Cleric Med kit inferior to healing turret
Same here. I loved playing frontline engi in WvW with healing bombs and clerics gear. Now it just feels so underwhelming.
No surprise there, as ANet seem oblivious the the potency of water fields.
In pve, the medkit is a really nice choice I found. Permafury is an option, swiftness gets an extra on top and the two seconds of resistance is perfect to quickly use your heal skill without being bothered by poison.
Really, the only skills I don’t like much is the weak regen that is applied by the bandage on #2 and the complete waste that is #1. Even though #1 at least looks cool.
Sure, throwing them takes a bit of getting used to. But especially with the “never get out of range” option we have for ground targeted skills now I don’t have much troubles using it.
And for the water field? I got mah mortar for that now.
Jara Ariasdottir (Soon all classes proper!)
I have been using medkit for over 2000 hours. Here are my thoughts:
1. Ground targeting on skills #2-5 utterly sucks, please bring the old drop vial system. Now in the heat of the battle and crazy amount of AoE and effects flying it is extremely easy to miss the thrown tiny vial
2. The new condi removals are nice. Perma fury and swiftness are also great.
3. Medkit #1 is way too weak, double it’s healing power for the user to make it at least somewhat useful. Now spending 1 second just to heal circa ~90 is a bad joke. Superior sigil of water does the same better, passively and while you attack!
4. Even with over 2k playtime with medkit, it still feels slow and clunky. Please make it a bit faster by adjusting the activation and aftercast times of the #1-#5 skills. Now a medkit user must often spend most of the time just healing, not attacking, while most other heals feel much faster and fluid.
5. Engi got a lot more blasts (traited dodges), so healing turret’s water field got even stronger. I didn’t see much any other engineers using medkit after the patch for an obvious reason.
So just wondering have any of you managed to do a somewhat working clerics build on engi yet, after the changes?
So just wondering have any of you managed to do a somewhat working clerics build on engi yet, after the changes?
Healing power just isn’t viable right now, even worse than prepatch. Too much poison and other forms of damage going rampant…
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU
I just noticed that med kit 1 hits 3 times with the healing stated. But it’s still extremly low.
I also miss those bomb heals
The problem is – as a heal engi – you need dat turret for the 2 water fields. Sure mortar helps out, but med kit has literally 0 water field support. It looks cool, but it’s still very weak :/
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
So just wondering have any of you managed to do a somewhat working clerics build on engi yet, after the changes?
my heals are much more potent than they were before the patch. You can’t spam bombs for heals anymore but healing skills heal for a much larger amount.
you can heal with healing turret (because honestly med kit isn’t viable at all… was greatly disappointed by this), elixir gun #5 skill, and mortar elite #5 skill. You can stack regeneration as well, by spamming mortar #1 on the #5 field.
I was so excited about med kit, but it basically has not changed with its new patch. It’s the same level of viability as before, as they make it almost impossible to heal people with it except for yourself with toolbelt.
The 1 skill needs a clearer and larger area of effect, as right now, you need to be virtually on top of a person whose standing perfectly still to heal them with it. If you are going to swap to med kit during a battle, healing with it needs to be worth you’re complete lack of offense.
I can see that there looks to be no limit on how many people you can heal with the skill, which sounds awesome, except such an opportunity with such a small aoe would probably happen once if ever in your entire game experience.
I agree with a previous poster that med pack effects having an aoe on their effect or just the buff would make them more useful. another thought would be having an auto target, where you can select an ally to throw basically homing med kits to, would make single target healing and buffing with med kits more viable.
Yes I was really looking forward to playing Med Kit support in WvW. But far too weak to be of any use.
Yes I was really looking forward to playing Med Kit support in WvW. But far too weak to be of any use.
indeed, the heal does 122 x3 per 1 1/4 second on my cleric build not including added boon heals. 174 x3 with added 4 boons. so 366 min heal and 522 max on 1488 healing power. On my bomb heal build, I used to heal for at least 400 per bomb maxing at about 450 with added healing stacks . Bombs are dropped faster than the med kit #1 completes its x3 at. I almost considered bomb kit heals a passive regeneration for people I was healing, why would a skill purely dedicated to healing, be similar, if not worse than this? If med kit is going to strip us of any offense to be used, then it should provide a decent enough heal to make it worth using.
