Do not use healing turret for regeneration.
Or the toolbelt heal from Elixir Gun. Why do people forget that one?
Or the toolbelt heal from Elixir Gun. Why do people forget that one?
Because I didn’t?
Its called healing mist.
healing turret is the best heal when you dont have any traits in any other healing skill.
you place it, pick it up again instantly and it goes on a 15second cooldown.
healing turret is the best heal when you dont have any traits in any other healing skill.
you place it, pick it up again instantly and it goes on a 15second cooldown.
As a self heal maybe, but its regeneration is the lowest of the low, and since it is of large durations, anyone in your group who has useful regeneration, won’t get theirs to tick for a long while.
Every second spent with healing turret giving regeneration, harms anyone who has useful regeneration to offer.
If you want a short cooldown heal, put 20 points in tools and use med kit for a 16s heal, or 30 points for a 14s heal.
Or even 10 points in alchemy for a 20s heal with elixir H- which has a higher base heal.
Good info. I’ll keep that in mind. Since they don’t track that, healing turrets make a pretty lousy choice for heals.
Do you know if the bandages from med kits get your healing bonus?
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play
As mentioned before, the turret also provides the opportunity for a water field + blast combo (aoe healing). However it is not 100% reliable (need to time it right) and I do not know how stats affect healing combos (or damage ones for that matter).
healing turret is the best heal when you dont have any traits in any other healing skill.
you place it, pick it up again instantly and it goes on a 15second cooldown.As a self heal maybe, but its regeneration is the lowest of the low, and since it is of large durations, anyone in your group who has useful regeneration, won’t get theirs to tick for a long while.
Every second spent with healing turret giving regeneration, harms anyone who has useful regeneration to offer.
If you want a short cooldown heal, put 20 points in tools and use med kit for a 16s heal, or 30 points for a 14s heal.
Or even 10 points in alchemy for a 20s heal with elixir H- which has a higher base heal.
Unless I’m mistaken, the highest ticking regen should have priority and tick before the lower ones.
healing turret is the best heal when you dont have any traits in any other healing skill.
you place it, pick it up again instantly and it goes on a 15second cooldown.As a self heal maybe, but its regeneration is the lowest of the low, and since it is of large durations, anyone in your group who has useful regeneration, won’t get theirs to tick for a long while.
Every second spent with healing turret giving regeneration, harms anyone who has useful regeneration to offer.
If you want a short cooldown heal, put 20 points in tools and use med kit for a 16s heal, or 30 points for a 14s heal.
Or even 10 points in alchemy for a 20s heal with elixir H- which has a higher base heal.
Unless I’m mistaken, the highest ticking regen should have priority and tick before the lower ones.
Tested that, and it seems no.
I used the healing turret while fighting the engineer in HoTM, and then used the elixir gun, and my ticks were still 130.
I thought people usually took the turret for the 15s medium heal, or 20s burst heal, or 60s condition removal, or water fields… Regeneration is kind of the icing on the cake.
healing turret is the best heal when you dont have any traits in any other healing skill.
you place it, pick it up again instantly and it goes on a 15second cooldown.As a self heal maybe, but its regeneration is the lowest of the low, and since it is of large durations, anyone in your group who has useful regeneration, won’t get theirs to tick for a long while.
Every second spent with healing turret giving regeneration, harms anyone who has useful regeneration to offer.
If you want a short cooldown heal, put 20 points in tools and use med kit for a 16s heal, or 30 points for a 14s heal.
Or even 10 points in alchemy for a 20s heal with elixir H- which has a higher base heal.
Unless I’m mistaken, the highest ticking regen should have priority and tick before the lower ones.
Tested that, and it seems no.
I used the healing turret while fighting the engineer in HoTM, and then used the elixir gun, and my ticks were still 130.
hrrm, interesting.
I thought people usually took the turret for the 15s medium heal, or 20s burst heal, or 60s condition removal, or water fields… Regeneration is kind of the icing on the cake.
If anything, the only thing that the turret has going for it right now is the AoE water field combo. The condition removal has to wait till the next time it releases the regen field in order to work if you don’t use it as soon as you put the turret down, and the heal from it (least for me) is outclassed by the ability of the med kit, since I have points in tools, not to mention 3 kits i can put down.
medkit + tools. Best heal slot in the game.
Have to agree with medkit being the best.
For pvp and pve – speed, 3 mini-heals, cond remover plus a fast f1 ability.
Asura Engineer
Did you test Regenerating Mist (Healing Turret toolbelt) to see if it is affected by gear?
So do we think it’s an unintended consequence of stats not affecting turrets, or is it intentional because the regen is effectively continuous and indefinite and would otherwise be OP? I guess I’m really asking…will this get fixed?
Doing what I can for DB during EU primetime
I’m thinking it is because the ability is based off the turrets stats and nothing else. It comes from the turret and not you.
Just another reason to push for turret stat sharing!
Buff the turrets! Rockets of Doom!
((I dream of being able to select rocket turrets target! with suck a high arch you could place it safely on a keep / tower wall out of aoe spam and have it pound AoE into a ram! Just think of it!))
Have to agree with medkit being the best.
For pvp and pve – speed, 3 mini-heals, cond remover plus a fast f1 ability.
If your cheesy and know a fight is coming you can put ~8 medpac’s, with 2 condi removal potions down before they start to despawn.
This thread, and others, are hinting a larger, broader question: “Do engineer abilities scale with gear?” So far, as reports come in, it seems engineer skills largely ignore gear. Is this a good or a bad thing?
We have yet to see. Many questions remain.
Problem with placing the turret and picking it up is that the CD is not shortened if you do it right away. You have to wait X seconds or you do not the quicker CD.
Also the water blast is hard to time and just plain weak. At least at 80 it has yet to save my butt.
Problem with placing the turret and picking it up is that the CD is not shortened if you do it right away. You have to wait X seconds or you do not the quicker CD.
Also the water blast is hard to time and just plain weak. At least at 80 it has yet to save my butt.
There seems to be another but with Healing Turret which makes it even more undesirable: When the turret is destroyed the Regeneration drops to 5 or so, with no possibility to increase it until it runs out again.
Simple routine for a big heal:
Drop turret, wait 1sec, explode turret. For me, that’s nearly a full HP refill.
When running point to point, when I take damage along the route, I can drop turret and explode it just before I run out of it’s field to get the wave every time.
I agree that it has several bugs, including the regen – also seems to get bugged by grenade ‘autoswitchoff’ (when grenades revert to normal spells without telling you!)