Engineer water field
I think they were trying to make it so that most professions that made fields had a field to call their own.
Dark: Necromancer (Maximum of 15 seconds out of 36 second rotation I think with wells.)
Ether: Mesmer (About 15ish seconds per 36 seconds)
Fire: Elementalist (Capable of nearly perma-fielding with Lava Font I think.)
Ice: Nobody
Light: Guardian (Near-constant with symbols and wards) and Engineer (Perma through kit-swapping Elixir Gun with Kit Refinement.)
Lightning: Nobody (Eles can only have 4 seconds uptime out of 25, so it’s not really something they care about.)
Poison: Necromancer (Chillbains and Corrosive Cloud can keep a decent uptime.)
Smoke: Thief (Black Powder and Smoke Screen)
Water: Ranger (Healing Spring for 15/30 uptime.) and Elementalist (but only somewhat, as thy only get them on staff, and Geyser’s field is woefully short, and Healing Rain is on a long cooldown.)
The problem here is that our only half-to-constant field is generated through Elixir Gun’s Super Elixir and Kit Refinement. It’s not as easily accessible as most normal skills are. On top of that, we compete with Guardian for “bringer of the light field.”
I do like the idea of Engineer being capable of bringing a lot of different fields to the table. A small boost to the Healing turret’s water field (it lasts like .5 seconds) would be welcome, and even great. The toolbelt skill does need a lower cooldown too, because nobody in the right or left mind goes 30 in Tools just for that skill. A few seconds of regen with a water field is not worth the minute of wait between uses.
I’d say…
Healing Turret causes a 2s water field very 8 seconds along with the regeneration pulse.
Regenerating Mistis now 30s recharge with a minimum of three seconds of water field.
I don’t really think the half second water field is the worst problem our healing turret has, although I could argue against how irregular it seems some times (I swear, I think I have the bugger timed and then I end up missing on the odd occasion). I think what makes healing spring so much better than the healing turret is that it regenerates more health on a shorter amount of time.
EDIT: Oh yea, and the terrible frustrating bug on the healing turret also makes it kitten. 5 hp regen with full cleric? bugger me.
Don’t get me wrong. I run a full healer engi and a condition damage ranger, I do envy that heal when I’m on my engineer, but we have Super Elixir to pick up conditions, and engis have a lot more combo fields than Rangers. Just take bomb kit out for a spin.
What I’ve suggested in the past is that the healing turret should have a duration wherein it will expire, but It would have stronger regen and a longer water field (though not too long, want to keep the cooldown shorter than healing spring). We can leave our conditions to double SEs (refined kits) and elixirs.
Let’s get the regen it gives scaling with heal power first. Before we decide if it is too weak or not.
If you want to use healing turret, try putting it up and detonating it 0.5 seconds later to cause a blast finisher on its initial water field. Seems to be much more effective for me because you’ll get it back sooner (higher self-heal) while providing 1.4 k or so in AoE healing.
Also works by putting up the turret, using its overdrive and then detonating it in that combo field.
They should reduce almost every cooldown related to the turrets first.
The overcharge abilities have a too long cooldown, and what’s worse: they proc their effect on a way too long cooldown as well.
For example: who relies on the healing turret overcharge to remove conditions? Seriously: who relies on that?
The toolbelt skills often have a too long cooldown as well.
Reduce the cooldowns and you get more turret effects, which makes them more usefull.
And you get more fields because of that as well, because they would proc their overcharge effect on a faster rate as well.