Engineer healing no longer has a spark...
Hmm, i have not tried to play a healing engi yet, but just out ofcuriosity, in your set up, what were the results of the Elite Mortar water field with the double tap blast finisher from your F5 ? I healed myself and my party to full plenty of times, without running any healing power gear using this combo, so just curious what would it be like for someone in healign gear.
Also, that double tap orbital strike does some decent damage.
Ya I like the orbital strike. That was the only really good thing I could see out of the new changes. The blast maxed out for only ONE time hit of 600 hp added onto the other people blasting the field. Not nearly as effective as healing bombs 450 healing per bomb and 2.2k non crit damage to enemies while it healed you for 450 as well.
You do know that healing-numbers get cut off if the target has already reached max-health, right?
Are you sue that your party wasn’t full already? I’m asking because i tried out plenty of the new stuff, and never experienced odd behavior of waterfield blasts, or the other heals in general. Depending on my gear to that time, the healing-output from all skills and combo finishers were pretty persistent. (Tried with cleric, zerker, sinister, cele, rabid+dire mix)
The blast maxed out for only ONE time hit of 600 hp added onto the other people blasting the field.
This is definitely not true.
Blast finishers in water fields heal for 1320 + 20% of your healing power. Leap finishers in water fields heal for 1300 + 50% of your healing power. And if you trait for Siege Rounds, the field lasts plenty long enough to get both blasts in of Orbital Strike with a Jump Shot or Magnetic Inversion as well if you need it.
Now when you were blasting, how many finishers did you use? Or was it them blasting your field that caused the extra hp?
Now when you were blasting, how many finishers did you use? Or was it them blasting your field that caused the extra hp?
Combat log.
2x Orbital Strike + Jump Shot, as I said.
Without healing bombs, engi healing is lacklustre.
After testing out full cleric’s gear for the engineer and testing out healing fields and the newer healing skills, I have come to find that in comparison to what it was, it sucks. The healing blast DOES NOT HEAL THE USER and does not offer any kind of offense while healing for nearly the lowest amount out of any healing skill in the game. That so called combo blast field healing if payed attention to, only blasts for ONE combo field and then the skill is useless until it is recharged. The individual medi packs only heal ONE person per pack and thats if they even touch the thing. The healing on each pack doesn’t even warrant using cleric’s gear…
If healing is suppose to be an important part of the game, someone completely dropped the ball. It needs another review before putting out things like this in which it looks like someone just vomited healing skills and told players to use them and that somehow the new heals make things balanced. 35 points of extra healing does not make a big difference in any fight.
100% agreed!
If they can’t make the healing kit worthwhile, they should at least give us back our healing bombs. As it stands right now i have got a useless full clerics gearset taking up space.
I went back to test the blast field and yes, it heals, but it’s heal is not enough to warrant going full cleric’s gear. None of the Engineer moves are like that anymore.
They took healing power to attack power conversion away from the tree too so you not only hit like a wet noodle, but none of your heals keeps you alive long enough in battle to be effective. At least with the power conversion instead of that lame “Energy Amplifier” you had some kind of bite to your heals. Id get rid of that “Thermoberic Detonation” thing too and replace it with something that really matters like blast radius for healing too.
Healing Combo fields disappear and have to be recovered after a certain amount of recharge. Healing bombs had virtually no long recharge and healed you. Have you seen the 30 second cooldown on your mortar round?
After current tests, you may as well run zerker or heavy condi because all the other stats do not matter in any fight long or short term. Its as if Vitality, Toughness, and Healing power no longer mean anything as stats. You put a zerker anything against people who specialize in these stats, and they will die more than likely in a fight. At least with older specs I could fight, kill, and heal without dying all the time like now. This game does not have any healer love being that healers get shafted in the EXP area because they have to damage everything on top of heal people in combat. If you do your job somehow very well, even though they have made it alot harder now, you would get nearly no exp. They really need to review this and fix something here.
I went back to test the blast field and yes, it heals, but it’s heal is not enough to warrant going full cleric’s gear. None of the Engineer moves are like that anymore.
They took healing power to attack power conversion away from the tree too so you not only hit like a wet noodle, but none of your heals keeps you alive long enough in battle to be effective. At least with the power conversion instead of that lame “Energy Amplifier” you had some kind of bite to your heals. Id get rid of that “Thermoberic Detonation” thing too and replace it with something that really matters like blast radius for healing too.
Healing Combo fields disappear and have to be recovered after a certain amount of recharge. Healing bombs had virtually no long recharge and healed you. Have you seen the 30 second cooldown on your mortar round?
