Keep buffing med kit
it’s not the amount of skill one that makes this skill terrible, it’s the other skills. give this kit 5 different kinds of sprays and it’ll be fine >_>
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
I’d like to see a completely different mechanic that would make medkit boost your other heals with it’s active skills as well.
Like, think if #2 would for example shoot a field that boosts healing inside of it by 10% for the next 6-10 seconds, or some kind of a damage reduction bubble.
Either buffing or mitigation imo, rather than a variety of different sprays we don’t have time to use like #1 atm.
Simply, wish they would turn medkit into something that has a better synergy with other healing skills of our class, ask the dev who came up with Health insurance because that guy is a genius and has made a really obscure but fun mechanic that most players don’t use or understand
I have created threads about it, but it seems Arenanet refuses to fix medkit, since they butched it in the Jun 23 2015 revamp.
On paper, medkit looks wonderful, because it provides both a lot of healing and utility + condi cleanses, yet very few engineers use it. I have counted that to use the medkit at every cooldown you need to spend roughly 2/3 of all time on the kit, meaning you will be contributing to the fight and dealing damage just 1/3 of the time. That is way too big loss, especially considering that without taking regeneration into account healing turret heals more.
The medkit toolbelt skill is fine, but I don’t think it would alone make it worth for any high level play, because it has 1 second cast time, making it in spvp much more prone to interrupts than healing turret, which has mere 1/2 s cast time.
Medkit #1 is useless, because:
- it uses narrow cone, which can miss allies, rarely affecting more than just 2
- while the engineer is using it, he is not contributing any damage or anything else (e.g. compare with druid staff #1 and ele water staff #1, which both heal and do damage at 1200 range using auto attack!)
- it doesn’t heal the engineer (druid staff #1 and ele water staff #1 heal the user as well)
Medkit #2-5 suck, because:
- they are very clunky to use requiring ground targeting
- in the heat of battle very easy to miss the vials and medkit #3-4 especially seem to have weird aftercast. You throw them at your feet and run over them and they don’t yet activate. You need to backpedal to activate it.
- in large group fights you might need the condition cleanse, but instead of an ally gets it.
- use of the medkit #2-5 requires too high time investment for the effects (swap to medkit, use the skill and then swap back to weapon/other kit)
How to solve these issues:
1. Make all medkit skills #1-5 instant or 1/4 s cast
2. Make medkit #1 affect the engineer as well and consider it doing some minor damage e.g. like water ele staff #1 or druid staff #1
3. Make medkit #1-5 affect the engineer + nearby allies 360 degrees around the engineer (360 range)
This would make medkit still a kit which requires a lot of time investment (engi doing much less dps and CC), since swapping into medkit would still take time.
It would still probably be weaker than druid staff, which offers decent damage, crowd control, combo field + finisher, higher AoE healing, very good mobility, all in just 1 weapon!
(edited by Deniara Devious.3948)
Don’t forget that Health Insurance also affect all other heal skills like Elixir Shell and Soothing Detonation.
You can aoe heal 4000 hp on allies if you combine Health Insurance + Soothing Detonation + Water Field Blast Finisher + Full healing build.
Health Insurance is the reason we use medkit, the rest of the skills are really quite useless in any healing situation(except #1, it’s actually quite nice when friendlies got boons, stand in your AOE heals and you’re built for outgoing healing.), that’s why I think we really need something added to the medkit that we benefit from after stowing it for some other kit/weapon.
Would love to cast a medkit skill that would boost healing done at a location, change to egun and shoot a super elixir there, swap back to medkit while it’s flying and prepare the next healing booster.
Or slam a BOB + orbital strike on a waterfield, swap to medkit and cast a heal booster before they go off for crazy amounts of healing, or perhaps just boosting AOE heals and healing mist with it when you don’t require super spike heals.
Some kind of synergy like that would be nice.
Don’t forget that Health Insurance also affect all other heal skills like Elixir Shell and Soothing Detonation.
You can aoe heal 4000 hp on allies if you combine Health Insurance + Soothing Detonation + Water Field Blast Finisher + Full healing build.
