A.E.D. and Confusion

A.E.D. and Confusion

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Posted by: Phoenix.5047

Phoenix.5047

A.E.D. does not remove Confusion when it activates, an (arguably) damaging condition.
Healing back to about half health but still having confusion stacks on you hurts, especially as an engineer.
I know A.E.D. (gadgets in general) needs a lot of work, but this is one aspect of it I’ve never seen mentioned, so I’m just adding it to the pile.
Thoughts?

A.E.D. and Confusion

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Posted by: Dimes.6024

Dimes.6024

yea, aed is junk :P

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Posted by: sorrychief.2563

sorrychief.2563

remove toolbelt cast time and make it so you can fire regardless of the direction you are facing to enemy just like rifle turret.

champion magus
previously rank 2 on old leaderboards
EG.secret.OG.NAVI.sorrychief

A.E.D. and Confusion

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

@Dimes – saved me from death a lot more times then healing turret did.

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Posted by: insanemaniac.2456

insanemaniac.2456

@Dimes – saved me from death a lot more times then healing turret did.

yeah cuz you were able to use healing turret when you wanted it and didnt have to feel threatened to be using it right

JQ: Rikkity
head here to discuss wvw without fear of infractions

A.E.D. and Confusion

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

the “awesome” turret heal was like 7k – in matter of seconds that was gone, and that’s when i wasn’t knocked back to prevent the blast heal. A.E.D. gave me 13k hp. Also A.E.D. removes poison 100%, healing turret removes 2 condies but no warratees that poison will be one of them if you got more on.

In my pvp practice A.E.D. is a way better heal for me then the turret.

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Posted by: insanemaniac.2456

insanemaniac.2456

one day you will fight a person (prolly a thief or mes) who you trick once, and then afterwards you get your heal interrupted every time you fight him and you will die constantly because of it. because the best scenario for you to be in with aed is the same scenario every burst toon sees as a free kill as long as they pay attention.

JQ: Rikkity
head here to discuss wvw without fear of infractions

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Posted by: Dimes.6024

Dimes.6024

yea, and no water field, no team support, and awful mechanics when u have to die to get healed… to die 3 seconds later :P

if you fight 3+vs1 it wouldnt help you, and there is no other reason to die ))

A.E.D. and Confusion

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Posted by: Twigifire.8379

Twigifire.8379

A.E.D. will always be terrible and practically unusable until they also remove the kitten little indicator it gives, pretty much saying “don’t kill me now, just wait 5 seconds.” This allows for HUGE counter play, where a thief, warrior, or mesmer, or whatever, will just ignore you, go invisible, stun you, kite for a bit, evade a litttle, and now, you only healed for 4-5K, and must wait another 40 seconds (32 at best) to just have the same thing happen. {Sorry this Paragraph was off-topic a little}

Healing turret also does more healing in total. Healing turret = 7K (at least) every 20 or 15 seconds. With some blasts in the toolbelt skill and turrets water fields, it reaches about 10K.

10K every 20 seconds, also removing 2 condis, whenever I want, versus a 14K heal, every 40 seconds (at best) and can only use it when about to die? And won’t even remove confusion (as OP stated) or immobilise? Healing turret wins in EVERY situation from what I can gather.
If they allow AED to remove confusion, and immobilise, also make it an instant-cast stun break, and remove the little indicator, I believe it will be seen a lot more.

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

If you gonna argue, try facts.

Just above you said yourself A.E.D. is 32s at best and later down below you say it’s 40s at best. Let’s put that to bed – 32s at best with speedy gadgets. It’s not a hard trait to get.

Turret is susceptible to condi overload. if you got poison on shielded by 2 more condies, your epic 10k becomes 6.7k not to mention wasted blast finishers. A.E.D.‘s lethal heal removes poison 100% before heal. So you’re getting 14k heal there despite being poisoned before. As a bonus burning, torment and bleeds also go off.

Also about all those smart players ignoring A.E.D – and just what they gonna do about their condies? Tell them to stop ticking damage on me cause A.E.D.?
Usually my A.E.D. does that for them, right before getting me whooping 13k+ hp.

Another pain of turret is the opportunities for interrupt. Yeah it’s near impossible to interrupt the turret itself. but once planted there’s the little matter of it’s overcharge and follow up blasts/leaps. I found myself being knocked out of the healing range of turret quite a few times by longbow rangers, despite triggering the instant overcharge.

And finally the A.E.D small heal can also be it’s redeeming feature. Pop a turret and they’ll do anything in their power to kill you fast. Pop A.E.D. and for 5 seconds your enemies are willing to give you mouth to mouth as long as you don’t hit 0 hp in that period. Those 5 seconds might be the perfect time for making your getaway, getting your block off cooldown, or just holding your capture point for 5 seconds more.

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Posted by: Twigifire.8379

Twigifire.8379

… good luck getting out of immobilise is all I have to say haha. Healing turret is better and will always be better if you verse players who know what they’re doing. Also don’t forget chill or cripple.. you can’t get away when you have to hobble :P Or, you’ll kill yourself with 5 stacks of confusion you can’t cleanse..

And the whole part about poison, 6.7K every 20 seconds in a fight, with a chance to remove the poison, equals 13.4K heal every 40 seconds, IF poison is applied both times for the entire heal, and isn’t removed by the condition cleanse, versus 12.3K every 40 seconds, or 32 seconds if traited, which cannot remove some of the biggest killer conditions in pvp: immobilise, chill and confusion. Lastly, A.E.D. basically means any health you have above 12.3K is useless. With healing turret, you can get your health a lot higher, if you manage to not take less damage over the period of time healing turret is on cooldown than the 6.7K, before you reuse it. Also, as already mentioned by others, healing turret can heal allies also. The situation given, is when A.E.D. is at it’s maximum potential, which is never the case, due to it being 10x easier to interrupt, versus healing turret, with poison on both times, which is quite unlikely.
However, the scenario is also the only given scenario, and unlikely scenario, where A.E.D. may be considered to be better than healing turret, but even then, I still disagree. Being able to cure immobilise is a must.
If we reverse the scenarios: 4.4K A.E.D. heal with no conditions cured on a 40/32 second cooldown versus 10K+ heal every 20/15 seconds, which is a much more likely scenario.

Also, those knockback arguments can EASILY be avoided. Simply evade after you place the healing turret :P.

Lastly, about that small heal being its redeeming feature: 4.4K whilst you have to wait another 32 seconds sitting at 5-12K HP with no heal or condition clear.

(edited by Twigifire.8379)

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Posted by: coglin.1867

coglin.1867

Getting out of immobilize is easy. Particularly given that this discussion has carried on under the idea of having speedy gadgets. Rocket boots will certainly solve that issue. Discussing AED and healing turret in a vacuum in a 1 to 1 comparison is irrational, as their value may change depending on traits, utilities, and weapon chosen in the context of builds.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c