(edited by Depths.4051)
The kit is pretty terrible tbh, wonder if they actually bother to test this stuff b4 it goes live.
It’s not hard to notice that healing turret heals myself and the group for great burst healing every 20 seconds and removes 2 condis without actually dropping anything in healing power. It provides a decent water field for the group and a smaller 1 for personal use. Is snappy to use, no clunky ground target throwing then having the projectiles fly through the air and land and having someone actually have to walk over them. I just call water coming down in 2….1….water so ppl can ready their blasts. All on a 20 second cooldown.
What does the kit actually bring to the table over the healing turret, seems absolutely nothing to me.
[lion]~ riperonis
[tRex]
Hai again
And before they get the wrong idea,this isn’t a plea to nerf healing turret.(they’ve done sillier stuff) ie:speedy kits
I guess it’s time to nerf the heal on turret by 28%
I guess it’s time to nerf the heal on turret by 28%
Please don’t joke about this. The wound is still open and it won’t heal if you nerf it.
Purity of Purpose
Yes I was really looking forward to playing Med Kit support in WvW. But far too weak to be of any use.
indeed, the heal does 122 x3 per 1 1/4 second on my cleric build not including added boon heals. 174 x3 with added 4 boons. so 366 min heal and 522 max on 1488 healing power. On my bomb heal build, I used to heal for at least 400 per bomb maxing at about 450 with added healing stacks . Bombs are dropped faster than the med kit #1 completes its x3 at. I almost considered bomb kit heals a passive regeneration for people I was healing, why would a skill purely dedicated to healing, be similar, if not worse than this? If med kit is going to strip us of any offense to be used, then it should provide a decent enough heal to make it worth using.
I have had simmilar experiences. With monk runes riceball food and full healing power i was able to heal 500 per tick on my bombs. The new med kit takes longer to heal, heals less and does no damage, not to mention you can’t take the turret anymore. Its a nerf to healing engi en every regard. Then again it wasn’t too strong to begin with.
Wieners>med kit
2stronk plz nerf
Bump. I loved my support engi
The med kit needs another epic rework. Having a healing turret and elixir gun provides more solo and group healing/support utility than the med kit. The med kit is terrible at its own job.
Feryl Grimsteel (Charr Engineer)
Tarnished Coast
Meh, Healing bombs were even better for cleric gear, and those no longer exist.
Part of the problem is that med kit just isn’t really good at the moment, but the other part is that healing “turret” is simply too useful in a general sense.
Note I say “turret” because it’s not a turret. It’s just a glorified water bomb.
IMO, they should change healing “turret” to function more like an actual turret, where you’re actually incentivized to leave it deployed and even protect it, rather than immediately picking it up or detonating each and every time.
This would at least allow med kit to have more of a presence since a healing “turret” modified in this way would require a particular playstyle to use. It doesn’t mean med kit shouldn’t still be buffed or changed, but it would mean that healing “turret” would dominate it as thoroughly.
Of course, they also need to make toolbelt skills useable when turrets are deployed, but that’s a whole separate issue.
Part of the problem is that med kit just isn’t really good at the moment, but the other part is that healing “turret” is simply too useful in a general sense.
Note I say “turret” because it’s not a turret. It’s just a glorified water bomb.
IMO, they should change healing “turret” to function more like an actual turret, where you’re actually incentivized to leave it deployed and even protect it, rather than immediately picking it up or detonating each and every time.
This would at least allow med kit to have more of a presence since a healing “turret” modified in this way would require a particular playstyle to use. It doesn’t mean med kit shouldn’t still be buffed or changed, but it would mean that healing “turret” would dominate it as thoroughly.
Of course, they also need to make toolbelt skills useable when turrets are deployed, but that’s a whole separate issue.
I am not sure that design is a good idea for the heal skill.
You do not really want your heal tying you down to a specific location.
Part of the problem is that med kit just isn’t really good at the moment, but the other part is that healing “turret” is simply too useful in a general sense.
Note I say “turret” because it’s not a turret. It’s just a glorified water bomb.
IMO, they should change healing “turret” to function more like an actual turret, where you’re actually incentivized to leave it deployed and even protect it, rather than immediately picking it up or detonating each and every time.
