Unstable Shield, Unstable Light
Healing Turret Water Field
Unstable Shield, Unstable Light
if you dont push the button twice fast enough the waterfield wont appear right at the start.
The 2nd button press activates the healing turret overcharge on the next healing turet activation – as long as you press the button fast enough in succession it will always be almost instant (still takes like half a second to pop) but if you dont you might have a quite noticable delay
Also remember that older fields take precedence, so they can overwrite the water field.
Rayn’s explanation of the mechanic is correct. Due to fixed duration pulses, if you don’t spam that button, you’re going to have to wait about 3s for the next pulse to get that overcharge. I find that when I’m dropping HT I don’t have 3s to stand around and wait for an overcharge so if you miss it you’re kinda screwed.
[TTBH] [HATE], Yak’s Bend(NA)
If you lag, then the second click will not go fast enough and your heal will bug out. I´ve been asking for turrets to come in pairs of skills. One is the same as the current version and the other automatically overcharges when dropped. That way our turrets would not bug out with lag.
I have a recent post on this subject over here: https://forum-en.gw2archive.eu/forum/professions/engineer/Auto-overcharge-turrets/first
Mr Tauser (Char Warrior) – Current PvE
[CATZ] – HoD
Also remember that older fields take precedence, so they can overwrite the water field.
I’ve actually found that the water field on the healing turret sometimes seems to overwrite older fields (nonstandard behaviour).
I notice this particularly when I do the following combo in spvp:
Bombkit → Smoke bomb, Summon healing turret → Overcharge, Detonate turret
I find that instead of getting AoE stealth, I end up blasting the water field instead.
Not sure if it’s a bug or intended but it seems fairly reproducible.
Also remember that older fields take precedence, so they can overwrite the water field.
I’ve actually found that the water field on the healing turret sometimes seems to overwrite older fields (nonstandard behaviour).
I notice this particularly when I do the following combo in spvp:
Bombkit -> Smoke bomb, Summon healing turret -> Overcharge, Detonate turret
I find that instead of getting AoE stealth, I end up blasting the water field instead.Not sure if it’s a bug or intended but it seems fairly reproducible.
I think there might be certain fields that have nonstandard behavior like that. It’s also possible to drop smoke bomb and use another skill before the bomb goes off and creates the smoke field, since there’s a delay of about 1 second. I’m not sure if it’s possible to get the water field out before the smoke field using healing turret after smoke bomb or not.
if you dont push the button twice fast enough the waterfield wont appear right at the start.
The 2nd button press activates the healing turret overcharge on the next healing turet activation – as long as you press the button fast enough in succession it will always be almost instant (still takes like half a second to pop) but if you dont you might have a quite noticable delay
This isn’t exactly correct.
The healing turret procs a regen every 3 seconds after being deployed. When you activate your water field with Cleansing Burst it doesn’t appear untill the next regen charge from the healing turret would. If you hit F1 on the 1st second of a 3 second countdown you still have 2 seconds before you see your water field no matter how fast you want to tap that button. It’s not an instant effect.
When you use Cleansing Burst there are two ways you can tell when it’s time to blast finish for AoE healing:
Watch your turret. When the water field is activated the turret will start spraying water like a sprinkler and spin around faster. That’s when the field is up.
You can also watch the border of the turrets area of effect. When the water field is up the white ring that surrounds your turret will have the tell tale combo border that looks like puzzle pieces and hearts.