Bomber Cleric
Never just leave your healing turrets standing, the burst heal, pick/destroy is a lot better.
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU
I could be wrong here, but I’m pretty sure Cleric isn’t worth it. The amount of other stats given up doesn’t balance with the healing output gained. There should be a bunch of threads on this.
Never just leave your healing turrets standing, the burst heal, pick/destroy is a lot better.
Agreed I meant to do that only for the benefit of party members, however I feel like I need to use metal plating trait for -30% dmg to turrets now.
I could be wrong here, but I’m pretty sure Cleric isn’t worth it. The amount of other stats given up doesn’t balance with the healing output gained. There should be a bunch of threads on this.
You’re right I feel like cleric is only meant for support builds which is what this one is suppose to be. The trait at the end of inventions that converts 10% healing power to power helps a lot though. I’m getting a nice 200+ power from that alone.
turrets in wvw? no.
head here to discuss wvw without fear of infractions
turrets in wvw? no.
I was completely hung up on the fact that the build was full Cleric to move past that onto the turrets. Glad someone caught it.
Never just leave your healing turrets standing, the burst heal, pick/destroy is a lot better.
Agreed I meant to do that only for the benefit of party members, however I feel like I need to use metal plating trait for -30% dmg to turrets now.
There is a lot more wrong with the build, but the turret already is an AoE heal.
Before healing power you get around 5000 heal for just dropping it and activating the overcharged cleansing burst, if you blast the water field its another 1000.
If you just leave it lying then all you get is a 2500 heal every 15secs.
So your choices are.
1. Drop turret (heal for 2500) > Overcharge (2500 > Pickup turret (to reduce cooldown to 14seconds). This heals for 5000 HP every 14 seconds.
2. Drop turret (heal for 2500) > Overcharge (2500 > Blow up the turret to blast the water field (1000HP) but this increasing cooldown to 20seconds. This heals for 6000HP every 20 seconds.
3. Your option. Leaving the turret down haves you lose out on the initial 2500 heal and then you STILL have a 15second(longer than the initial turret CD if picked up) CD on the overcharge AND the the 1000HP blast heal.
Also keep in mind, regen is useless
Do you see why leaving the turret out is pointless?
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU
Haha, when I first started my engi for WvW, I equipped him for bomb heals supporting siegers using flame rams. The heals are tiny, but if the sieger/siege users have high toughness, then your tiny heals negate almost 30% damage (this tactic won’t work with low toughness players since damage will be too high). You and the siege users will still die though if constantly pounded with damage.
the problem of the build is its only good for dungeons
and even then its bad if you’re up against enemies that spam pulsing poison aoe or boon strip , then theres the fact your allies will most likely be running all over the place thus making you an immortal prick for not contributing to the team.
so bbasically if you cant keep enemy aggro this build sucks its good for fun though .