Help me Theorycraft

Help me Theorycraft

in Engineer

Posted by: Wasdclick.1764

Wasdclick.1764

I’m working on comparing stat layouts for a build here… And what seems to make or break one of the stat setups is the amount of healing power that it has.

So I just need to get an idea of how much healing power will have an effect on the build.

If anyone has the formulae for the following skills, or at least a healing power coefficient, that’d be wonderful:

Bandage Self (Toolbelt Skill)
Drop Bandages (Med Kit Skill)
Elixir H
Healing Turret
Cleansing Burst (Healing Turret Overcharge)

Help me Theorycraft

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Posted by: DreamOfACure.4382

DreamOfACure.4382

As a rule of thumb, Healing Power isn’t worth investing in beyond what you get from the trait-line that increases it. Just take the one that fits into your preferences for utility skills.

Healing Turret is a good supportive umbrella style Heal. It’s got a low cooldown if you pick it up immediately, and the regen is good on everything.

It’s also got a lot of depth. The Cleansing Burst can be tricky because it is not instant- It causes the next Regen-dispersal to cure a condition, so you have to have timing down if you plan to use the overcharge skill.
Lastly, it’s possible use it’s Detonate toolbelt skill right after a dispersal to combo the Water Field into an AoE heal. Very hand for players with quick-reflexes.

Healing Turret is good for gadget users, turret users, and people who just want a quick easy heal for stuff like PvE roaming and group support.

Med Kit is fantastic if you utilize Speedy Kits in combination with Invigorating Speed, giving you infinite swiftness and infinite vigor. Once you get the hang of switching to it when you want/need it, it can be very versatile due to it being able to heal, cure conditions, or grant a nice boon on demand.

Med Kit’s your go-to kit if you want bundle-synergy.

Elixir H is only good if you’re Elixir-focused and have elixir-traits. I’m not a fan of its boons being random.

“Bleeding, Poison, Confusion, Torment, they all look delightful on you.”

Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~

(edited by DreamOfACure.4382)

Help me Theorycraft

in Engineer

Posted by: Wasdclick.1764

Wasdclick.1764

I’d still like to get my hands on the formulae though.

Even if healing power is irrelephant, plugging the calculations into my other calculations will help me weigh survivability in expected situations.

Help me Theorycraft

in Engineer

Posted by: Andulvar.4265

Andulvar.4265

I’m pretty sure they are all 1:1

1 healing power gets you 1 additional health per heal (no matter the type). Bandages that you drop gain 50% of healing power.

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Posted by: Casia.4281

Casia.4281

https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-skill-coeffs/first#post814903

From the skill coeffs thread. I still have not checked the healing coeff values, tested by another. No reason to doubt his numbers though. Save he did this, like 10 patches ago.