This would at least allow med kit to have more of a presence since a healing “turret” modified in this way would require a particular playstyle to use. It doesn’t mean med kit shouldn’t still be buffed or changed, but it would mean that healing “turret” would dominate it as thoroughly.
Of course, they also need to make toolbelt skills useable when turrets are deployed, but that’s a whole separate issue.
I am not sure that design is a good idea for the heal skill.
You do not really want your heal tying you down to a specific location.
That’s the whole point of turrets though. They’re used in localized areas. I pop my turrets down in a spot and that’s where I try to keep the fight at. If they wanted turrets to be mobile they wouldn’t have made them how they are.
Of course, that’s part of what prevents them from being useful outside of anything but PvP at the moment (and not really even in there anymore), but that’s a separate, broader issue.
Healing “turret” is not a turret by any means. You use it, overcharge it, then pick it up or pop it. Think about the other turrets. Would I pop rocket turret, overcharge it, then pop or pick it back up? I guess I might if I just wanted a quick CC, but then that thing is just dead space on my utility bar the entire time. In most cases, you’ll want to set rocket turret up so it can shoot at stuff. That is, you want to use it like an actual turret.
With healing “turret”, it might as well not be a turret. Sure, you can use it like a turret if you want to, but it’s severely suboptimal. They might as well change the name to “glorified water bomb” as it would be more accurate to what the skill is and do exactly the same thing. Even a healing “turret” with no buffs from traits is generally more useful than any other skill the engineer has access to.
I believe the only reason they’ve left it as is has to do with the fact that the past buffs that made healing “turret” what it is today actually helped engineer be much more competitive in PvP, and they simply didn’t want to mess with a good thing. But it’s basically pounded out all the other healing skills to a point of near obscurity due to how useful it is. In fact, when they were first implementing those buffs, the main feature they advertised is how engineers would now want to deploy and protect their healing “turret” since it would be an extremely valuable group healing source. How did that turn out? When’s the last time you saw someone leave a healing “turret” deployed on purpose, outside of the one in supply crate?
Now don’t get me wrong, I don’t mind one healing skill being more generally useful than another, but even “elixir builds” or whatnot will take healing “turret” over something like elixir H, even though they’re specialized in the former and not the latter. If a utility line’s own healing skill is not an attractive option over a different healing skill even when you’re specialized into that utility line, it’s quite possible there’s some tweaking that needs to be done.
Not only that, but don’t forget the fact that cleansing burst on the healing “turret” is actually bugged and doesn’t scale with healing power. That is, healing “turret” is actually supposed to heal more than it currently does, but they’ve just never bothered to fix that.
So unless they make some seriously crazy buffs to med kit, I don’t see it truly outdoing something like healing “turret” in any form of gameplay outside of some possible niche scenarios.
The problem is, they would first have to make turrets be able to stay alive and withstand a reasonable amount of damage. All recent changes in GW2 however have been going in the exact opposite direction, and now turrets keel over when somebody as much as farts in their general direction.
So I don’t think this is ever going to happen, neither do I find it desirable (there is no “stationary” game mode outside of PvP).
Med Kit is now actually much worse than it was before the patch (e.g. it was the preferred heal under water back when it was an under water heal).
Bill Kilgore – [BIER] –
The problem is, they would first have to make turrets be able to stay alive and withstand a reasonable amount of damage. All recent changes in GW2 however have been going in the exact opposite direction, and now turrets keel over when somebody as much as farts in their general direction.
So I don’t think this is ever going to happen, neither do I find it desirable (there is no “stationary” game mode outside of PvP).Med Kit is now actually much worse than it was before the patch (e.g. it was the preferred heal under water back when it was an under water heal).
And that’s likely the entire reason they’re not inclined to touch healing “turret”. It’s a good skill, and making such drastic changes like I vaguely described could potentially be devastating for the engineer’s competitive viability.
But it is the undisputed king of healing skills when it comes to the engineer, and it doesn’t even fulfill it’s intended purpose by design. It’s supposed to be a turret, you’re supposed to leave it out there and try to keep it shielded.
This is particularly problematic for people that actually want but can’t have that play style, and can be really confusing for newer players who don’t understand that the most optimal way to use healing “turret” is to not use it like a turret at all. They let that thing sit out there and then people just laugh at them.
