Healgineer v2.0 - After the bombpocalypse...

Healgineer v2.0 - After the bombpocalypse...

in Engineer

Posted by: Urdhgag.2450

Urdhgag.2450

The Elixir Infused Bombs are gone. The king is dead, all hail the king.

Now we have to find fitting replacement for our beloved ruler? Is there one? Yes! Under these fine lines I will break down the Eingineer’s healing capabilities for all of You to see. I highly encourage Anet employees to comment and to fix the kitten Med Blaster for it is sad beyond my understanding.

Weapon of choice:
Pistol and shield. I like rifle for it’s 5th skill which grants me certain mobility when moving around and about dungeons however in combat situations shield and pistol prove superior due to blast+waterfield combo

Healing skill:
Healing turret 2 cleanses and a powerfull heal of 6k hit points. On 15 second cooldown. With waterfield (use shield’s 4th skill for blast finisher healing you for additional —-- hp).

The baseline healing impulse with the Energy Amplifier trait causes healing turret to heal for 3464, the regeneration grants you 364 hit points per second, water blast combo was slightly bumped and now heals for 1773 hit points. To sum it up we get 2 × 3464

HPS for now: ([2×3464]/15) + 364 = 461 + 364 = 825 hit points per second (was 863 but the change might be due to my sloppy math skills)

Utility skill 1:
Elixir Gun
Toolkit skill called Healing Mist is one of two stun breaks you have and it gives you a regeneration on similiar terms as other skills thus allowing you to have almost constant regen.

3rd skill – Fumigate is great to clean your teammates of conditions and 5th skill Super Elixir grants you one time spike heal of 1363 hit points and creates light field which heals you for another 371 hit points per second for 10 seconds (+ 1 on the beginning of the skill). It has 20 seconds cooldown which starts after you deploy the exlir thus making it effective 10 second cooldown.

To break the numbers down you get 175 hit points per second from ticks and 60 hit points per second from initial hit.
HPS for now: (1363 + [11×371]) / 20 = 272 (+825 hit points per second form healing turret = 1097 hit points per second) [was 998 hit points]

(edited by Urdhgag.2450)

Healgineer v2.0 - After the bombpocalypse...

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Posted by: Urdhgag.2450

Urdhgag.2450

Utility skill 2:
Grenade kit is your main damage dealing tool. Why? Because this build relies heavily on crits and 3 grenades with 46% chance for crit.

With 46% crit chance for each grenade = 54% chance that grenade does not crit.
The chance that all three grenades fail to crit would be
(54^3) / (100^3) = 157,464 / 1,000,000 = 0.157/1
So you actually have an 84.3% chance to get at least one crit. (thanks to Nilix)

So this baby here combined with Bunker Down which grants you bandages every two seconds (926 hit points per bandage) allows you to heal for 463 hit points per second.

Compared to Elixir Infused Bombs which allowed us to heal for 698 hit points per second this is somewhat dissapointing. But remember that instead of Bomb Kit you can now use pretty much anything – as far as i noticed Condition damage induced crits also generate bandages.

HPS for now: 463 + 1097 (was 998 + 698) = total 1560 hit points per second (was 1696)

Utility skill 3:
Elixir S is your runaway button. Breaks stun and makes you invincible for 3 seconds. On 60 second cooldown. No heals, but it is great. The toolkit skill is 5 seconds invisibility on 60 second cooldown.

Great for disengaging or running through groups of enemies you do not want to aggro. It is an aoe skill and allowes you to hide yo’ friends and hide yo’ wife as well.
HPS for now: 1560 (was 1696)

Elite Skill:

I run Supply Package (and now it might be considered viable option too since it gives you 5th toolkit skill called Med Pack Drop (which has 60 second cooldown I think which can be downed to 51 seconds) The MPD drops on Your head 6 bandages each of them healing for 1546 so grand total of 9276 hit points with cooldown of 51 seconds gives us 181 hit points per second (all with Energy Amplifier).

On the other hand Mortar kit allowes you to use Elixir Shell on yourself which grants you Water Field with 5 impulses healing you for 703 hit points each on 30 second cooldown totaling in 117 hit points per second.

HPS for now: 1560+ 181 = 1741 hit points per second (was 1758)

(edited by Urdhgag.2450)

Healgineer v2.0 - After the bombpocalypse...

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Posted by: Urdhgag.2450

Urdhgag.2450

Traits

Lack of EIB and complete overhaul of our trait system made me try to reinvent (oh, who am I kidding – I just slightly refurbished the build).

Tools line:

Utility Goggles – Blinds and disables kitten you off granting you 13 seconds of fury and 10 seconds of blindess immunity. On 40 second cooldown.

Streamlined Kits – Various effects on kit usages + swiftness because why the kitten not?

Adrenal Implant – from what I understand Vigor was nerfed and now gives you +50% energy regen instead of 100%. Just like Adrenal Implant. Constantly. All the time. On the battlefield and in the bed.

Alchemy Line

Protection Injection – As much as disables kittened you off now everything causes you to inject yourself with sweet adrenaline granting you 4 seconds of protection on stuns, dazes, knockdowns, knockbacks, launches, floats, sinks, fear and bad ale. On 5 second cooldown. Truly places IN in Insecurity.