Health insurance only effects skills while you are in the med kit. Elixir Shell is only effected if you exit mortar kit and quickly swap into med kit before it detonates. This in turn prevents you from doing anything with soothing detonation. Or are you using them separately?
I’m not sure how you’re getting a blast finisher out of med kit unless you’re using a toolbelt skill to do it. Rumble?
Is your rotation anything that creates a waterfield > Medkit > Rumble? Because … that’s interesting.
No Dgraves, elixir shell is affected even if you shoot it and change to medkit after it’s already on the ground, it’s very simple.
Every time you hold medkit in your hands with Health Insurance trait, you gain a flat 33% outgoing healing bonus that affects every form on healing that originates from your character.
That’s interesting indeed – sadly the HT simply heals more than the Medkit + 33% on everything else …
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
How do you mean? HT used as a blast finisher + condiclean only burst heals every 15~ sec, used as a HOT it’s not very much hp/s and you push the cd to 20~sec for the next burst heal/condiclean.
You can have that medkit 33% effect on for all toolbelt blast finishers, super elixir impact heal, AOE healing fields and regen boons.
It also affects the revive speed of Toss Elixir R.
Combine that 33% with other outgoing healing bonuses and you can reach around 70% outgoing heal+ with the kit in your paws.
I’d say medkit wins as a healing tool, HT wins as a panic button
No Dgraves, elixir shell is affected even if you shoot it and change to medkit after it’s already on the ground, it’s very simple.
Every time you hold medkit in your hands with Health Insurance trait, you gain a flat 33% outgoing healing bonus that affects every form on healing that originates from your character.
To my knowledge the first burst is directly after the first strike. If you swap after the detonation you are not optimizing. But yes you could swap anytime within the few pulses to get the effect.
For super elixir you want to swap as soon as the projectile is in the air to get bonus for impact, for elixir shell you’re often utilizing the water field instead of the AOE hot itself. Elixir shell doesn’t have an impact heal component, only the heal on time ticks.
So if you’re actually in a fight where your allies are losing health in chunks, you stop caring about a little bit of HOT healing boost and instead swap to your shield/egun for a quick blast finisher.
Pretty much any encounter where you would rely on the 33% bonus for elixir shell ticks could be handled by spamming med blaster instead, 0 cooldown and full bonus, that would be optimizing
(edited by Tiilimon.6094)
For super elixir you want to swap as soon as the projectile is in the air to get bonus for impact, for elixir shell you’re often utilizing the water field instead of the AOE hot itself. Elixir shell doesn’t have an impact heal component, only the heal on time ticks.
So if you’re actually in a fight where your allies are losing health in chunks, you stop caring about a little bit of HOT healing boost and instead swap to your shield/egun for a quick blast finisher.
Pretty much any encounter where you would rely on the 33% bonus for elixir shell ticks could be handled by spamming med blaster instead, 0 cooldown and full bonus, that would be optimizing
If your allies are losing health chunks, a better idea is to support them rather than losing DPS due to the pitiful healing of the med blaster.
Though, don’t forget that equipping the med kit (counts as using a healing skill for the purposes of traits and runes) removes one damaging condition from nearby allies, applies regeneration, and buffs your healing power by 250.
Edit: If you’re specced into inventions, which is probably a really good idea.
(edited by archmagus.7249)
For super elixir you want to swap as soon as the projectile is in the air to get bonus for impact, for elixir shell you’re often utilizing the water field instead of the AOE hot itself. Elixir shell doesn’t have an impact heal component, only the heal on time ticks.
So if you’re actually in a fight where your allies are losing health in chunks, you stop caring about a little bit of HOT healing boost and instead swap to your shield/egun for a quick blast finisher.
Pretty much any encounter where you would rely on the 33% bonus for elixir shell ticks could be handled by spamming med blaster instead, 0 cooldown and full bonus, that would be optimizing
Doesn’t that explanation in and of itself somewhat nerf the point?
So if you need the emergency healing you ignore the kit that is in question otherwise you don’t need it anyway.
