I wish Super Elixirs were Water Fields...
Yeah, that would be great. Since we can always remove conditions with Fumigate from allies. Even better if we can retain the remove one condition when cast.
It makes me a little sad that my super elixirs are light fields. Condition removal is nice, but i feel like engineers have a ton of that already. It’d be nice to get a more reliable water field that isn’t the pulse on healing turret.
The great thing about a light field is that its blast finisher is Area Retaliation. And Engineers have plentiful blast finishers.
The great thing about a light field is that its blast finisher is Area Retaliation. And Engineers have plentiful blast finishers.
3s AoE retaliation versus 1.2k AoE healing per blast.
I’m not sure there’s a debate here, merely pointing out how one dwarfs the other.
Would be awesome if they were water fields. Retaliation is nice in PvP since you know your going to get hit but in PvE the whole game is about not getting hit so Retaliation is a complete waste of a buff.
Not Sure If Serious [BZNZ] ||| Cynical [CYN]
Yeah area retaliation… is meh. I would totally support a water field.
The great thing about a light field is that its blast finisher is Area Retaliation. And Engineers have plentiful blast finishers.
3s AoE retaliation versus 1.2k AoE healing per blast.
I’m not sure there’s a debate here, merely pointing out how one dwarfs the other.
Given how retaliation scales and stacks duration and engineers can trivially drop 2-4 blast finishers in rapid succession, I’m actually in favor of the retaliation. It’s pretty rare to both need to suddenly heal 5k and have the capacity to coordinate it with all cooldowns up. Whereas big retaliation is something that is always useful for the group unless you’re totally braindead.
I’m not saying a water field in our arsenal woudn’t be nice, but a light field shouldn’t be underestimated.
Agreed I’d take the water field instead
The great thing about a light field is that its blast finisher is Area Retaliation. And Engineers have plentiful blast finishers.
3s AoE retaliation versus 1.2k AoE healing per blast.
I’m not sure there’s a debate here, merely pointing out how one dwarfs the other.
Given how retaliation scales and stacks duration and engineers can trivially drop 2-4 blast finishers in rapid succession, I’m actually in favor of the retaliation. It’s pretty rare to both need to suddenly heal 5k and have the capacity to coordinate it with all cooldowns up. Whereas big retaliation is something that is always useful for the group unless you’re totally braindead.
I’m not saying a water field in our arsenal woudn’t be nice, but a light field shouldn’t be underestimated.
How many blast finishers does the average Engineer actually run with?
Water fields would definately be better than light fields given the elixir gun’s other skills but then there is the issue of balance. I mean super elixir already heals a good amount and can be used twice (kit refinement) and we aren’t exactly lacking blast finisher options. They probably gave it a light field because they wanted the kit to be all about applying and removing conditions, not apply, remove, and heal.
We also have plenty of ways to get retaliation if it was changed. Toss elixir R, Elixir B, 75% elixir B trait. Toss Elixir B(RNG)
Only reason I can see a case for light field staying would be if you can set up ur turret to shoot through ur light field and cure conditions off of you. Since all turrets shots are 100% physical projectiles little known fact. I couldn’t get it to work though. Worth testing. Also curious how this works with thumper.
Some things to think about.
Edit:
Good point Dante and i suspect you are correct in that.
I fear Super Elixir would be too strong if it would be a water combo field; however I don’t like that it’s a light combo field either. Instead simply get rid of its combo field attribute all together.
The great thing about a light field is that its blast finisher is Area Retaliation. And Engineers have plentiful blast finishers.
3s AoE retaliation versus 1.2k AoE healing per blast.
I’m not sure there’s a debate here, merely pointing out how one dwarfs the other.
Given how retaliation scales and stacks duration and engineers can trivially drop 2-4 blast finishers in rapid succession, I’m actually in favor of the retaliation. It’s pretty rare to both need to suddenly heal 5k and have the capacity to coordinate it with all cooldowns up. Whereas big retaliation is something that is always useful for the group unless you’re totally braindead.
I’m not saying a water field in our arsenal woudn’t be nice, but a light field shouldn’t be underestimated.
If you’re using blast finishers on light over fire or water, you are doing it wrong.
100% wrong.
I’m second guessing whether this change would be good. The only reason Super Elixir is removing conditions on cast is because when you cast it. It sends a physical projectile at your feet.
So this is why we get that 1 condition removed.
How do i know this? I shot a Super Elixir at a mob that reflects projectiles.
Good enough reason for me to say, I hope it stays a light field.
Elixir Gun’s Super Elixir is healing for more than it should on each pulse. With 0 Healing Power, each pulse should heal for 140 but it actually heals for 380.
I’m willing to bet you this will be fixed, and Super Elixir’s heal will be nerfed. Just keep this in mind, all you water field naysayers. Especially considering Super Elixir’s super short cooldown, on top of Kit Refinement.
How many blast finishers does the average Engineer actually run with?
Supply drop is the only viable elite at the moment for pretty much every build. That and, most support engineers go shields. That’s without utility skills too, just off the top of my head.
I’m not disagreeing with you, I just think it’s more that many just don’t realize they have blast finishers at their disposal.
For the toast!
I hope that this will not be fixed, i love the super elixir’s heal right now. First time i feel like im a noticeable difference in a group.
i love the super elixir’s heal right now. First time i feel like im a noticeable difference in a group.
Don’t worry!
Soon it will be fixed and we will be back to our meh feeling. ._.
Red Guard
The great thing about a light field is that its blast finisher is Area Retaliation. And Engineers have plentiful blast finishers.
3s AoE retaliation versus 1.2k AoE healing per blast.
I’m not sure there’s a debate here, merely pointing out how one dwarfs the other.
Given how retaliation scales and stacks duration and engineers can trivially drop 2-4 blast finishers in rapid succession, I’m actually in favor of the retaliation. It’s pretty rare to both need to suddenly heal 5k and have the capacity to coordinate it with all cooldowns up. Whereas big retaliation is something that is always useful for the group unless you’re totally braindead.
I’m not saying a water field in our arsenal woudn’t be nice, but a light field shouldn’t be underestimated.
If you’re using blast finishers on light over fire or water, you are doing it wrong.
100% wrong.
Oh no, fire is great. I’d just rather not waste a utility slot on the flamethrower just for periodic might stacking. Rolling w/ an elementalist… if they’re dropping fire fields I’d blast with them.
I’m just saying that water blast finishers are sometimes incredibly useful, light blast finishers are somewhat useful all the time, and the projectile finish is good.
But I’m of the opinion that, in general, might is overvalued as a buff unless its heavily stacked. I’d much rather be clearing poisons and cripples than making someone’s damage number slightly higher.
SoulstitchMMO.1396How many blast finishers does the average Engineer actually run with?
In a field-heavy group, you can run with at least one easily. And you should, because as it stands Engineers have basically no place DPSing even in PvE content unless you’re mighty short on DPS classes in the group. Grenades just aren’t that good, they’re just the best we have. Hopefully that’ll change with the wintersday patch.
(edited by KirinDave.6451)
If you are doing WvW, retaliation can help your buds greatly at a gate if someone makes the mistake of using multi-hit or AoE on them, very dangerous if you combine a guardian using area prot. Personally, SE is already really good with area heal, initial condi removal and the light field for occaisonal condi removal and retaliation.
But if you really think it needs even more buffing, having blast give you protection or aegis would be very nice, but water field would be great too, although OP. I fear that if it is changed to water field, the duration will be shortened to 5 seconds to compensate for all that regen on projectiles and healing blast. But if it does keep 10 second duration, thats permanent waterfield combined with kit refiniment, from one person.