancer Icon Color.pngHanz(talk) 20:17, 28 April 2015 (UTC)
Do we list builds that depend on exploits? I seem to remember PvX listed one or two exploit builds before they were fixed. I think they were archived with a "bug fixed" tag too. Zyke (talk) 05:21, 29 April 2015 (UTC)
Idk, we shouldn't really encourage people to use exploits. But even if they do, this is only viable vs certain specs now and only in 1v1. A power nec for example can destroy almost all of the turrets just by using DS #4. --Necromancer Icon Color.pngHanz(talk) 05:29, 29 April 2015 (UTC)