No, I’m not crazy and yes, I know it’s a bold statement. I’d appreciate it if you would read what I have to say before calling me an idiot based on the title alone
Healing Turret does not synchronize well with the Inventions line. The Inventions line is seemingly focused to buffing all other heals, to break the dominance HT had. Let’s take a look at the traits.
The first minor trait, Cleansing Synergy, clears a damaging condition when you heal. HT used to have a monopoly on condition removal. This trait makes sure that other heals can remove some of these conditions as well. Only damaging ones, sure. However, I’ll come back to why you don’t need HT for condi clear anymore later.
The second minor trait, Heal Resonator, gives all heals regen, so that HT is no longer the nearly sole supply of regen.
The third minor trait, Energy Amplifier, gives you 250 healing power when you have regen on you. This works fine for HT, sure. But since the other heals also have access to regen outside of the actual healing skill itself (Regenerating Mist for HT, Throw Bandages for Med Kit and Toss Elixir H for Elixir H). Only exception is AED. But that does not need other regen. The regen Heal Resonator gives lasts for 6 seconds. AED lasts for a maximum of 5 seconds. This means you will always have the +250 Healing Power when the AED heal goes off.
Now let’s take a look at the major traits.
The first one is sort of hard to not choose: Automated Medical Response. It resets your healing skill when you fall below 25% health, on a 10 second cooldown. A smoke bomb that gives no smoke field is trash, and while the shield trait itself is fine, in order to use a shield you must also use a pistol, which basically means no power builds can run shield. And even if you use shield, AMR is probably still better than the shield trait. The problem for HT here is that, right now, AMR does not reset Cleansing Burst. This means that in most cases you will not get a high heal and 3 condition cleanses, you will only get a 2.5k heal and 1 conditon cleanse. That’s pretty bad. In fact, you will only ever be able to use the trait efficiently if it procs when your HT has between 5 and 1 seconds left on cooldown, and even then, if you drop down to 25% again, which is quite likely, you will not get the full combo, only the 2.5k heal. Now, pretty much this entire thread is based around the fact that Cleansing Burst is not reset. If this is a bug, and it should be reset: Thread closed. HT is still the boss. If it’s not a bug, I think I have a valid argument against HT’s dominance.
The second major trait is Mecha Legs, this reduces the duration of movement-impairing conditions applied to you by 33% and gives you a passive 25% movement speed increase. Expirimental Turrets is fine for turret builds. Soothing Detonation does not heal enough to justify picking it up over Mecha Legs. Mecha Legs and Overcharged Shot (rifle #4) make short work of movement-impairing conditions. You don’t need HT for that. The condi’s that remain are weakness (quite a rare and usually short condition), blind (usually short, so condi removal won’t do much against it) and vulnerability (this can become a problem in some cases, true). All in all, HT is not needed to stay alive against most builds, and if you’re facing condi heavy classes engineer’s in trouble anyway, HT won’t help you much. Besided, because it’s really easy to kitten yourself over with AMR, the difference in condi removal capabilities is not all that much between HT and no HT.