Automated medical response/inertial converter
Healing skills are different than toolbelt skills. There is a trait for each, and if you have both slotted then both would reset. I’m not quite sure what the confusion is, did you have another question about how they work?
Jade Quarry
I’m sure you mean when using the med kit, inertial converter will recharge the healing skill on your tool belt, while medical response would only recharge the med kit skill itself (not toolbelt) this may or may not include all the skills inside the kit as well
(edited by google.3709)
The healing skills inside of Med Kit never reset.
Basically when you traited Automatic Medical responses, and you use the med kit… the trait is wasted and does nothing at all.
If you trait both, you have the option to swap healing skills and you’ll always have the reset. That’s about the main benefit.
Of course, if you traited both and use elixir H or turret, than not only the main heal will reset, but also the tool belt regen or throw.
Finally this: if your healing turret is already deployed, and you didn’t blow it up immediately (most common practice), than if you overcharge it before 25% it will reset the OVERCHARGE. So not the turret itself, but the active ‘healing skill’ which at that point is your overcharge.
This can be handy since that overcharge is a full condition cleanse, all other condition removals remove one stack only… this one removes all.
So with this trait, and turret already overcharged, you get a second full cleanse. Can be golden in certain fights.
The trait that recharges your ‘Healing Skill’ also recharges ‘Bandage Self’, the toolbelt skill for Medkit.
The trait that recharges your ‘Healing Skill’ also recharges ‘Bandage Self’, the toolbelt skill for Medkit.
edited out my post: it does reset it all it seems.
At least it does occasionally, but that wil have to do with the cooldown (90 seconds is pretty long to test), and the lag sometimes interfering with how short you stay under 25% in such a test. Sometimes I die before the game registered me being under 25% maybe. I do let the npc’s hit me with all they have.
(edited by Kimbald.2697)
The trait that recharges your ‘Healing Skill’ also recharges ‘Bandage Self’, the toolbelt skill for Medkit.
no, I don’t think it does.
The trait that resets your toolbelt skills (15 points in Tools) resets that.
Not the one in Inventions…Bandage Self works just like any other tool belt skill:
It gets lower cooldown if you spend points in tools (to a min of 14 seconds, reduction of 30%).
It refunds 10% endurance if you spend 5 points in Tools.
It procs static discharge if you traited that.
And it resets at 25% if you traited INERTIAL CONVERTOR in Tools, which resets all toolbelt skills like Big old bomb, throw wrench, whatever….It is never counted as a ‘healing skil’.
Not for Automated Medical response, not for runes that proc on healing… just never.
Worked for me 5 minutes ago
Also says so on the wiki. http://wiki.guildwars2.com/wiki/Automated_Medical_Response
I can confirm that automated medical response works perfectly with all skills associated with the med kit. The build I’m using now has 30 in inventions and none in tools, and the med kit always resets all three bandages, antidote, stimulant, and bandage self.
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This can be handy since that overcharge is a full condition cleanse, all other condition removals remove one stack only… this one removes all.
So with this trait, and turret already overcharged, you get a second full cleanse. Can be golden in certain fights…
The tooltip is wrong, cleansing wave only removes 2 conditions from each ally in the area (max 5 target), and it isn’t as good as you may think sinds you have to wait the end of your turret attack cycle to get its actual effect. Most of the time conditions will burn trough your health before it even start cleansing. If you play with that turret, you should always instantly pick it up to reduce its cooldown or burst it in its water field 1sec later to get an extra area heal. It is also way more reliable if you deploy your turret and instantly use your cleansing wave to have total control over it.
(edited by Ambrecombe.4398)
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This can be handy since that overcharge is a full condition cleanse, all other condition removals remove one stack only… this one removes all.
So with this trait, and turret already overcharged, you get a second full cleanse. Can be golden in certain fights…The tooltip is wrong, cleansing wave only removes 2 conditions from each ally in the area (max 5 target), and it isn’t as good as you may think sinds you have to wait the end of your turret attack cycle to get its actual effect. Most of the time conditions will burn trough your health before it even start cleansing. If you play with that turret, you should always instantly pick it up to reduce its cooldown or burst it in its water field 1sec later to get an extra area heal. It is also way more reliable if you deploy your turret and instantly use your cleansing wave to have total control over it.
If I use the turret, I explode it.
Just mentioning it’s possible use on resetting the overcharge at 25%
My guess is that this is at best a pve thing… not really reliable in pvp.
As I mentioned: common practice is to explode, or overcharge and explode very soon after
…
This can be handy since that overcharge is a full condition cleanse, all other condition removals remove one stack only… this one removes all.
So with this trait, and turret already overcharged, you get a second full cleanse. Can be golden in certain fights…The tooltip is wrong, cleansing wave only removes 2 conditions from each ally in the area (max 5 target), and it isn’t as good as you may think sinds you have to wait the end of your turret attack cycle to get its actual effect. Most of the time conditions will burn trough your health before it even start cleansing. If you play with that turret, you should always instantly pick it up to reduce its cooldown or burst it in its water field 1sec later to get an extra area heal. It is also way more reliable if you deploy your turret and instantly use your cleansing wave to have total control over it.
If I use the turret, I explode it.
Just mentioning it’s possible use on resetting the overcharge at 25%
My guess is that this is at best a pve thing… not really reliable in pvp.
As I mentioned: common practice is to explode, or overcharge and explode very soon after
I usualy pick my healing turret up when I overcharge it because the Cleansing Wave isn’t consider as a Water Field. But the rest of the time, I blow it up to get some extra healing for me and my team. I think it is the way to go, leaving your healing turret up only leaves you exposed to burst with no ways to heal yourself when you need health
And we got anyways the second healing turret from supply drop that helps out to stack up some regen when things goes south.
But I just wanted to mention earlier in my post that the tooltip is incorrect, it state that it removes all conditions while it only removes 2 conditions. There are so much things A-net still needs to fix for the Engineer class., like the new deployable turret cooldown bug, and elite supplies that aren’t completely working sinds the game release.
I realy hope they will once seriously take their time on the profession and not come by on the forums like Tyler and say some randomness about KR use in PvP when a post is about turrets. The profession needs attention more than ever to get a variety of build on par with HgH specs.