(edited by Holl.3109)
Cele Engi Variation - HGH aka 25 might!
Disclaimer: If you haven’t done the math on Cele Engineer sustain, this might make you a little sad.
What you get from running Healing Turret and Backpack Regenerator, over Elixir H and Cleaning Formula 409: (Cele Amulet, 439 healing)
- Drop Healing Turret: 2,740 healing.
- Cleansing Burst: 2520 healing (doesn’t scale), and 6s of Regen for 1110 healing.
- Detonate Healing Turret: Blast, 1408 healing.
- Regenerating Mist: 6s of Regen for 1110 healing.
- Jump Shot through Regenerating Mist: 1408 healing.
Since the meta Cele Engi detonates the turret for knockbacks, it doesn’t go for picking it up to get superior healing.
Current Tally from Healing Turret and using finishers properly: 30,888 healing per minute.
Add Backpack Regenerator of 139 healing per second, you get 8,340 healing per minute.
Total sustain from Healing Turret, Backpack Regenerator, and Leap Finishers under optimal conditions: 39,228 healing per minute.
The healing you get from running Elixir H and Cleaning Formula instead:
- Elixir H: 5998 healing.
- Random Regen. For amusement’s sake, let’s say you proc Regen on Elixir H, and toss Elixir H every single time, forever, barely giving you permanent Regeneration. Each toss and drinking of the Elixir has a 33% shot at giving you 13s of Regen, for a 2405 heal over time.
Total sustain with RNJesus on your side: 29,094.
Total sustain without RNJesus on your side: Around 22,000, if you proc Regen 33% of the time, and get Swiftness/Vigor/Protetion for the other times.
You get a 26% drop in healing over time, even with proccing Regen every single time, and never once ever getting Vigor, Swiftness, Protection.
You get a 44% drop in healing over time, realistically. (With random Protection, Swiftness, and Vigor procs.)
I’m not down for that, lol.
Unless you’re removing fat bleeding stacks every time with the extra bit of Condition Removal, ain’t worth!
Overall it’s a much less survivable build, even against condition users, but much higher Nade/Rifle damage.
I didn’t even factor in that you can heal up to 4 allies 18,444 a minute EACH from Regen and simply detonating Healing Turret near them. RIP your team and you without Healing Turret.
Edit:
If you take your build and replace Elixir H with Healing Turret, healing Turret is so OP, it’s actually better than fully traited Elixir H. You will still maintain 17-21 stacks of might, have even better condition removal, and much more sustain.
My HgH build if I was to use it:
http://gw2skills.net/editor/?fdAQFAUlUUp6q1XxELseNCbBNqxI6jEln85IEgkC-TJRHwAFuAAAeAAk2f4YZAA
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(edited by Chaith.8256)
Total sustain from Healing Turret, Backpack Regenerator, and Leap Finishers under optimal conditions: 39,228 healing per minute.
Total sustain with RNJesus on your side: 29,094.
Total sustain without RNJesus on your side: Around 22,000, if you proc Regen 33% of the time, and get Swiftness/Vigor/Protetion for the other times.
Dis make me sad Maths don’t lie…
Although, an option could certainly be to switch out the heal, you wouldn’t lose out on too much. But than again what you said it theoretical, many different things can happen and alter the battle.
Now I’m not saying I don’t agree with you, because I can’t disagree with those maths, BUT lets say HT is on CD and you don’t have any condi clears up when a ranger uses entangle. You can block some but that immob is long, so eventually you would just sit there like a duck.
With 409, use any elixir and jump shot outta there.
Again, not saying I don’t agree, but with the elixirs you can also prevent a lot of damage.
Anywho, thanks for the comparison I will try it with HT and see which one I like/works better
Total sustain from Healing Turret, Backpack Regenerator, and Leap Finishers under optimal conditions: 39,228 healing per minute.
Total sustain with RNJesus on your side: 29,094.
Total sustain without RNJesus on your side: Around 22,000, if you proc Regen 33% of the time, and get Swiftness/Vigor/Protetion for the other times.Dis make me sad Maths don’t lie…
Although, an option could certainly be to switch out the heal, you wouldn’t lose out on too much. But than again what you said it theoretical, many different things can happen and alter the battle.
Now I’m not saying I don’t agree with you, because I can’t disagree with those maths, BUT lets say HT is on CD and you don’t have any condi clears up when a ranger uses entangle. You can block some but that immob is long, so eventually you would just sit there like a duck.
With 409, use any elixir and jump shot outta there.Again, not saying I don’t agree, but with the elixirs you can also prevent a lot of damage.
