Elixer Infused Bombs Bugged?
Only the scaling with healing power has been changed. “Scaling” is the extra healing each bomb does based on your healing power stat. The old scaling coefficient was .1—in other words, each bomb would heal for X + (healing power * .1).
That scaling has been increased by 50%. Bombs now heal for X + (healing power * .15).
If you don’t have any healing power on your gear, you will barely notice a change. If you have 1000 healing power, you will heal for 50 more per bomb/tick. If you have 2000 healing power, you’ll heal for 100 more per bomb/tick.
Ah another case of healing power scales so bad on everything a 50% increase is basically nothing. Sounds about right.
Doesn’t sound like a lot, but I’ve been doing much better than usual with it.
A Warrior regs more with no Healingpower every second as we engis can do with bombs with a grand master tier trait thats balance!
[Skol]
Healing Signet heals for more hps, sure. But its a #6 slot skill.
Well its still better than nothing
Tekkit’s Workshop
Bummer. Anet and their semantic rigmaroles. Would it hurt so much to follow the usual thing they do of ‘increased from 10% to 15%’ instead of ‘an increase of FIFTY PERCENT!!!’.
So with 2k we’d heal for around 450 HP, is it?
How do we reach 2k healing anyway? I’ve heard of it but I was trying to build it with a online skill calc and only got to around 1800 on full cleric (weapons, jewelry, armor, orbs), 25 stacks of Life and food and 300 from the trait line.
Bummer. Anet and their semantic rigmaroles. Would it hurt so much to follow the usual thing they do of ‘increased from 10% to 15%’ instead of ‘an increase of FIFTY PERCENT!!!’.
Because they have never officially unveiled any of the co-efficients, those are all community research. And saying “we increased it by 50%!” is much better pr than “we increased it by 5%”.
all in all, outside of the #6 heals, very few skills and traits generate heals with a co-efficient anywhere near 1. The ones i can think of are reserved for elementalist and guardian…
Here you are my friend;
http://gw2skills.net/editor/?fcAQJAq+kIq6ZX3OSE6BAAgaF9AAAwxfKIXA-jUCB4hBkaAkoGILqIasFho1NERjqZER16kYWcFRrWKgvVGB-w
2035 heal powa, as high as I’ve been able to get that calc to go. With ascended armor you should theoretically be able to reach 2048 and putting +5hp infusions in weapons and armor would be an additional 40 bringing theoretical max to 2088, basically sacrificing everything to heal power. With this build you can get a decent amount of power thanks to the conversion traits, but without crits you won’t be doing very much damage (thats really not the point of the build though)
Also I wanted to point out that for any profession heal power is only good if you can get a lot of sources of heals to take advantage of stacking the stat, keeping regen up 100%, spamming bomb autos and keeping super elixer on cooldown, using the sigils/runes that heal, and finishing water fields with blasts/leaps, oh and using backpack regen trait. All those are really the only way for engi’s to take advantage of heal power, whereas ele and guardian can almost outheal engi’s with just there on-dodge heals(which scale 100% heal power)
A Warrior regs more with no Healingpower every second as we engis can do with bombs with a grand master tier trait thats balance!
That’s not exactly true. An engineer spamming bombs on himself with 1000 healing power would heal for right around 400/second (because each tick of fire/smoke/glue bomb heals). If he uses healing turret on cooldown also, and has super elixir, and backpack regenerator, and blasts a water field every once in a while, he’ll be looking at a lot more healing than a warrior can push out.
Warrior healing has the advantage of being passive, brainless, and constant. Engineers have the advantage of actually being interesting to play.
Bummer. Anet and their semantic rigmaroles. Would it hurt so much to follow the usual thing they do of ‘increased from 10% to 15%’ instead of ‘an increase of FIFTY PERCENT!!!’.
So with 2k we’d heal for around 450 HP, is it?
How do we reach 2k healing anyway? I’ve heard of it but I was trying to build it with a online skill calc and only got to around 1800 on full cleric (weapons, jewelry, armor, orbs), 25 stacks of Life and food and 300 from the trait line.
The patch note preview was very clear that the healing power scaling was being increased. It’s already a massive heal considering it’s spammable, aoe, and bombs are a good kit even without the trait.
A Warrior regs more with no Healingpower every second as we engis can do with bombs with a grand master tier trait thats balance!
Um, yes. Because they forgo having a healing skill. A Cleric Engineer still has Healing Turret healing them for 7K every 15 seconds.
That’s not exactly true. An engineer spamming bombs on himself with 1000 healing power would heal for right around 400/second (because each tick of fire/smoke/glue bomb heals).
Heart of Mists testing says no. Only the first conflagration.
This is dumb. 50% increase sounds a lot better than just saying we will increase scaling from .1 to .15. I feel deceived.
