Engineer: Healing Builds (Please Share !)
In my signature.
Healing Power builds are bad in PvE. I’m sorry.
Thanks for the feedback !
Is superior rune of the monk worth it? The number 6 ability seems like a good thing for a healer to have. I’d have to grind out the ascaleon catacombs dungeon though.
Has anyone used this rune that can speak to its usefulness?
Thanks in advance !
Thanks for the feedback !
Is superior rune of the monk worth it? The number 6 ability seems like a good thing for a healer to have. I’d have to grind out the ascaleon catacombs dungeon though.
Has anyone used this rune that can speak to its usefulness?
Thanks in advance !
Monk would be ok. But if you use monk you lose the perma regen from Dwayne runes. Phineas is also right. Healing builds are useless in pve
I personally prefer runes of the water for engineer if you’re looking for something oriented towards healing. They are able to utilize the 6-piece AoE healing bonus quite well, and the additional self-condi removal can help out. The Dwyana runes are nice if you want he regen uptime, but the loss of the boon duration bonuses might not be worth it.
I wouldn’t bother going for runes of the monk, although it is possible they will increase your overall allied healing. One would have to crunch the math to know for sure. Maybe if you combine it with a sigil of benevolence it could work out ok. I’ve just never felt the heal-on-hit is that potent, and the AoE heal from water runes can help make up for the 10% not obtained by using monk runes. Not to mention you lose a chunk of boon duration using monk runes.
I haven’t tried either of those sigils on engineer, but the renewal one could be particularly useful when combined with kits.
I’d also not choose giver’s for the armor prefix. The amount of boon duration you’re gaining is small. Furthermore, you’re also not maximizing your healing power by going with this prefix. I’d suggest swapping to cleric’s or apothecary’s if you really want to focus on the healing role.
Engg can also do a lot of AoE burst heal with their healing turret, so you should make sure you have at least a few blast finishers on hand (i.e. shield, elixir gun, thumper turret, rocket boots, bomb kit, &c.). If you have about 1400 healing power, you should be able to heal for around 10k to all nearby targets in a period of a few seconds if you do 4 blast finishers, as well as giving them around 10 or so seconds of regeneration. This is before you use any elixir gun skills as well or throw in elixir-infused bombs. Your allies can also blast the water for even more healing.
Unfortunately the healing turret is bugged and the overcharge doesn’t gain a bonus from healing power, but you mostly just want the water blasts off of it.
In any case, as was said, you probably don’t want to do that for general PvE since it’s better to just DPS things down, give everyone might, reflect/block projectiles, and such and such. I have used healing builds for WvW zerging and they can be fairly effective (especially with elixir gun), but it’s hard to justify their use elsewhere unless there’s a specific purpose for it. For instance, I used a healing build for doing the Liadri 8 orbs achievement because I basically had unlimited sustain and didn’t have to worry about dying to her attacks while gathering up the orbs, and I would utilize confusion and burning to wear her down and kill her in time after I got the last orb. But that’s a very special type of PvE encounter that necessitates certain tactics and build options that you might not normally utilize.
swap for heal
bomb for heal in stack spot
nade for damage/cond
EG for heal/clean
HT for heal/blast water