After current tests, you may as well run zerker or heavy condi because all the other stats do not matter in any fight long or short term. Its as if Vitality, Toughness, and Healing power no longer mean anything as stats. You put a zerker anything against people who specialize in these stats, and they will die more than likely in a fight. At least with older specs I could fight, kill, and heal without dying all the time like now. This game does not have any healer love being that healers get shafted in the EXP area because they have to damage everything on top of heal people in combat. If you do your job somehow very well, even though they have made it alot harder now, you would get nearly no exp. They really need to review this and fix something here.
Heres what I’ll say. My healing seems to be relatively the same. I dont think clerics is a good armor set, and, as its currently set up, will remain that way. I know during the PoI they have said Healing/Tanking will be more important, and almost (possibly) necessary to have one. Revenant being the first of the “main healers” that have a spec for it.
Now, if you look, the others that could also be main healers are Ele (water) Engi (Inventions) and MAYBE Guardian (AH). Furthermore, before the patch, they said they wanted to give us more healing/support tools, and I think theyre doing that slowly. Medkit is poorly implemented, and will likely see a buff. The heal trees have nice traits that just need reworking.
I would suggest running Celestials instead of Clerics, and being able to do what we do best: A little bit of everything, lacking in nothing — per say. And wait for HoT info. We have no idea what our last spec is, or could be, all we know is it likely has drones and a hammer.
Also, the guy above healed for like 7k HP in about 5 seconds, and can do that probably every 20-30s. I dont know his stats, but he could have also blasted the turret for another one, and alternatively, used shield instead of rilfe. Thats not terrible healing.
(edited by Malpractice.7850)
As cool as 20-30 seconds is, I did like my virtually non-existent cooldown. I like the idea of Celestial, but Clerics used to be absolutely pro for the healing engi build til this new system. Removing the physical attack power and healing bombs was pretty dreadful blow to the Healing Build. Starting to lean more towards celestial with how terrible they have made crit builds atm in comparison to condi damage. Condi damage kind of has out-dpsed all the crit builds. If not so much as out-dpsed, it also outclasses the crit build because most of the armors include toughness and conditions have a guaranteed application vs crit which only has the superior sigil of intelligence that can offer your 3 guaranteed crits. What this has to do with healing? Alot. Everything at the moment is out-doing all the healing builds you can think of for engi.
The better news is that I saw over 600 tic healing for 5 seconds per second in the mortar field (3k hp), but 30 seconds and the fact that field cannot move around with you makes it less effective. At least the bombs you could bomb with your heals right next to you all the way.
Healers still don’t get any EXP, love, or real recognition for being a healer.
Here is a thought which caught me today: What if Anet designed the healing blast combos because they know what is going to happen with the elite spec? Lets say the hammers AA is a blast finisher (3rd attack of the chain, just like the one from lightning hammer), this would mean we are able to spam blast combos and heal with them.
That would be nice to have, I guess.
(edited by Kodama.6453)
As cool as 20-30 seconds is, I did like my virtually non-existent cooldown. I like the idea of Celestial, but Clerics used to be absolutely pro for the healing engi build til this new system. Removing the physical attack power and healing bombs was pretty dreadful blow to the Healing Build. Starting to lean more towards celestial with how terrible they have made crit builds atm in comparison to condi damage. Condi damage kind of has out-dpsed all the crit builds. If not so much as out-dpsed, it also outclasses the crit build because most of the armors include toughness and conditions have a guaranteed application vs crit which only has the superior sigil of intelligence that can offer your 3 guaranteed crits. What this has to do with healing? Alot. Everything at the moment is out-doing all the healing builds you can think of for engi.
The better news is that I saw over 600 tic healing for 5 seconds per second in the mortar field (3k hp), but 30 seconds and the fact that field cannot move around with you makes it less effective. At least the bombs you could bomb with your heals right next to you all the way.
Healers still don’t get any EXP, love, or real recognition for being a healer.
They dont because theyre not needed atm, and being a healer, youre more a hindrance to the party than a blessing.
That kinda sounds like ‘healers go do something with yourselves’ and we only want people who can crit and condi in the game. If that is the case, lets post that and come out and say that all other armor and whatnot in the game is worthless unless its zerker or some other condi related armor. Really narrows down the engineer quite a bit.
I beat quite a few people using the healer engi before. It was tanky and had the power to kill, but not anymore. This seems like they have made all the specs to where its strictly fight, not tank or heal. (Ive also tested the tank, it fails at the moment because it makes you a walking target.)
Unfortunately, that is how the game/dungeons are atm. Until they change that, it will be status quo. Currently, there is no use, and no desire, for a dedicated healer from groups. With the expansion, that may change.
Lets hope that will change with the expansion. Until then, it looks like Vitality, Healing power, and Toughness are just about worthless stats for the engi until further notice. Its a kill or be killed game at the moment with the stats. Pure offense or you are going to get whacked.
Hi, can you share your heal build? I’d like to try it.
M trying to make healing build viable on different class and have failed on most Post patch.
And yes vitality, healing, toughness seems useless right now in game.