I’ve observed Arcane Brilliance, Defiant Stance, an occasional Water Spirit, Signet of Vampirism, Litany of Wrath, Skelk Venom, Signet of the Ether at least at some point during my travels in Hotjoin, Solo Queue, and Team Queues, WvW Roaming, and a few Dungeons. It’s been seemlingly quite popular on the Mesmer and Guardian heals, in particular.
Lots of these heals are not viable in every game mode, and that’s alright – there’s a great use for these heals in some part of the game. Water Spirit and Signet of Vampirism have mechanics that mesh with multiple people lobbing attacks at a big creature (PvE). Litany of Wrath and Defiant Stance take advantage of big crowds of people exchanging blows, a mechanic that meshes well with WvW.
In all my travels on my Engineer, I have not ever found a moment that A.E.D would be preferable over an un-traited Healing Turret.. I think this is a decent skills & balance problem.
Let’s analyze in greater detail:
A.E.D Flowchart use: http://i.imgur.com/XNTwrsz.png
Just as an opening observation, you can only use A.E.D one way. If you want to have comparable healing to taking other heals, when you use A.E.D, you need to have your health reduced to zero, and you need that 12k ‘defy death’ heal. If you take A.E.D into a fight with the intent of using A.E.D WITHOUT ‘defying death’, then any other heal should be taken. A 4.5k heal on a 40s cooldown without any secondary effect (evades, water fields, condition removal, etc), easily takes the ‘worst heal in the game’ award. So, A.E.D must be used properly – sat upon, until low HP.
Weak Synergy with existing traits & abilities. This is how it disagrees with a lot of good Engi mechanics:
- Automated Medical Response (Inventions 15pt). This trait works with all the other heal fine – you’re going to use your healing skills as early as possible without wasting the healing to get maximum healing over time. Naturally, when you hit 25% and your heal refreshes, it’s like ‘oh, sweet, this trait is awesome’. With A.E.D, you hit 25% and the trait is rendered useless because the ability isn’t even on recharge until sub-15% typically. It’s true you can track the internal 90s cooldown of this trait, and know when your heal is about to refresh – enabling you to use A.E.D at high HP without ‘defying death’. But really.. I don’t have time for that crap.
- Speedy Gadgets (Tools, 10pt). This trait brings A.E.D down to a 32s cooldown, which is cool. The biggest question is how can one justify taking this over Speedy Kits, Static Discharge, Power Wrench, or other essential traits? Not super attractive. It’s not that A.E.D is bad because of this, but since it’s a Gadget, it’s subject to all the lackluster gadget traits (or lack thereof).
- Condition removal. Equipping A.E.D pretty much removes all the viable ways Engineer has to remove conditions. 1) Healing Turret, and 2) Cleaning Formula 409. The only other significant condition removal you can get while running A.E.D is from Elixir C. Even if you manage to make this work in your build, you’re pretty much at the ‘shatter mesmer’ level of condition removal outside those long CD Elixir C uses. In PvP, as an Engineer with relatively low evade/invuln/stealth uptime, that’s like asking to be burned for 30s straight.
- Static Shock (A.E.D Toolbelt ability). It hits decently, that’s good. 3/4s cast and 1/2s aftercast equals 1.25s of self CC for 1s of enemy CC. That part isn’t so good. You only have .5 seconds to actually do something with this stun. I can see this being fun in a Static Discharge build, but one has to be extremely quick. Meh, overall. Useless outside of a Rifle SD build if you don’t even have enough time to cast a skill after using it due to the big aftercast.
- Opportunity Costs. Healing Turret is pretty much the best sustained healing, the best condition removal, hardest to interrupt, the best group utility, that requires no traits. Might Stacks decently well with Enhanced Performance too. Med Kit is great sustain with deep tools builds, and the best at might stacking. Elixir H is the best in Elixir Builds. I think these are the real reasons why A.E.D seems so disapponting – Engineer has really well integrated and awesome healing skills – and A.E.D is like 3 steps back.
Good Suggestions for adding more value to A.E.D:
- A.E.D To remove Bleeding, Poison, and Burning at the end of the effect.
- (Linc.6834) A.E.D To apply frenzy while the buff is up.
- A.E.D To prevent the Engineer’s health from going under 1, while active.
- A.E.D To have a .5 cast time to help even the disproportionate risk to reward.
- A.E.D To not have such a terrible heal when lethal damage is not taken. It’s really bad.
Question for the people reading this – How plausible is it for you to slot A.E.D, in your GW2 Experience? Can your build run it with the content that you do?
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(edited by Chaith.8256)