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Kit Refinement
“Equipping a kit creates an attack or a spell.”
With this trait active, equipping Med Kit with Kit Refinement results in a small PBAoE similar to bomb (but apparently only dealing ~28% damage compared to Bomb).
Am I the only one that finds the behaviour of Med Kit Refinement very odd?
All the other kits provide an effect that makes sense, yet the Med Kit effect seems very out of place. Did we soak our bandages in nitroglycerine or something??
To me it would be better if Med Kit Refinement would provide either:
Either choice doesn’t seem overpowered and much more befitting the Med Kit in terms of function when used with Kit Refinement.
What do you guys think?
Well I find it really odd too, like they were out of idea and just went with a random explosion.
I don’t think we should have a remove condition on healing kit, for the simple reason that we already have two on EG and FT refinement effect.
Maybe a small heal, or a regeneration. Could also be an AoE blind with an ICD, or Aoe weakness. Something useful when switching to healing kit.
Agree, but on the grounds of it being uselees. It’s just a visual effect right now.
I dont mind it changing to anything, even a no damage blast finisher, but it has to do something
I honestly think engineer was the rush job before release. XD
Kit Refinement
“Equipping a kit creates an attack or a spell.”With this trait active, equipping Med Kit with Kit Refinement results in a small PBAoE similar to bomb (but apparently only dealing ~28% damage compared to Bomb).
Am I the only one that finds the behaviour of Med Kit Refinement very odd?
All the other kits provide an effect that makes sense, yet the Med Kit effect seems very out of place. Did we soak our bandages in nitroglycerine or something??
To me it would be better if Med Kit Refinement would provide either:
- bandage heal effect similar to ‘Drop Bandage’ (12s cd)
or- remove a condition (15s cd)
Either choice doesn’t seem overpowered and much more befitting the Med Kit in terms of function when used with Kit Refinement.
What do you guys think?
A non-combat choice would make more sense, if for no other reason than to match our trait of +run speed when not holding a weapon. I can’t count the times i’ve been pulled into combat because i wasn’t paying attention and switched to it to use speedy kits and it put me into combat via the explosion on a mob.
But yeah, it would be really nice to have something medical along with the medkit. It would make it better and add more synergy – something we lack overall.
(edited by Like Forty Seven Ninjas.6982)
I don’t think we should have a remove condition on healing kit, for the simple reason that we already have two on EG and FT refinement effect.
Hmmm, a little confused here. I thought the Flamethrower Kit Refinement just does an AoE burn but doesn’t remove conditions. :o
I just figured that either a ‘Heal’ or ‘Cleanse’ would be a much better option for Med Kit Refinement instead of some random explosion that deals pitiful damage. At least it would fit the theme much better in my humble opinion.
1 second deflection bubble. For those twitch addicts.
Is the kit refinement effect on a 10s timer?
1 second deflection bubble. For those twitch addicts.
Is the kit refinement effect on a 10s timer?
Apparently it varies, depending on kit:
Holy cow. Shows how often I’ve used it. That would get irritating with med kit. XD
Honestly, I’m fine with it as it is, although a genuine use for the refinement might be nice. At the moment I only double-tap it when I’m disabled (Defend Magg, Alpha’s crystal, etc), as you can proc it twice if you’re quick enough, and Impact Trigger will usually crit for ~1k. I’m also making a Bed of Nails, and hopefully Grenade Barrage and Super Elixir in the process. Then double-tapping Medkit again before I get up.
Holy cow. Shows how often I’ve used it. That would get irritating with med kit. XD
Exactly! Imagine running Speedy Kits (like me):
BOOM! … BOOM! … BOOM! …
It just doesn’t make any sense, whereas providing a heal or cleanse would. After all, it’s a Healing kit right?
One interesting thing about the med kit is that it does not turn the heal button into a “stow kit” button, meaning that you can in theory hammer that explosion like it was a grenade.
Anyways, i am not quite sure bit i think that explosion trigger a blast finisher.
I agree lol its just random as hell. Hopefully they make it more ummmm insync with the kit itself.
Anyways, i am not quite sure bit i think that explosion trigger a blast finisher.
No, it’s definitely not.
I use EG more than enough to know that I’m not getting permanent retaliation by spamming medkit in my Super Elixirs.
I believe it was coglin who mentioned getting called out for popping like an old car or something a long those lines. It’s true it looks and sounds hilarious to watch another Engi do it.
It does seem odd from a design standpoint that the Med Kits Kit Refinement is a mini-bomb of sorts. You’d think it’d be a free Med Pack on a cooldown or something defensive in nature.
I believe it was coglin who mentioned getting called out for popping like an old car or something a long those lines. It’s true it looks and sounds hilarious to watch another Engi do it.
It does seem odd from a design standpoint that the Med Kits Kit Refinement is a mini-bomb of sorts. You’d think it’d be a free Med Pack on a cooldown or something defensive in nature.
Hopefully anet checks this out and does it.
Anyways, i am not quite sure bit i think that explosion trigger a blast finisher.
No, it’s definitely not.
I use EG more than enough to know that I’m not getting permanent retaliation by spamming medkit in my Super Elixirs.
I could have sworn i have seen a heart pop up, but i could have been mistaken. Usually only use the actual kit for the stimulants (and the odd condition removal) and the toolbelt item for heals. That pesky bandage on #1 seems to be interruptable by #2 and #3 for some reason…
I don’t think we should have a remove condition on healing kit, for the simple reason that we already have two on EG and FT refinement effect.