Backapck Regenerator – Not kittening around – you installed some automated mechanism that injects you with sweet, sweet coagulants granting you extra 202 hit points per second.

202 +1741 = 1943 hit points per second

Throw Stimulant – Everytime You use the Healing Skill you get kittened off. Seriously – what doesn’t annoy you? Go swim with quaggans or something. 6,5 seconds of fury and 902 hit points for 10 seconds cooldown.
90 + 1943 hit points per second = 2033 hit points per second.

Inventions Line

Automated Medical Response – All heal skills recharge instantly when you get under 25% of Your HP. Does not work with toolbelt skills (so do not count on bandage self) but works with any usual healing skill (the sixth on Your skillbar). 10 seconds cooldown.

Heal Resonator – You were constantly kitten off? Now you constantly regenerate yourself – everytime you use any form of healing you apply regeneration to yourself and your friends. Better healing factor than Wolverine.

Bunker Down – Whoop de doo. You have so heavy hand that each time you crit bandages drop from your pockets. Well… every two seconds… And a mine from your backpocket. The healing was accounted for in Utility Skill #2 paragraph.

(edited by Urdhgag.2450)

Healgineer v2.0 - After the bombpocalypse...

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Posted by: Urdhgag.2450

Urdhgag.2450

Gear and foodstuff

I suggest magi gear for any starting healgineers. It is horribly cheap, you can buy almost full set with accessories for something around 40 gold. It rises your precision and allowes you to crit more often triggering various effects.

I have suggested Superior Rune of Altruism because of fury and might inducing capabilites, but it might be a subject to change in near future.

I have suggested Superior sigil of health because when you have it each 6 seconds with your current critical chance you will steal around 300 hit points. I’ll add it to the pool:
HPS for now: 2033 + 50 = 2083

And since it is very forgiving build when it comes to enemies hitting on you you I have suggested Superior Sigil of Water for additional 50 hit points per second.
HPS for now: 2083 + 50 = 2133

You can also eat Mango pies for some hit points per second effectively raising your HPS above that. Remember that these hit points fluctuate here and there and sometimes you will heal for more than 2000 per second and sometimes you will barely make it past 1100.

(edited by Urdhgag.2450)

Healgineer v2.0 - After the bombpocalypse...

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Posted by: Urdhgag.2450

Urdhgag.2450

The Greatest change

Elixir Infused Healgineer was one easy-peasy class. Now I must admit that I hated what Anet did to that build the moment they posted the initial changes sheet. However now I like it.

Why? Healgineer used to be credit to team – healing everyone for 1400 hit points per second. Now we cant do that – which i hate. However newer model allowes You to overclock your healing capabilities even further. Especially with AMR. It requires You to think and constantly be on Your toes.

Now you do not have to fit in 180 units or 240 units radius to be healed. You have to pick up the kitten bandage (which might be challenging in combat situations).

Now it also allowes you to effectively mix various different approaches to the build, using different weapons and kits to achieve the same effect it had previously.

Previously Healgineer was easy to learn, easy to master and now I think it changed to easy to learn, hard to master.

Oh and last thing Arenanet – Med Blaster is kittening sad120 hit points for 1.25 second? On level 80?

It would be actually viable on old Elixir Infused Bombs level say 240 hit points base + 15 for each boon on target.You’d have to choose whether you want to heal yourself or your allies. Since it doesn’t crit you do not drop bandages, and your self heal is severly cut.

(edited by Urdhgag.2450)

Healgineer v2.0 - After the bombpocalypse...

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Posted by: Arioso.8519

Arioso.8519

Reserved for wall of text

Oh dear, SEVEN of these?

Time to break out my climbing gear for the wall o’ text.
… If I got in before you finished stacking your reservations, I’ll be nice and delete this useless comment.

Healgineer v2.0 - After the bombpocalypse...

in Engineer

Posted by: Urdhgag.2450

Urdhgag.2450

Im just terrible with foreseeing how much space i will need – ill delete the remaining if i won’t use them.

EDIT: Yup. It appears five were more than enough…

(edited by Urdhgag.2450)

Healgineer v2.0 - After the bombpocalypse...

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Posted by: Nilix.2170

Nilix.2170

Utility skill 2:
Grenade kit is your main damage dealing tool. Why? Because this build relies heavily on crits and 3 grenades with 46% chance for crit means 138% chance for creat every half a second.

Pointless number cruncher guy coming through.
46% crit chance for each grenade = 54% chance that grenade does not crit.
The chance that all three grenades fail to crit would be
(54^3) / (100^3) = 157,464 / 1,000,000 = 0.157/1
So you actually have an 84.3% chance to get at least one crit.

Carry on OP. I also enjoyed Bomb Healing builds.

Mortar Shot is STILL nerfed by 28%
Purity of Purpose

Healgineer v2.0 - After the bombpocalypse...

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Posted by: Urdhgag.2450

Urdhgag.2450

Indeed – thank You for correction. I have allowed myself to enclose Your calculations in the Paragraph #2.