That’s not exactly true. An engineer spamming bombs on himself with 1000 healing power would heal for right around 400/second (because each tick of fire/smoke/glue bomb heals).
Heart of Mists testing says no. Only the first conflagration.
Hmm, I could be mistaken. When I tested it in the mists a few weeks ago I saw additional healing coming with each tick. I’ll have to check it out again.
This is dumb. 50% increase sounds a lot better than just saying we will increase scaling from .1 to .15. I feel deceived.
Again, the patch note preview was very clear that the scaling was being increased, not the base healing amount. There was some discussion beforehand on this engineer subforum, and multiple posters quickly cleared up the few misconceptions that this would increase the overall power of the trait by 50%.
Don’t get me wrong, I can see how it could be easy to misinterpret the patch notes. But it seems hardly fair to blame Anet for that.
(edited by NevirSayDie.6235)
It could obviously have been worded better to avoid confusion. The fact that there is confusion means they did not word it properly so there’s blame to spread here.
It could obviously have been worded better to avoid confusion. The fact that there is confusion means they did not word it properly so there’s blame to spread here.
That’s a fair point. Communication is a two-way street. I’m not sure what the policy is on releasing the exact skill coefficients for power or healing power. Without explicitly stating “the old healing power coefficient was .1, and the new healing power coefficient will be .15,” I can’t really think of a different way to say it.
I didn’t know this was clarified beforehand. I’m just speaking from a point of view of someone who read the planned release notes and thought ANet wanted to aggressively promote build diversity so they slap bombs with a massive heal. .5 scaling would have been huge. God forbid engineers would be allowed to heal allies as good as guardians. I should have known it was too good to be true. Just disappointed. Oh well, it is what it is.
I’m still tempted, I’m just unsure about how useful it would all be. Most things just kill us straight off so small heals over time don’t strike me as achieving much, and in the meanwhile we’ve kitten our damage.
It could obviously have been worded better to avoid confusion. The fact that there is confusion means they did not word it properly so there’s blame to spread here.
That’s a fair point. Communication is a two-way street. I’m not sure what the policy is on releasing the exact skill coefficients for power or healing power. Without explicitly stating “the old healing power coefficient was .1, and the new healing power coefficient will be .15,” I can’t really think of a different way to say it.
ANet has developed a mindset that GW2 should be about “skill” over theorycrafting. This means that they are withholding a whole lot of info, leading to people instead gathering it by trial, error, and stopwatches.
When the game launched, non-channeled skills didn’t even list their windup times, and are still missing any data on the after-attack delays (sorry, brain failing me on the actual term). The very delays that make things like the auto-attack on pistols no better than the rifle, even tho it has shorter windup.
The patch note preview was very clear that the healing power scaling was being increased. It’s already a massive heal considering it’s spammable, aoe, and bombs are a good kit even without the trait.
And at the same time it is a grandmaster trait, working on a single utility, that requires constant and sustained use of said kit to actually have some concrete benefit from it (as it basically heals the same for every bomb, toolbelt included).
Whereas any other class gets grandmaster traits working on entire categories of utilities…
(edited by Manuhell.2759)
Elixir infused explosives? Then again, pistol #1 is not considered explosions…
Elixir infused explosives? Then again, pistol #1 is not considered explosions…
Would make nade auto attack heal for over 1k at 2k healing, lol.
The patch note preview was very clear that the healing power scaling was being increased. It’s already a massive heal considering it’s spammable, aoe, and bombs are a good kit even without the trait.
And at the same time it is a grandmaster trait, working on a single utility, that requires constant and sustained use of said kit to actually have some concrete benefit from it (as it basically heals the same for every bomb, toolbelt included).
Whereas any other class gets grandmaster traits working on entire categories of utilities…
Not every GM trait in the game is awesomely powerful, it’s true. I’d wager a fair sum that elixir-infused bombs is more useful than the Guardian grandmaster that increases their condition damage. Or that makes virtue of justice into an AoE instead of a single-target. Yes, there is a GM trait that affects one skill.
I’m not saying that those traits justify having other sub-par GM traits, just that we need to stop implying that other professions are more favored than engineers.
ANet has developed a mindset that GW2 should be about “skill” over theorycrafting. This means that they are withholding a whole lot of info, leading to people instead gathering it by trial, error, and stopwatches.
When the game launched, non-channeled skills didn’t even list their windup times, and are still missing any data on the after-attack delays (sorry, brain failing me on the actual term). The very delays that make things like the auto-attack on pistols no better than the rifle, even tho it has shorter windup.
I agree that in general, numbers should absolutely be made very available. It was really annoying to not know cast times or aftercast times at launch. All I meant was that the patch notes were probably stated as clearly as possible given the rules that the people who wrote them had to work with.
I don’t know who edits the patch notes. The language is inconsistent all the time. Take a look at the following example copied directly from the last patch notes
Inventions XI—Elixir-Infused Bombs: Scaling with healing power has been increased by 50%.