Though, don’t forget that equipping the med kit (counts as using a healing skill for the purposes of traits and runes) removes one damaging condition from nearby allies, applies regeneration, and buffs your healing power by 250.
Edit: If you’re specced into inventions, which is probably a really good idea.
Just to be correct: equipping med kit doesn’t count as a healing skill for traits. For runes it still does, but the traits of engineers, which proc by healing skill using, got changed so that they will proc on f1 if you took med kit.
Yeah, if you need emergency healing on a moments notice you must ignore the medkit and swap to your shield or egun, simply because you can’t have both at the same time and one is needed more during that situation.
Magnetic shield is often my first option, because the people I’m healing will also gain -33% dmg taken so I can safely go back to med blasting while they stand in the field.
If you have actually read my posts, you might notice how I always suggest to use it with Super Elixir, which works really well with it because of the impact heal it provides, to pop it when your toolbelt finishers go off, and to generally use it to patch people up when the situation doesn’t call for burst healing.
If you can somehow twist that in your mind to the kit being useless, I don’t know what to say
I understand that it has 4 pretty useless skills in it, but that’s why I’m suggesting for some extra synergy with the way this class is actually healing, not just buffing the numbers and making everything into aoe so we won’t ever need to swap away from it.
The latter would be a very boring playstyle compared to what we are doing now.
Yeah, if you need emergency healing on a moments notice you must ignore the medkit and swap to your shield or egun, simply because you can’t have both at the same time and one is needed more during that situation.
Magnetic shield is often my first option, because the people I’m healing will also gain -33% dmg taken so I can safely go back to med blasting while they stand in the field.
If you have actually read my posts, you might notice how I always suggest to use it with Super Elixir, which works really well with it because of the impact heal it provides, to pop it when your toolbelt finishers go off, and to generally use it to patch people up when the situation doesn’t call for burst healing.
If you can somehow twist that in your mind to the kit being useless, I don’t know what to say
I understand that it has 4 pretty useless skills in it, but that’s why I’m suggesting for some extra synergy with the way this class is actually healing, not just buffing the numbers and making everything into aoe so we won’t ever need to swap away from it.
The latter would be a very boring playstyle compared to what we are doing now.
I may be wrong but I read that as “disengaged healing” or “safe zone healing”. Basically it’s healing when there really isn’t an emergency which in turn doesn’t really require healing?
But … I guess? Fortunately I have tried (and failed) to truly make this worthwhile so I know from experience that honestly it just isn’t very combo friendly nor is it very useful; you take the kit when you’re safe (making it meaningless) and you wouldn’t dare when you need to heal (which is the point?) so …
Yeah.
There are also situations where you don’t need to burst heal if you’ve done other forms of mitigation, for example you don’t really need to burst if you’ve provided over shield for your party or blinded the enemies for lower incoming dps so you can cope with lower amount of raw healing.
There are also many enemies in the game that do large amounts of AOE damage over time, which you can outheal by using only AOEs, regeneration boons and the med blaster, only because of the 33% bonus from Health Insurance.
So you can, you know, save the blast finishers for might stacking or something.
Though, don’t forget that equipping the med kit (counts as using a healing skill for the purposes of traits and runes) removes one damaging condition from nearby allies, applies regeneration, and buffs your healing power by 250.
Edit: If you’re specced into inventions, which is probably a really good idea.
Equipping medkit does NOT count as heal when it comes to traits. You must use the toolbelt skill F1 bandage self for that. In fact healing turret has better synergy with most of the healing related traits.
Equipping medkit does count as heal for many runes 2nd and 4th effect, but once again I don’t know any runes, which proc the 6th effect with equipping medkit. Instead you must use F1 skill to activate the 6th rune effect. You can e.g. test this with Altruism runes. Equipping medkit will give you 3x might for 8.8 seconds every 10 seconds (2nd effect), but the 6th effect " When you use a heal skill , grant Critical Chance increased by 20%; stacks duration. Fury to nearby allies for 5 seconds. (Cooldown: 10s)" will trigger only with the F1 skill.