Med Kit Advice
If you’ve read these forums for the past 3 weeks or so, you might have noticed a lot of similar threads most of them have really cool ideas how to make med kit viable and good to use.
Imo, CD reduction is the first thing that should happen for the skills, second is A PANIC HEAL, the reason we pick HT.
You tap a button twice and another button once, you and your teammates are all at 100% hp(assuming you stick together) and it clears 2 condis, what’s not to like about it?
HT is the only panic heal when someone in your team takes spike damage and falls to 20%~ hp, kitten ing around with medkit is pretty much useless at that point and you should just toss elixir R there already to rez him when he dies.
With HT, you get near the dude and totally save his kitten , and you can do it again in 15 seconds.
The medkit as it is, seems good on paper, it has good HPS when doing the math, but reaching that HPS in an actual encounter is a completely different matter
For example, you can stack 4 heals on the ground to pick them all up at once for a crazy spike heal, but if you get knocked back a couple times, you gained 0 hp/s, didn’t clear condis and have half of your heals on cooldown and the kits have vanished from the ground because of the low time they linger.
Saving someone else with this kit requires more coordination/communication than pilot/gunner in planetside, seriously?
“ok m8, i threw a stim near the gate, left side, not that side, dude. its right there.
ok, it’s already gone gg.”
IF they would still stay on the ground for a good while, there wouldn’t be a problem, it would be the tactical healing tool for high skill gaming where you stack piles of heals so you can grab em when you need em.
Why, oh why did they change it
Med kit was barely hanging on before specialization patch, I liked to run it with rune of the defender back then but now the ground targeting thing pretty much pushed it into the coffin and nailed it shut in my eyes.
Med kit was barely hanging on before specialization patch, I liked to run it with rune of the defender back then but now the ground targeting thing pretty much pushed it into the coffin and nailed it shut in my eyes.
I’m commenting on this thread to let you know that I like your name and it made me laugh because I’m shallow. I too, like buying holes on sale but sometimes I just get em at Costco
EU Scrub
lololol wtf are people on?
Cake, we’re on a crusade to get more than 1 viable healing skill xD And ABC is on acid or shrooms most likely.
Want to shelve my healing turret but there’s nothing else to take it’s place xD!
Got a new theory, as of right now, does anyone know if defender runes proc while equipping the med kit?
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Defender
Cake, we’re on a crusade to get more than 1 viable healing skill xD And ABC is on acid or shrooms most likely.
Want to shelve my healing turret but there’s nothing else to take it’s place xD!
PvP engie here. I’m pretty much on the same boat as you. I main engie but also multiclass and healing turret is as good if not better than warrior’s signet.
I’ll even go as fas as saying it’s the best healing skill in the game – short cd, heals, regen, water field, blast finisher for more heals, condi cleansing. wow just wow. and it kills me coz I want alternatives but non are good enough.
EU Scrub
That’s a perfect example right there that the med kit needs to be buffed a bit to make it compete w the heal turret and maybe the devs can even get the medic gyro in the same boat, the thing doesn’t even cleanse conditions for fudge sake…
Wish we could at the very least get one dev post here, informing us that they’re gonna make some changes to engi healing skills some day.
but there’s one little ray of sunshine, atleast we still have HT and don’t have to choose between medkit/gyro/elixir and aed xD
Cake, we’re on a crusade to get more than 1 viable healing skill xD And ABC is on acid or shrooms most likely.
Want to shelve my healing turret but there’s nothing else to take it’s place xD!
This is wrong.
Elixir H is a very good heal. ESPECIALLY in an environment that pretty much requires Alchemy.
Healing Turret just happens to be that ridiculously good.
Yeah, it’s a good selfheal, should’ve chosen my words differently and said “to get more than 1 viable PARTY healing skill.”
Yeah, it’s a good selfheal, should’ve chosen my words differently and said “to get more than 1 viable PARTY healing skill.”
With the recent changes, Medic Gyro is a solid contender for a second AoE heal.
Also: Most classes do not have a single solid party heal let alone two.
Do not get me wrong, I would LIKE more of our heals to be improved, but as a class, we do not NEED any of them to be improved.
Health Insurance: 15% Outgoing Heal Effectiveness
Med Blaster: Heal allies with a wave of healing energy. Heals more for each boon on that ally.
And HT totally pwns it as a group healing tool, and it doesn’t even have any traits for that role.
It’s a design error, as it’s clearly meant to be THE group healing kit, and perhaps other classes don’t have that kitten because we’re meant to take that role, thus we even have traits and kits that only affect healing of others, not ourselves?
What do we NEED as a class? Hammers and drones? Why don’t we NEED our basic class functions fixed too?
boopity zoop.
Health Insurance: 15% Outgoing Heal Effectiveness
Med Blaster: Heal allies with a wave of healing energy. Heals more for each boon on that ally.And HT totally pwns it as a group healing tool, and it doesn’t even have any traits for that role.
It’s a design error, as it’s clearly meant to be THE group healing kit, and perhaps other classes don’t have that kitten because we’re meant to take that role, thus we even have traits and kits that only affect healing of others, not ourselves?
What do we NEED as a class? Hammers and drones? Why don’t we NEED our basic class functions fixed too?
boopity zoop.
Yeah, Med Kit can get in line in terms of core functionality that does not seem to work as intended.
Besides, my contention was the implication that we do not already have effective group healing. Which we do.
To me, it seems like you would prefer Med Kit take that role from Healing Turret. Which is a fine position to have. But let us not dissemble: we already do what you want and we do it pretty well. You just do not like HOW we do it.
Health Insurance: 15% Outgoing Heal Effectiveness
Med Blaster: Heal allies with a wave of healing energy. Heals more for each boon on that ally.And HT totally pwns it as a group healing tool, and it doesn’t even have any traits for that role.
It’s a design error, as it’s clearly meant to be THE group healing kit, and perhaps other classes don’t have that kitten because we’re meant to take that role, thus we even have traits and kits that only affect healing of others, not ourselves?
I have spent over 2500 hours using medkit. I am perfectly fine with it being a selfish heal and not that much of a group support, but medkit #1 as it’s current form is way too weak. Try it if you don’t believe me and analyze your combat log. Make it to the level of elementalist water staff #1 at least and heal the engineer as well.
http://wiki.guildwars2.com/wiki/Water_Blast
And medkit #2-5 need to get rid of their delays, make them 1/4 s cast with NO after cast and have their base heal increased by about 50 %.
With the synergy with some “On heal” runes, I could see medkit becoming fairly competitive after these changes.
It’s probably the worst supportive healing ability/weapon in the game by far, even though supportive healing is all it does. The amount the auto-attack heals allies for is pathetic even with boons. It’s basically like a really crappy version of water staff #1 for eles, and it’s totally beyond me how professional designers managed to undertune something so severely.