Engineer healing is suck at the moment.

Engineer healing is suck at the moment.

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Posted by: paladinecho.3024

paladinecho.3024

I don’t understand what the big deal is about that medical kit, but it absolutely sucks and is blocking cool things that we had like healing bombs. I hope that the focus for healing gets as far away from that healing kit as possible because that healing kit is only designed to handle one person at a time. Healing blast is worthless in comparison to that staff ele water toss that not only hurts the enemy but heals allies at the same time. I definitely dont want that added to the healing kit unless it has a similar effect and damage.

The other heals do not spam fast enough to warrant going full heal gear anymore. Full heal gear at one point was pretty awesome for zerging, but now its reduced to foolishness. I will be running tests on the healing one more time at full healing power, after that I will be concluding the facts of the healing engi again. It needs to be brought up now because it is affecting a combat style. Also other healing tree passives are still garbage compared to healing bombs.

Engineer healing is suck at the moment.

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Posted by: Toolbox.9375

Toolbox.9375

I don’t want to see healing drift away from the Med Kit… I want to see the Med Kit become an amazing choice for healing. Changing the packs to be one-per-person buff stations and MASSIVELY boosting the healing amount on Skill 1 so that the Engineer’s decision to not deal damage is properly rewarded with outstanding team support.

The class is always greener on the other side.

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Posted by: Jerus.4350

Jerus.4350

They had REALLY cool synergistic elements in the intial preview. Those got scrapped and altered and the things that seemed to be built around that synergy were left as is.

Med Kit’s strength in the preview was “healsplosion” where activating a heal skill would blast. Combine that with blasts = heals, it made for an interesting synergy. Blasts = heals also synergizing with the dodge roll bomb… which ended up with a ICD for god knows what reason.

In the end we’re left with an underperforming med kit that while had some cool ideas is actually less effective than the old one. And healing traits that are just not worthwhile and severely underpowered.

I’m not holding my breath, but I really hope they do another pass on that aspect of engi. I don’t really have anything to complain about pretty much anything else for engi, but that aspect was destroyed, I thought the changes would make it more engaging than the previous elixir infused bombs, but somewhere along the line as I said above the elements of it got gutted and left the total just lacking.

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Posted by: Jerus.4350

Jerus.4350

I don’t want to see healing drift away from the Med Kit… I want to see the Med Kit become an amazing choice for healing. Changing the packs to be one-per-person buff stations and MASSIVELY boosting the healing amount on Skill 1 so that the Engineer’s decision to not deal damage is properly rewarded with outstanding team support.

I can’t agree with the idea of medkit1 getting the buffs it would need to make it viable as a pure healing weapon. It’d just need far too much to be reasonable to be actually viable. Then you’d still have to work something in to actually get credit on kills.

It does need a massive buff however you go though. But, my thought is pulsing heals on allies, stacks of bleed or pulsing damage on enemies. Doesn’t even need to be massive, but enough to get you credit on kills and validate the time spent doing nothing but healing that just won’t ever be powerful enough to stand on it’s own without breaking the way heals are generally handled in this game. 5-10s bleed on a channel would be nice. See it become something more akin to http://wiki.guildwars2.com/wiki/Cone_of_Cold

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Posted by: Arioso.8519

Arioso.8519

I don’t want to see healing drift away from the Med Kit… I want to see the Med Kit become an amazing choice for healing.

Same. They put all this effort into a med kit rework, and they somehow managed to make it even worse.

I WANT to be a medic engie.
Cleric Elixir Bomber was sup-optimal but at least it worked.

But Anet’s balance team is really afraid of healing. They buffed damage across the board and nerfed most class’ ability to heal and sustain. I suppose they wanted to keep PvP fights short and keep them from dragging out.

Medkit 1 was a brilliant solution to someone bunkering by healing themselves for insane amounts per second because it was ally targeted only. You’d be able to group support and keep your team alive, and the counterplay would be to target the medic first. Just like a medic in a game like Team Fortress 2 for example. Of course, the medkit is so laughably weak that you can just ignore the medkit engie in a group fight and burst down whichever your preferred target is anyway.

OP has a point, if they’re going to be so afraid of giving us a useful medkit they may as well nuke the whole thing and give us something we can actually use, but I’d much rather have a good medkit so I can give the water bomb a rest.

