Lets Talk Med Kit

Lets Talk Med Kit

in Engineer

Posted by: iKeostuKen.2738

iKeostuKen.2738

As much as i dislike the patch notes, i have to say that the change to med Pack Drop was a huge step in the right direction. It opens up support potential for the engineer that i wish we had from the start. Now after seeing this skill i was wondering, why don’t we use this skill as a base design for the MedKit itself?

Lets start with skills and changes.
Skill ToolBelt, Buffed Heals the user as well as curing conditions. Grants Regen and Resistance depending on how many conditions were cleansed.

Skill #1, Completely redesigned
When targeting an allyFire support darts at an ally. These darts can deal no damage but heal for base 600 health. 900 range.

Skill #2, Same skill, effect changed
Throw a bandage onto the ground that will cure a stack of bleed and poison.
+ Regen 1200 base hp over 6 seconds.
+ Double value if a condition was cleansed.
+ Engineer carries 3 stacks of bandages, each deployable bandage will minus one on the stack. Internal cooldown on each bandage.

Skill #3, Load Stimulant, Minor Redesign
Loads a stimulating dart into your Med blaster.
+ Grants the target fury as well as curing weakness, and vulnerability.
+ Upon successful cleansing, grants the target stacks of might.

Skill #4, Load Accelerant, Minor Redesign
Load a Accelerating dart into your Med blaster.
+ Grants yourself and the target Superspeed.
+ If movement impairing conditions are cleansed, grant Swiftness and Vigor to yourself and the target.

Skill #5, Rejuvenating Rain, Redesign
Load antidotes in your your med blaster and shoot them to the sky, summoning rain at the target location
+ Cleanses all conditions over time the target remains in the radius.
+ Grants resistance on the target for each condition cleared.
+ Grants Regeneration.

and for the traits I will focus on the Medkit portion.

Ingenuity Expertise [This kit] Gains added passive Benefits while equipped.
+ +30% Increase Revival speed and boon duration
+ Upon successfully reviving a ally, summon a pulsing resistance/regen field for 4 seconds.

Rubberized Darts _ Med Blaster darts (including loaded darts) now bounces on up to 3 targets, reducing healing effectiveness upon each bounce by 20%. _

Extra Dosage Double the effects of successful uses upon MedKit skills.

(edited by iKeostuKen.2738)

Lets Talk Med Kit

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Posted by: marceline.8163

marceline.8163

kitten , i got excited then. Thought i’d missed something on the patch notes. Alas, medkit is skill useless.

Lets Talk Med Kit

in Engineer

Posted by: Kain Francois.4328

Kain Francois.4328

Medkit auto is very powerful. The community doesn’t know it. It’s the Medpack Drops that suck major kitten

Lets Talk Med Kit

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Posted by: insanemaniac.2456

insanemaniac.2456

hmm well they’ll have to overhaul med kit if holosmith abandons the toolbelt cuz it would be simply unusable without its main self heal right

JQ: Rikkity
head here to discuss wvw without fear of infractions

Lets Talk Med Kit

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Posted by: Ivantreil.3092

Ivantreil.3092

Medkit auto is very powerful. The community doesn’t know it. It’s the Medpack Drops that suck major kitten

I have to disagree, i have run magi stats and quickness uptime for make the AA as most as effective as possible, the AA cant recover bursts, wich totally force you to make use of your other helaing skills so your attempt to cleanse those bursts more faster, it might handle concistent AA’s, but its terrible against bursts, if it was that powerful as you state, i wouldn have the need of spent my own selfheal for heal my allies, wich, even when its not intended for that, it heals kitteng better than using an AA heal.

PvP Rifle Engi player no matter how dark the meta is.

Metabattle: Drunk Engineer build

Lets Talk Med Kit

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Posted by: Jerus.4350

Jerus.4350

Med kit’s main strength is not the med kit itself but the 33% increase to outgoing heals through the trait. With that and Super Elixir + Elixir Shell you can actually do very respectable healing.

In an overall healing build you can theoretically do pretty decently, it’s the practicality of that use that’s the problem. If you have med kit equipped and toss a few blasts into a water field it can be insane between Soothing Detonation, Health Insurance, and Medical Dispersion Field.

Again though the practicality of that potential is just not there, first with med kit you only have access to a single water field (Elixir Shell) and with the field abundance rampant in most game play it’s just not reasonable to expect to be able to pull it off.

Overall I’d like to see a water field and a blast added to med kit, and with that drop most of the ‘packs’ as they’re just impractical. There’s so many ways to make med kit viable that I don’t want to get too much into it, but I will say any changes should focus on ally healing not personal healing. We see that with the Druid’s self heal where it is a solid self heal in normal state and a weak self heal but solid group heal in Avatar state (now I’m thinking about the cartoon). We don’t need more sustain, we have plenty of solid options there, but something that allows us to benefit the team would be great.

TL:DR we have the traits to make our healing quite powerful, but the practicality of use needs some attention and med kit 2-5 are a good example of that lack of reasonable usage.