Anywho, thanks for the comparison I will try it with HT and see which one I like/works better
The only thing that’s difficult or ‘in theory’ to do to get the 39k sustain per minute from Healing Turret is to make sure you Jump Shot through Regenerating Mist or Healing Turret each time it’s up. You have two chances. Everything else is dirt easy and completely reliable, especially because Healing Turret won’t be interrupted as much as Elixir H.
Keep in mind too when you’re about to be condi bursted (entangle for example), removing two conditions with Cleaning 409 means a 1-1.5s cast time. Healing Turret removes two conditions in .5 seconds, allowing you to dodge out and prevent more condition spam.
Removing 2 at a time instead of 1 has perks. Healing Turret will give you 6-8 condition removals per minute, 2 at a time, whereas Elixir H will give you 5 condition removals a minute, one at a time. Healing Turret takes 1.5-2s of casting time to get that, and Elixir H takes 4s of casting time to get that.
Unfortunately the only thing Elixir H is better at is giving Might Stacks with HgH, which is sorely missed.
Edit: Yeah, try out Healing Turret, I promise you won’t regret it. You will be much more survivable against everything for the comparably small cost of a loss in might stacks. I know it hurts losing the HgH synergy though but, OP skills are OP.
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(edited by Chaith.8256)
It’s actually surprising that the Healing Turret and its tricks haven’t been destroyed by Anet. Anyone trying it out will never go back to the Med Kit or the Elixir H.
I run that in PvE, i also notice Toss Elixir B and Toss Elixir S do not give TWO stacks of might like they say, only one.
Restore that which was lost. And all shall be as one.”
yea, kinda old news. they nerfed it maybe half a year ago (or even way before that, my memory on that regard is screwed).
anyways, made some minor changes on the previously posted build.
http://gw2skills.net/editor/?fdAQFAUlUUp6q1XxPLseNCbBNqxI6jEln85GEgjC-TJRHwAFuAAAeAAk2f4YZAA
now utilizes bombs instead of nades, gave up on explosive turrets, but received a more powerful (but easier to avoid) cc via BoB instead.
Bonus: it now features enhanced performance, therefore making up for the lack of synergy HT brings to this HgH build, additionally bringing the option to blast firefields for more might-stacks.
Alternatively drop enhanced performance again for explosive turrets, since the firefield-blasting keeps you now on 25 stacks already, but both combined allow for a much faster might-gain, allowing for – like the trait’s name says – enhanced performance during battle.
(edited by Arantheal.7396)
The problem I have a with bombs is that it doesn’t stack too much vuln, and also doesn’t proc shrapnel that much. More burning is really nice though!
I also tried out this build with HT and so far it’s been working great. Ofcourse less might but who cares! HT toolbelt + jump shot has saved me many times already. Although I’m considering to switch out fast acting elixirs for something else, since it only reduces 2 CD’s. Any suggestions?
The problem I have a with bombs is that it doesn’t stack too much vuln, and also doesn’t proc shrapnel that much. More burning is really nice though!
I also tried out this build with HT and so far it’s been working great. Ofcourse less might but who cares! HT toolbelt + jump shot has saved me many times already. Although I’m considering to switch out fast acting elixirs for something else, since it only reduces 2 CD’s. Any suggestions?
Once you start switching out more elixir traits, you will begin a series of domino effect tweaks that pretty much all land you at the current meta. LOL.
It’ll be like, oh, I’m gonna switch out fast acting Elixirs to Invigorating Speed, and then Cleaning Formula 409, Elixir S, and Elixir B, and HgH get devalued further, so I might as well switch to Backpack Regenerator. And then you just wake up the next day playing the meta build. Haha.
Don’t switch out of Fast-Acting Elixirs is my advice. And also, keep on Grenades instead of Bombs. Just accept the might loss from picking up Healing Turret, don’t make a another bad trade just to get it back via Fire field blasting.
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Is it just the fact that healing turret, IP and gear shield are OP that make other engi builds seem sub-par? I personally don’t get the whole massive kitten radius on healing turret, either. No reason for it to be so huge.
welp, the circle is just about the right size to use the HT combo while still moving straight forward with swiftness. Allows for you to finish it without leaving the field to early, therefore you don’t have to stop in your tracks. And shout-warris already heal in a 600 circle, so there you go.
welp, the circle is just about the right size to use the HT combo while still moving straight forward with swiftness. Allows for you to finish it without leaving the field to early, therefore you don’t have to stop in your tracks. And shout-warris already heal in a 600 circle, so there you go.
Yep, that would be why Healing Turret is 480. So you don’t shoot yourself in the foot.
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