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Posted by: Chorazin.4107

Chorazin.4107

Well the Cleric bomber also had the kicker of Apothecary stats which had good synergy, so you could run Elixir infused bombs for heals and have some condi offense.

The current support options in the inventions line are terrible, MDF is so bad it shouldnt be a T1 minor trait. There are so many problems with it mechanically, it can trigger off literally anything and go on a 5 second ICD making it pointless. When you use a blast field you usually line up a series of blasts, a 5 sec ICD makes this again useless. A lot of the time im not the one needing healing i throw down my water field to blast it for others so whilst im at 98% health and receive say 300 hps that means im dealing out a massive 36hps. And the radius again cripples this ability as our core healing in general are blast finishers.

Soothing Detonation i crunched some numbers on, a mild dip into healing power, say 300, means ur detonation will be 400 with no ICD. So throwing down a water field and blasting it twice will throw out on top of your 2 blasts for 2760(@300 healing power) another 800hps so a total of 3560 burst healing for your group. which is okish, throw some monk runes in there and delicious rice balls for 20% outgoing healing means you now have 4272 burst for those 2 blasts which is tidy.

If the water field was generated by say a healing turret, the healing increases further, throwing down the turret at 300 healing power nets you 2670 burst(add 20% for the outgoing 3204) now add on the 2 blasts plus soothing detonation for a total of 7476. This is all calculated without taking into account the +250 healing power from Energy Amplifier for using a healing skill(healing turret).

For me however it is crippled by it’s range which is far too small. Why wouldnt this be the same as the healing turret at 480 or a blast at 360? Makes no sense to me that you would have this on 240 radius rather than 360 which is what the blast area is if it’s meant to you know, enhance our blasts?

On top of this it should add something like 2seconds of regen/vigor per engineer blast, or clear 1 condi per blast for the group. You are giving up valuable blast abilities that you could be using later in the fight. That magnetic shield reflection, those rocket boots to break a long immob, so it really has to mean something.

Med kit seems worthless looking over what it offers, way too clunky to use. Got to ground target, people have to actively walk over the dropped packages. In a fast paced combat game where you can die in seconds i just lol at this decision. They should have just cut and pasted the Guardian tome of courage abilities on the medkit except the full heal, renamed them and adjusted the timers/numbers of the abilities.

Chorazin
[lion]~ riperonis
[tRex]

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Posted by: basz.6129

basz.6129

HT for pve and wvw ftw. Elixir h for pvp. That is all.

Engineer healing is suck at the moment.

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Posted by: Gaaroth.2567

Gaaroth.2567

I want medikit reworked as mediblast of counterstrike’s medic </3

Tempest & Druid
Wat r u, casul?

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Posted by: Drake.8543

Drake.8543

I miss the healing bombs with out them it has ruined my class and all my armour and weapons became useless so kinda kittened me the hell off when they disappeared. ????. Sad times xxx

Engineer healing is suck at the moment.

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Posted by: Arantheal.7396

Arantheal.7396

https://wiki.guildwars2.com/wiki/Med_Blaster
this is the current skill 1 on medkit.
Terrible scaling on Healing power, terrible base heal & terrible bonus heal from boons.

That’s how I’d fix it:

300 base-healing. That is 1.5k healing flat per channel on builds that don’t have any healing power at all. It maybe is weak, but at least it can save your allies kitten if he’s lucky.

If you spec into clerics + healing power runes + inventions-line, you max out healing power at 1625 in PvP. If we allow a scale of 0.2 we end up with 325 bonus healing, giving us 625 healing per tick in total, letting us heal allies for 3125 per channel.

The bonus for boons is roughly 10%, so that means 150 extra healing without any healing power in total, & 312.5 extra healing per boon in total in PvP with maxed out healing power.

This would be a 1.25sec channel I can live with, since I’d actually feel an impact on the combat in that way & since we can’t profit from it ourselves, enemies still could decide to focus on us to stop the healing we dish out for the group.
I’d never give this high healing number to fields like super elixir or mortar #5, but medkit #1 is a active skill, locking you out from dealing direct dmg or applying further condis while it’s channeling, so it should be a worthwhile decision for us to channel it.

