Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU
(edited by Novuake.2691)
Pretty much the title, AMR does not seem to be resetting the cooldown Healing turrets overcharge, cleansing burst.
How to reproduce. Heal yourself, take dmg up to 25% HP in under 20 seconds and then heal again.
(edited by Novuake.2691)
Is this why I can’t overcharge my HT sometimes? Was driving me nuts. Thought it was some kind of animation bug that came with the patch. Guess I’ll just latch onto AED until they fix this.
I never really played with AMR before specializations, did it use to reset the Cleansing Burst pre patch?
I never really played with AMR before specializations, did it use to reset the Cleansing Burst pre patch?
I don’t think it did, used it in some niche builds. Can recall it didn’t, but it was some time ago.
I played it before the patch for quite a Long time, and I never had such an issue. I canĀ“t swear it did or did not, but I suppose it did since I never realised that before.
It recharges the healing skill, which is planting the turret. It doesn’t suggest it recharges the turrets over charge. It seems as if it should, so it is difficult to tell if it is intended or a bug. Given all the bugs that came in with the last patch, I would suggest adding it to the engineer bug list in the bug subforums and filing an in game bug report.
it used to reset cleansing burst because i used it for 2 years and didnt have this issue until 6/23 when i figured out it was doing this within a couple days
i think it is wanted otherwise it would be too strong …. in my opinion the design is to make people using AMR+AED … it is strong also but … more risk more rewards …
I think this needs to be fixed ASAP to be honest, it can actually kitten you more, say you had 6s left until your full heal arrives and AMR procs, unless you counted the overcharge you will heal 2.5k and get another 15s cd.
I think this needs to be fixed ASAP to be honest, it can actually kitten you more, say you had 6s left until your full heal arrives and AMR procs, unless you counted the overcharge you will heal 2.5k and get another 15s cd.
tbh AMR with 10s CD is op though, with AED it has a high risk/high reward play but with HT AMR on a 10s CD is just too strong imo
i agree that they should also have AMR proc for the overcharge, but on a 20-30s CD
I think this needs to be fixed ASAP to be honest, it can actually kitten you more, say you had 6s left until your full heal arrives and AMR procs, unless you counted the overcharge you will heal 2.5k and get another 15s cd.
tbh AMR with 10s CD is op though, with AED it has a high risk/high reward play but with HT AMR on a 10s CD is just too strong imo
i agree that they should also have AMR proc for the overcharge, but on a 20-30s CD
That does not even make sense…
5K heal on Healing turret + Overcharge. Removes 2 conditions.
AED removes up to 4 conditions and ehals for minimum of 4200 and maximum of 12 THOUSAND.
I would say that using AMR on AED makes it a lot stronger than it does with HT…
Geez…
I think this needs to be fixed ASAP to be honest, it can actually kitten you more, say you had 6s left until your full heal arrives and AMR procs, unless you counted the overcharge you will heal 2.5k and get another 15s cd.
tbh AMR with 10s CD is op though, with AED it has a high risk/high reward play but with HT AMR on a 10s CD is just too strong imo
i agree that they should also have AMR proc for the overcharge, but on a 20-30s CD
That does not even make sense…
5K heal on Healing turret + Overcharge. Removes 2 conditions.
AED removes up to 4 conditions and ehals for minimum of 4200 and maximum of 12 THOUSAND.I would say that using AMR on AED makes it a lot stronger than it does with HT…
Geez…
aed may look stronger but you have to hit 0 hp to get the 12k heal and that means allowing possibly tons of damage through that doesnt stop when you do make it back up to 12k. its definitely wayyyyy weaker than a fully functional 10 sec amr with healing turret, because the use cases for healing turret arent risky, and the water field that comes with it is something you can take heavy advantage of with a decent build.
but that said, aed + gadgeteer + amr is prolly about as strong as pre-6/23 healing turret + amr. and that prepatch amr is a 90 sec amr.
“All heal skills recharge”
It’s bugged, what’s there to debate about? The cooldown may need tuning but that doesn’t mean it should be bugged on purpose for the sake of balance.
Just so I understand, once I place “Healing Turret” I need to wait X sec (20?) before the “Healing Burst” trigger effect takes place?
I’m fairly new to Engi so I might be wrong, but I’ve trying the “Healing Turret”→ “Healing Burst” →“Detonate Healing Turret” combo and alot of the time the “Healing Burst” doesn’t activate or the combo doesn’t go off.
Just so I understand, once I place “Healing Turret” I need to wait X sec (20?) before the “Healing Burst” trigger effect takes place?
I’m fairly new to Engi so I might be wrong, but I’ve trying the “Healing Turret”-> “Healing Burst” ->“Detonate Healing Turret” combo and alot of the time the “Healing Burst” doesn’t activate or the combo doesn’t go off.
cleansing burst has a 15 sec cd, to match the cd of a picked-up turret. the cd is invisible to you during normal skillful play because you should never leave your healing turret out. the burst always occurs on the “next” tick of healing turret when it refreshes the regen it gives you, which is every 3 secs starting 1/2 a sec after its placed. that gives you enough time to place and overcharge and get both 2500 heals at about the same time.
until this most recent patch, it worked almost all the time to push your heal hotkey 2x to get both turret and cleansing burst, but it was always more reliable to spam it about 3-5×. but now with the 6/23 patch, some bug was introduced with the skill queue for everyone, and queueing skills doesnt work so well any more. so it may not be surprising that youre having trouble if you had no trouble prepatch.
however, one of the most common problems people have with playing engi is they dont use healing turret properly, and since your posting history suggests youre a warrior main (where not pushing heal for the last ~2 years has been the best thing you could possibly do), perhaps that could be an issue for you, but idk maybe thats not true. so do make sure youre spamming your heal as quick as possible until you see the water field indicator before blaming the bug, because cleansing burst is off the global cd (and is 0 cast time) so its fairly unlikely to be adversely affected by the bug but i do notice it occasionally.
I think this needs to be fixed ASAP to be honest, it can actually kitten you more, say you had 6s left until your full heal arrives and AMR procs, unless you counted the overcharge you will heal 2.5k and get another 15s cd.
tbh AMR with 10s CD is op though, with AED it has a high risk/high reward play but with HT AMR on a 10s CD is just too strong imo
i agree that they should also have AMR proc for the overcharge, but on a 20-30s CD
That does not even make sense…
5K heal on Healing turret + Overcharge. Removes 2 conditions.
AED removes up to 4 conditions and ehals for minimum of 4200 and maximum of 12 THOUSAND.I would say that using AMR on AED makes it a lot stronger than it does with HT…
Geez…
1. on AED you have to get hit so that you’d die otherwise… (thats what i kinda meant with high risk/high reward)
2. HT is a lot more versatile, also healing allies and so on. If AMR should recharge the overcharge as well, I’d like to see an increased ICD
It’s absolutely a bug. This trait DID recharge cleansing burst before the patch.
Also if you look here: https://docs.google.com/document/d/18XFYTY8MKQZRVDKhNvCKXDWKmVggj0JbQH25WBIIboM/pub#h.xp1sft71me5
The bug is listed there and Grouch commented that the trait was broken.
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