I believe it does need to be changed to be more turret-like, but that’s a very big change that can’t just be slapped in all of a sudden. Not only that, but the other healing skills would then need to be made more useful to not threaten the engineer’s competitive viability. If med kit is still crap, A.E.D. too clunky, and elixir H just lackluster, then it could make for a bad situation.
If these sort of changes never see the light of day, then they should just change the healing “turret” so that it automatically overcharges and automatically detonates in it’s own water field. We at least need to stop pretending healing “turret” is a turret in its current form. I shouldn’t need 200 APM just to use my freaking healing skill.
- That’s the whole point of turrets though.
- If they wanted turrets to be mobile they wouldn’t have made them how they are.
- Of course, that’s part of what prevents them from being useful outside of anything but PvP at the moment (and not really even in there anymore), but that’s a separate, broader issue.
- Healing “turret” is not a turret by any means.
- Think about the other turrets. Would I pop rocket turret, overcharge it, then pop or pick it back up?
- In most cases, you’ll want to set rocket turret up so it can shoot at stuff. That is, you want to use it like an actual turret.
This right here encapsulates the entire joke about turrets. But don’t consider it a separate broader issue, because it really isn’t. It is, in fact, the issue.
Turrets are ‘meant’ to be used a specific way and yet they aren’t. Why? Because it isn’t helpful in that way. They go against how many people play the game. The only turret that IS well used is the one that isn’t used as a turret. It provides the bulk of its usefulness within a moment’s use and has a decent enough cooldown to be destroyed or picked up on the spot and is a lot less useful left standing than it is when it’s not out.
Fixing the Healing Turret to work much like the other turrets would be a travesty. Because it would simply make it either much more broken, much more of a liability to leave out, or just… flat out worse.
Consider this rework:
Healing Turret 35s CD
On use: Self Heal 1520 +(HealPowerScalingVar) Health & Cleanse one condition
Pulse: AoE Heal 400 + 3s Regen every 3s
→ Overcharge: Cleansing Burst 9s CD
Next Pulse AoE Heal 3520 +(HealPowerScalingVar) Health & Cleanse one condition & Water Field
There are significant differences here.
1) A higher base CD change. the current Cooldown is 20. Picking up the turret makes it 15. 15s is the same CD of the overcharge. Because of this issue, there’s no incentive to leave the turret out because leaving it out causes you to lose the initial heal.
2) On use Heal is lowered, Overcharge heal is raised. If you remember this is the same thing they did the first time they changed the Healing Turret. This was a step in the right direction since it made the secondary heal better for groups. Here we do it even more so that the Overcharge has a clear superiority to the on use.
3)Pulse has a flat heal attached. I really like how the bandages work in giving both a flat heal + regen and I felt like that would be good to mimic because it would make the regular pulses feel more useful even without HealPow
4) Overcharge CD is lowered. This is the important and most dangerous part. Being able to heal for 3.5k in AoE range is strong. This is the point where “Maybe I can leave this out/Maybe I should destroy his turret” really happens. Because now there’s a clear benefit (more healing, more often, for everyone) to having it out, a clear downside to detonating it or having it destroyed (35 seconds without a heal but at least with a detonation on water field, I can get a blast heal), and a decent give/take to picking it up (27s CD instead of 35s).
Now, this sort of change does one of the three things to players. In fact, it’ll probably happen in this order
a) It becomes more of a liability and people still don’t leave it out because they want to have their full heal more often.
b) It becomes seen as a flat out nerf due to the increased base CD and general delay on the large portion of the heal.
c) It becomes much more ridiculous as players who stick with it find useful ways to keep their turret away from damage and, in turn, provide better and more constant heals to their team. This will eventually catch on to every other Engineer and they’ll be using it in this fashion. Once it dominates PvP use, if it even falls out of PvP use, every other profession will come crying to nerf it down.
And I’ll just sit here laughing as people want the most fragile turret get nerfed.
Purity of Purpose
Hey, maybe what is missing is just our hammer spe ?
If engineer hammer have really a lot of blast (like : spammable every 2s MAX), then all this changes will definitly make sense !
(edited by NineLives.8725)
Med kit is 6K+ of self healing without healing power and clears all conditions with ridiculously short cool-downs for a heal.
It’s strong. The 1 is mildly worthless (although is a team stack heal no CD), but the 1 for all everything (other classes too) is rather bad to sit on.