Additionally the trait health insurance would receive a visual impact on our healing output, and could become a worthwhile decision if combined with monk runes f.e.

Engineer is love, Engineer is life.

(edited by Arantheal.7396)

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Posted by: funghetto.1584

funghetto.1584

hello…

never tested the soothing disruption…

“Does not apply to the caster itself.”

now a question comes to mind too…
does even “Cleansing Synergy” “not apply to the caster itself.” ????
it has a 10s ICD, but how long after does it trigger? ista? 1s? 20s? 5s? 2s?

“There’s no such thing as balance, fairness or honor.”
a Fissure Of Woe player that has no home.

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Posted by: NiBlack.3149

NiBlack.3149

As I always say. I could have traded Elixir-Infused Bombs, and speed bonus for new traits (as they were presented at the beginning). Yes there could be broken combos when you count usual healing turret healing combo, BUT new invention line is laughable for healing (in ICDs, and power). So now I want my healing bombs back.

And I need remind that in first aid kit only F1 is counted as healing skill. Equipping kit is not using heal skill.

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Posted by: funghetto.1584

funghetto.1584

well if that “soothing disruption” would heal even the engineer would be ok – think it this way:

you and 4 allies:

no healing power heals for 340 with whatever kind of blast on whatever field -

may i list the blasts and fields we have on our own as engineers?

healing turret f1 explode turret – drop whatever kind of field (we are full of tons of field – and blast) shield? big o bomb? acid blast of elixir gun? crate? mortar f5? we are full of blasts and fields.

put this soothing disruption in a cleric-magi build for guild raids-etc in wvw
or in a celestial build for pvp – or roaming in wvw

it becomes a nice trait indeed if it was for us + 4 allies!!!

“There’s no such thing as balance, fairness or honor.”
a Fissure Of Woe player that has no home.

Engineer healing is suck at the moment.

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Posted by: paladinecho.3024

paladinecho.3024

Its bad when you go full healer and only get an extra 700 points of healing for 1504 +points you have in the healing circle… Thats when you use the turret. The turret heals for 2,520 and with the 1504 healing it heals for 3272. Before we had a nice boost to heals that gave us attack power for healing points. Now it just sucks because the attack power in full heal mode is now 1964. What are you going to kill with 1964 points of attack? Thats worthless pve material trash.

They don’t give credit to healers and nerfed the healer attack power and healing point effect. You don’t have spammable skills like before with healing bombs and the one spammable skill they do have “healing blast” is so poor that it couldn’t afford to pay for a free lunch.

(edited by paladinecho.3024)

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Posted by: Pride.1734

Pride.1734

Bet i will still be writing this in years…
Please give us healing bombs back. MDF out Healing Bombs in. (And fix the bomb radius)

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Posted by: paladinecho.3024

paladinecho.3024

I’ve figured it out. It is the 10% of healing power converted to attack power that kept engi healer in good standing in WvW. Since they took that away, its been way too tough to 1 v 1 people in WvW. In zerging you hit like a wet noodle rather than doing medium damage.

Engineer healing is suck at the moment.

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Posted by: TsukuZankaze.6951

TsukuZankaze.6951

This:
http://gw2skills.net/editor/?vdAQFAUlsTh+sY7WwyKQ7FLpFV4LGj1mYNejVx3GGAhIA-T1xDABMcBAIUJYlq/80+D4pDAgHAQoK/IFgfjsA-w
Notice that stat called “Outgoing Healing Effectiveness” try to add that into Soothing Detonation and Med Blaster. Initial results are as follows:
Med Blaster No boons: 581~, kinda sucks but its aoe heal.
Med Blaster 3 boons: 770~, pretty good.
Med Blaster 5 boons: 900~, kitten fine healing on a 1.25 cast.
Soothing Detonation on Water Fields: 3300~ PER BLAST, Nuf said.
Regen Outgoing: 460 a sec. On Elixer gun’s toolbelt its got a long, LONG duration.
Super elixer Impact and then pulsing: 1900 impact, 516 per pulse.
Elixer Shell: 975 per pulse.
If Medic engi died, i sure as hell missed it. Id also like to add that there are 6 Blast finishers available, 4 Med kit abilities that i didnt talk about, And the fact that this build actually puts out damage with a nice crit rate and bombs when not on healing.