Zeal VII—Zealous Blade: This trait now scales with healing power by 2%.
Honor VI—Pure of Heart: Increased scaling with healing power from 25% to 40%.
All three of these examples are changes to basically the same part of a trait, all said in a different way
I don’t know who edits the patch notes. The language is inconsistent all the time. Take a look at the following example copied directly from the last patch notes
Inventions XI—Elixir-Infused Bombs: Scaling with healing power has been increased by 50%.
Zeal VII—Zealous Blade: This trait now scales with healing power by 2%.
Honor VI—Pure of Heart: Increased scaling with healing power from 25% to 40%.All three of these examples are changes to basically the same part of a trait, all said in a different way
Ah, I didn’t see the guardian changes. Yes, I agree that it would have been much better for the elixir-infused bombs patch notes to read the same way:
“Increased scaling with healing power from 10% to 15%”
That would have made things much more simple.
Ah, I didn’t see the guardian changes. Yes, I agree that it would have been much better for the elixir-infused bombs patch notes to read the same way:
“Increased scaling with healing power from 10% to 15%”
That would have made things much more simple.
If they said it this way though, everyone would just have laughed. I would have. Fifty percent sounds a lot better than five percent. I can’t help but feel like this was a calculated choice of words to make a negligible change sound much better than it really is. sigh
Not every GM trait in the game is awesomely powerful, it’s true. I’d wager a fair sum that elixir-infused bombs is more useful than the Guardian grandmaster that increases their condition damage. Or that makes virtue of justice into an AoE instead of a single-target. Yes, there is a GM trait that affects one skill.
13% power to condition damage in the power trait tree. With a class that can use that condition damage via burning just using its class mechanic. Mediocre, maybe, but not that bad.
And the other trait mentioned affects the class mechanic too, not just a simple skill – unlike our trait, it is always in effect, whatever weapon you are using.
And we’re talking about an area burning every five attacks, as it works on the passive effect of the virtue.
I’m not saying that those traits justify having other sub-par GM traits, just that we need to stop implying that other professions are more favored than engineers.
I don’t need to imply anything – i’m stating a fact. No other class has got grandmaster traits affecting single utility skills.
Elixir infused explosives? Then again, pistol #1 is not considered explosions…
Would make nade auto attack heal for over 1k at 2k healing, lol.
Well you would have to go 30 explosives, 30 inventions, and pile on the healing power gear. Never mind hammering that key into submission.
but it was mostly a brainfart
I’m not saying that those traits justify having other sub-par GM traits, just that we need to stop implying that other professions are more favored than engineers.
I don’t need to imply anything – i’m stating a fact. No other class has got grandmaster traits affecting single utility skills.
I fear that ANet’s logic is that this is a kit, and so a weapon on par with a greatsword. It does after all provide us with 6 bomb themed skills (5 weapon, 1 toolbelt).
All in all I suspect they never intended tri-kit builds to have a optimal trait selection.
I’m not saying that those traits justify having other sub-par GM traits, just that we need to stop implying that other professions are more favored than engineers.
I don’t need to imply anything – i’m stating a fact. No other class has got grandmaster traits affecting single utility skills.
I fear that ANet’s logic is that this is a kit, and so a weapon on par with a greatsword. It does after all provide us with 6 bomb themed skills (5 weapon, 1 toolbelt).
All in all I suspect they never intended tri-kit builds to have a optimal trait selection.
Even if we had to count them as a weapon, there is a single grandmaster trait apart from the engineer’s ones affecting a single weapon – Lingering Curse.
http://wiki.guildwars2.com/wiki/Lingering_Curse
Yet, we still have no second weapon slot, we must still spend utilities for them and we are still balanced in the assumption we will use them. Also, it isn’t like they’re real weapons: they’re balanced for sustained use, with no bursts or particular effects (for example, we have no evades) and putting the bulk of the direct damage on the autoattacks.
Basically, even our only advantage – being able to swap between them, thus cycling between the skills with cooldowns – is greatly neutered by design.
(edited by Manuhell.2759)
A Warrior regs more with no Healingpower every second as we engis can do with bombs with a grand master tier trait thats balance!
And as an added bonus, you’re free to use your #6 slot as you wish, and it also heals friendlies around you!
(Seriously, if you want to whine, at least learn some basic rules about it. Like making sense.)
A Warrior regs more with no Healingpower every second as we engis can do with bombs with a grand master tier trait thats balance!
And as an added bonus, you’re free to use your #6 slot as you wish, and it also heals friendlies around you!
(Seriously, if you want to whine, at least learn some basic rules about it. Like making sense.)
And the best part is that healing turret is a more powerful heal (Used the way the majority of engis do, which is blasting it excessively) than healing signet. And then we have backpack regenerator, healing bombs, and high regen uptime on top of it.