AED buffs
Also. Remove confusion and stun break when “final blow” is received.
What AED needs to be useful:
- Instant cast
– Remove dmg conditions on cast
– Remove all conditions on lethal dmg
This way it could be used as a reliable condi removal or last resource heal on builds trading alchemy for inventions and gadgets.
What AED needs to be useful:
- Instant cast
– Remove dmg conditions on cast
– Remove all conditions on lethal dmgThis way it could be used as a reliable condi removal or last resource heal on builds trading alchemy for inventions and gadgets.
Interesting twist.
I would like to stress that A.E.D will not ever become useful until it’s going to be desirable to use before you let your HP get depleted.
Slotting A.E.D is basically a contractual agreement that states that user will be forever between 0% health, and 60% health.
You can never actually be topped up, you’ll always be fearing for your life, being vulnerable to getting spiked.
I suggest A.E.D simply has a proportionately low cooldown of 15s when used, and lethal damage is not taken.
With this in mind, you can use A.E.D early, even precast it to mitigate a future damage/condition spike, and not feel like you have the worst heal skill ever.
What AED needs to be useful:
- Instant cast
– Remove dmg conditions on cast
– Remove all conditions on lethal dmgThis way it could be used as a reliable condi removal or last resource heal on builds trading alchemy for inventions and gadgets.
Interesting twist.
I would like to stress that A.E.D will not ever become useful until it’s going to be desirable to use before you let your HP get depleted.
Slotting A.E.D is basically a contractual agreement that states that user will be forever between 0% health, and 60% health.
You can never actually be topped up, you’ll always be fearing for your life, being vulnerable to getting spiked.
I suggest A.E.D simply has a proportionately low cooldown of 15s when used, and lethal damage is not taken.
With this in mind, you can use A.E.D early, even precast it to mitigate a future damage/condition spike, and not feel like you have the worst heal skill ever.
The way I see it, AED could be used (if the proposed changes I made are applied) to cleanse conditions and give a small heal while using above 25% hp, using the CD reduction from gadgeteer and some “on-healing skill use” procs. This could relieve the engi from always using Alchemy to deal with conditions. Then, it could be used to “avoid” a lethal attack (boss wipe attack) to save a dodge (or if you are out), but needs to be instant cast for that. And last if you have AMR, it would come out of CD under 25% so you could use it again if under heavy pressure.
The way I see it, AED could be used (if the proposed changes I made are applied) to cleanse conditions and give a small heal while using above 25% hp, using the CD reduction from gadgeteer and some “on-healing skill use” procs. This could relieve the engi from always using Alchemy to deal with conditions. Then, it could be used to “avoid” a lethal attack (boss wipe attack) to save a dodge (or if you are out), but needs to be instant cast for that. And last if you have AMR, it would come out of CD under 25% so you could use it again if under heavy pressure.
I’d actually really like if they made AED instant cast, even without any of the other proposed changes. It would make more sense in the context of that skill, and more fun to use, though I don’t know how balanced that would be.
The way I see it, AED could be used (if the proposed changes I made are applied) to cleanse conditions and give a small heal while using above 25% hp, using the CD reduction from gadgeteer and some “on-healing skill use” procs. This could relieve the engi from always using Alchemy to deal with conditions. Then, it could be used to “avoid” a lethal attack (boss wipe attack) to save a dodge (or if you are out), but needs to be instant cast for that. And last if you have AMR, it would come out of CD under 25% so you could use it again if under heavy pressure.
I’d actually really like if they made AED instant cast, even without any of the other proposed changes. It would make more sense in the context of that skill, and more fun to use, though I don’t know how balanced that would be.
A.E.D came in originally without any condition removal too. They’ve been pretty cautious as to not over-buff it, but clearly when initial balance puts it at 33-50% the value of other heals, cautiously tweaking it is a bit cringeworthy.
Having an instant cast on it will guarantee you’ll get it off, that’s true. It’d be great. But playing properly, one can ration out stability and do the same for Healing Turret too – have allied support on top of more reactive condition removal, water fields, insanely higher personal healing rate.
Having it instant cast would make it more useful when under pressure or when you know a big hit will come but you don’t have that long time to cast it (boss attacks).
Having it cleaning dmg conditions on cast would make it useful above critical HP as a condi clear. Even though it might make it harder to use on low hp against condi oppnents.
Using it as a condi clear when at high HP would make it sinergize well with AMR (so you can use it if you go below 25%) and with gadeteer (so you can have it on a short CD)
I dont think it would make it OP, as healing turret still offers better group support with water fields and regen, and gyro have aoe heals and get all the gyro traits (stabi, stuns, fields, super speed).
It would make a great self healing skill good for solo play to combo with rifle and inventions/tools…
I would personally pick the lower cd option as well if A.E.D was ever buffed and possibly remake the gadget grand master trait.
My recommended Gadgeteer GM trait change is as follows:
While maintaining 5 charges toolbelt skills now release static discharges (stacks with static discharge minor trait).