HealingTurret nerf to Supply Crate?
No, they reduced the healing turret’s heal by 50% and reduced the passive heal, it was a major nerf
That’s what I thought (just couldn’t remember the original numbers).
yeah it is very bad, I put an argument stating the issue
https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-s-Healing-Turret-Needs-To-Be-Fixed/first#post1932843
Jesus. 50% reduction on the heal? Why don’t they want us to use the healing turret anymore? This isn’t a “Oh it was a bit too powerful so we brought it down to size” nerf, this was a “We don’t want people to ever use this skill anymore so lets just make it worthless” nerf.
Looks like it’s elixirs for me
Looks like it’s elixirs for me
It’s the Elite that’s been nerfed.
For the F5 healing skill, the Healing Turret changes look ok, though you do have to keep working the Overcharge to get the benefits.
Jesus. 50% reduction on the heal? Why don’t they want us to use the healing turret anymore? This isn’t a “Oh it was a bit too powerful so we brought it down to size” nerf, this was a “We don’t want people to ever use this skill anymore so lets just make it worthless” nerf.
Looks like it’s elixirs for me
the actual heal is pretty nice, and much better.
the overcharge for it was buffed big time
- Reduced Healing Turret overcharge skill recharge from 60 seconds to 15 seconds
- Now heals as much as deploying does.
- Healing range is now 2520-3270.
- Now applies 5 seconds of regeneration.
- Removes 2 conditions when activated.
- Now deploys a 5-second water field.
Aolbjorn 80 Engineer | Rank 29
Staunch Evon Supporter
If by “passive heal” you mean regeneration, no they did not remove this. Please do some honest research before you post things like this, a lot of people (for whatever reason) will read things like this and think it’s true.
On top of that, the Supply Crate doesn’t even give you the Healing Turret self heal that you would get from deploying it, so I don’t know how that change affects the Supply Crate in any way.
Opinions are one thing and whether or not I agree with yours everyone has a right to post one. However when it comes to things like this please fact check, because many people don’t have time to when they read things like this and they walk away thinking these things have changed when they haven’t.
EDIT: I used Supply Crate a few times just to be sure of this as silly as it sounds, and no it does not give you any heal from the turret besides Regeneration. Oddly enough though, the Med Packs it drops heal me for more than my Med Kit Packs. From Supply Crate I’m getting exactly 10x a tick of Regeneration from a Med Pack, 1380. From my Med Kit I’m getting 1060 from each Med Pack. Weird!
Jade Quarry
(edited by Adamantium.3682)
Dont worry Anet knows excatly what they are doing. Next patch u get a banana!
Jesus. 50% reduction on the heal? Why don’t they want us to use the healing turret anymore? This isn’t a “Oh it was a bit too powerful so we brought it down to size” nerf, this was a “We don’t want people to ever use this skill anymore so lets just make it worthless” nerf.
Looks like it’s elixirs for me
the actual heal is pretty nice, and much better.
the overcharge for it was buffed big time
- Reduced Healing Turret overcharge skill recharge from 60 seconds to 15 seconds
- Now heals as much as deploying does.
- Healing range is now 2520-3270.
- Now applies 5 seconds of regeneration.
- Removes 2 conditions when activated.
- Now deploys a 5-second water field.
My elixir gives a a 5600 HP heal on a 25 seconds cooldown (20 with traits) and 10 seconds of regen
My turret gives a 2600 HP heal on a 20 second cooldown (15 if I drop it and insta-pickup) and 3 seconds of regen.
I just can’t see why I would pick the turret…
My elixir gives a a 5600 HP heal on a 25 seconds cooldown (20 with traits) and 10 seconds of regen
My turret gives a 2600 HP heal on a 20 second cooldown (15 if I drop it and insta-pickup) and 3 seconds of regen.
I just can’t see why I would pick the turret…
I can see why you wouldn’t pick it. And that you don’t even try to learn how your skills work.
Did you knew you can overcharge your turrets once placed? Try it it can help.
My elixir gives a a 5600 HP heal on a 25 seconds cooldown (20 with traits) and 10 seconds of regen
My turret gives a 2600 HP heal on a 20 second cooldown (15 if I drop it and insta-pickup) and 3 seconds of regen.
I just can’t see why I would pick the turret…
Here’s how the turret works:
1)Press (6), turret goes down, 2600 HP healed.
2) Press (6) again, turret is overcharged, two conditions are healed, 2600 HP again.
Total heal 5200 HP, but the overcharge takes up to 2 seconds after being queued to actually work.
The overcharge affects allies too. Helps in dungeons as long as the boss isn’t targeting the turret. Offers more team heals, but less self heal (unless you pick up the turret and use the drop+overcharge in succession for the “full” self heal.
The 50% reduction is only to the inital heal on drop. But now we have a solid aoe condtion cleanse and water field. The turret is supposed to be dropped at the start of battle to provide on-going regen for the whole party. It’s not meant to be an “o-crap” self-heal. However, you can overcharge it & then detonate it for a blast finisher heal. It’s just not instant.
[TTBH] [HATE], Yak’s Bend(NA)
(edited by Seras.5702)
My elixir gives a a 5600 HP heal on a 25 seconds cooldown (20 with traits) and 10 seconds of regen
My turret gives a 2600 HP heal on a 20 second cooldown (15 if I drop it and insta-pickup) and 3 seconds of regen.
I just can’t see why I would pick the turret…
Here’s how the turret works:
1)Press (6), turret goes down, 2600 HP healed.
2) Press (6) again, turret is overcharged, two conditions are healed, 2600 HP again.
Total heal 5200 HP, but the overcharge takes up to 2 seconds after being queued to actually work.
The overcharge affects allies too. Helps in dungeons as long as the boss isn’t targeting the turret. Offers more team heals, but less self heal (unless you pick up the turret and use the drop+overcharge in succession for the “full” self heal.
Don’t forget that you can follow up the Overcharge (which makes a Water field) with:
3) Press F1 to explode turret and combo finish your Water field for a 1200 (I think?) AoE Heal.
It takes a bit to get the new timing down, but I find it much better when grouped with even 1 other person than the pre-patch turret.
in sPvP I see no reason to stack ongoing regeneration. Better to use it as a burst heal, wether you decide to detonate it or not
Oh, and according to the wiki (http://wiki.guildwars2.com/wiki/Water_field) healing bunkers should try to leap insted of blasting for healing. Or leaping and blasting at the same time.
What happens if I leap and blast at the same time on two water fields at the same time?
(http://wiki.guildwars2.com/wiki/Leap_finisher Only jump shot is a leap?)
because he doesn’t know it himself
(edited by redslion.9675)
Each finisher can only affect one field, which is typically the first one you have contact with. If you did a leap and blast finisher during that you would receive one Leap+Water combo and one Blast+Water combo.
As to the topic, the Healing Turret via Supply Crate was typically only useful for it’s Regeneration, and that remains the same. It’s not really going to be any different for Supply Crate.
Tirydia – Scrapper
I think I remember that leap combos were personal effects, and that blast combos were the shared effect?
As the OP has been answered and the usual trolls already bloated it with misinformation, Im going to flag the thread to avoid confusion for the other forum goers sake, so if you want to discuss it start a new thread or one of the other patch threads that have already discussed it.
You do know our Overcharge also heals our teamates? And ou can still pick the turret up to get a double heal out of the Drop and the overcharge, so it hasn’t been nerfed at all. It is actualy quite OP frankly. You get a double heal with team Regen, 2 team Condition Cleanses, 3sec Waterfield all on a 15sec CD.