Automated Medical Response and AED
A thought: Are you sure the first time you use it, you’re above 25% health?
AMR has worked for me, but you have to use the AED with >25% health, then go under, for AMR to proc. Otherwise it just refreshes an off-CD AED, making AMR pointless.
This has also happened to me.
As I recall from when I was originally trying AED out, it works just fine – but only when the initial AED use is before the AMR trigger. It’d be really cool if they actually set things up so that the on-hit resets would just only trigger when things were on cooldown. It might actually get people to use AED for the sheer ‘and now I have three health bars!’
As I recall from when I was originally trying AED out, it works just fine – but only when the initial AED use is before the AMR trigger. It’d be really cool if they actually set things up so that the on-hit resets would just only trigger when things were on cooldown. It might actually get people to use AED for the sheer ‘and now I have three health bars!’
I wonder, with reselixir and amr and aed how long an engineer could sit on a point under heavy fire, imagine if it was more annoying then decap.
edit* and the trait to reset toolset skills.
Lessee. Hm. Since the traits trigger at 25%, whether the skills it affects are on cooldown or not, the Engineer needs to use both AED and Toss Elixir R before they reach 25% HP.
Given the hefty ICD of both traits…The first two uses would just be ‘prolong Bar 1 of the fight,’ with Toss R being used to clear conditions and AED being used as a standard, if delayed, heal; enemies might catch on and disengage, after seeing both of these used. After that, AED when low for the big heal, and then Toss R when about to actually go down.
With Always Prepared slotted, of course, the momentary dip into Downed would actually be advantageous, due to the bandage drop and knockdown zone, allowing the player to recover more HP than normal after the fall, potentially while the enemy is knocked down.
Throw some other traits (Stabilized Armor, Protective Shield, Acidic Coating, Protection Injection, and Armor Mods, maybe) on, and while you’re unlikely to ever get a kill, you’ll maybe be more trouble to kill than you’re worth in a one-on-one, with…just…so much HP. With the Soldier’s amulet (for added durability) and either Dolyak (for the regen) or Melandru (for condition/stun mitigation), and maybe Pistol/Shield for #4 and #5…seems like a really annoying build to me, at least.
Yep, just gotta make sure to pop it before you get hit under 25%. AMR will proc even if your healing skill is not on cooldown, wasting it.
This makes it a bit inconvenient to use with A.E.D., although if you manage to pull it off it can be pretty powerful. I’ve had it so I got the A.E.D. lethal heal twice in a row, so the enemy effectively had to burst me down three times to kill me (A.E.D. nearly fully heals on my glassy gadget build).
I find the combo of A.E.D. with AMR is best utilized on glassier builds since you will be bursted down more quickly. This makes it so that it’s easier to get the lethal heal from A.E.D. even if you activated it before the 25% threshold. Alternatively, the activation causes your opponent to relinquish some of their pressure, allowing you to either escape or apply pressure of your own, and you can get your A.E.D. back at the 25% mark even if you don’t get the first lethal heal. It still requires a bit of finesse, timing, and luck though.
Lessee. Hm. Since the traits trigger at 25%, whether the skills it affects are on cooldown or not, the Engineer needs to use both AED and Toss Elixir R before they reach 25% HP.
Given the hefty ICD of both traits…The first two uses would just be ‘prolong Bar 1 of the fight,’ with Toss R being used to clear conditions and AED being used as a standard, if delayed, heal; enemies might catch on and disengage, after seeing both of these used. After that, AED when low for the big heal, and then Toss R when about to actually go down.
With Always Prepared slotted, of course, the momentary dip into Downed would actually be advantageous, due to the bandage drop and knockdown zone, allowing the player to recover more HP than normal after the fall, potentially while the enemy is knocked down.Throw some other traits (Stabilized Armor, Protective Shield, Acidic Coating, Protection Injection, and Armor Mods, maybe) on, and while you’re unlikely to ever get a kill, you’ll maybe be more trouble to kill than you’re worth in a one-on-one, with…just…so much HP. With the Soldier’s amulet (for added durability) and either Dolyak (for the regen) or Melandru (for condition/stun mitigation), and maybe Pistol/Shield for #4 and #5…seems like a really annoying build to me, at least.
why not throw in 2 turrets to really make some people rage hahahaha
Turrets might actually be the best addition to the build. Switch Soldier for Dire, slap on Flame Turret and Thumper Turret, and you’ll have a Smoke field, source of Burning, Cripple, Knockback and a Stunbreaker. Otherwise, I’d use Gadgets – either Slick Shoes and Utility Goggles for two stunbreaks, or replacing either with Throw Mine for boonstripping and control.
Turrets might actually be the best addition to the build. Switch Soldier for Dire, slap on Flame Turret and Thumper Turret, and you’ll have a Smoke field, source of Burning, Cripple, Knockback and a Stunbreaker. Otherwise, I’d use Gadgets – either Slick Shoes and Utility Goggles for two stunbreaks, or replacing either with Throw Mine for boonstripping and control.
throw mine would be great for decap potential to making g it that much more of a pain in the kitten and with the reveal on goggles now will add a decent amount of team synergy threw messing with thief/mesmers and helping to secure stomps by stopping sstealth ressing, but with turrets I’d prefer to take rocket and rifle myself assuming you were using soldiers ammy you could potentially not take the trait to increase there health and place them well off the point freeing up traits for survivability without risking the turrets, luckily the traits are all in a nice place for both turrets and gadgets, in final I think we should prepare ourselfs for the inevitable “nerf engi stupid op” posts that will be coming.