Hmmm, a little confused here. I thought the Flamethrower Kit Refinement just does an AoE burn but doesn’t remove conditions. :o
I just figured that either a ‘Heal’ or ‘Cleanse’ would be a much better option for Med Kit Refinement instead of some random explosion that deals pitiful damage. At least it would fit the theme much better in my humble opinion.
flamethrower flameblast removed 1 condition
flamethrower flameblast removed 1 condition
Did it function that way in the past, or does it still remove a condition at present time?
The wiki doesn’t appear to list anything that would indicate a condition removal at all on the Flamethrower Kit Refinement.
Would be awesome if it did though.
flamethrower flameblast removed 1 condition
Did it function that way in the past, or does it still remove a condition at present time?
The wiki doesn’t appear to list anything that would indicate a condition removal at all on the Flamethrower Kit Refinement.
Would be awesome if it did though.
It doesn’t say it in the wiki I don’t believe, but yes it still removed 1 condition
It doesn’t say it in the wiki I don’t believe, but yes it still removed 1 condition
Awesome!
(waits for Dev response “that’s a bug and will be fixed nerfed next patch”)
flamethrower flameblast removed 1 condition
Did it function that way in the past, or does it still remove a condition at present time?
The wiki doesn’t appear to list anything that would indicate a condition removal at all on the Flamethrower Kit Refinement.
Would be awesome if it did though.
It does man, no worries.
Used it a lots of time.
I’d support making it a single condition removal with an internal cooldown or a small heal or regen, preferably the condition removal. The condition cleanses on elixir gun and flamethrower are currently the only non-elixir condition removal (practically).
NevirSayDie.6235
I would be happy to get another condition removal.
But at the same time, I don’t know if Anet would like it to be “another” condition removal on a single trait. That would be 3 removal for a 10 points trait.
That’s why I suggested maybe a regen or a burst aoe heal.
Since I’m already using Flock rune that heal on swaping to this kit, thats would be kinda cool for subtained regen.
Dropping a bomb on switch to Med Kit is just wrong – not least because it can pull you into combat mode when you are taking steps to be out of it. All the other Kit Refinements are consistent with the kit concerned, but not the Med Kit refinement.
The Kit Refinement for Med Kit needs to be an ability related to healing/survival not generating more agro. Something like dropping an Elixir H or generating a Healing Mist (as per the Healing Turret toolbelt skill) would be far, far better.
Some of the suggestions are borderline too strong…
It already a 33% precent heal toolbar with another 15% with the 1+2+3 health packs.
On the go Swiftness and condition removal.
You don’t need Another heal on top of that.
And healing mist is the elixir gun’s deal.
I find it stupid it’s a bomb like everyone else though.
Make it reasonable, not OP.
Make the explosion a blast finisher and slap a short CD on it and I’d be happy.
just sayin..
kit refinement doesnt work in the air. you can jump to save your proc or not explode. so you dont hafta sound like an old car.
Nah they should just make it related to the kit itself. Make it so you get like an instant 3 med packs to your hp and maybe a condi removal, hell even 3 condi removals would be nice.
It is annoying for other people since I play without sound… though having something else would definately make sense. Maybe go down the buff route of the medkit? Or what about giving you 10or5% more healing for 3 seconds after swapping to encourage swapping before healing yourself?
Though we really have problems elsewhere that need to be adressed. Kit refinement is already an awesome trait. If I’d have to choose between getting this changed and something else, i’d prefer other stuff to be fixed.
I think it’s fair to have medkit drop an extra heal. They also need to fix the fact that skill one acts like an auto attack (It gets interrupted if you use another skill)
Here’s an idea. Keep the explosion, but remove the damage and now it heals for the same ammount as the bandage. And then change the trait “Packaged Stimulants” to: Medkit skills can be thrown and explode on impact causing the effects on a small aoe(similar to the explosion of the medkit).
And now the engie is one of the best healing supports because of one trait change.
i`m going to be the downer here and go ahead and say any heal given to medkit with kit refinement is going to be op.
i think that is the reason why it doesn`t have one now, medkit atm is borderline op ,kit refinement heal will push it to be full on op.
i do agree the explosion is silly I’d say 3s protection on a 15/20s cd will be great for the trait effect.
This is a pet peeve that is stopping me from using Kit refinement.
When I’m roaming in WvW with friends and I’m using rune of the centaur to give everyone perma swiftness while trying to slip by an enemy zerg undetected I can feel everyone’s eyes on me looking like I’m some sort of idiot with my constant bangs.
Please, turn this into something else. 3 sec protection, 3 sec regen, condition cleanse, I don’t care really.
Just make it something more .. silent.
Sound doesn’t bother me one bit, barely even notice it.
I love it because it allows us to activate any “on heal” effect at will. And judging how they treat us I would rather keep then risk whatever it is they could give us
When I first found out medikit spell trait was a bomb I thought it was pretty cool.
But then I did 200 damage with it at lv80 ._.
Kit Refinement
“Equipping a kit creates an attack or a spell.”With this trait active, equipping Med Kit with Kit Refinement results in a small PBAoE similar to bomb (but apparently only dealing ~28% damage compared to Bomb).
Am I the only one that finds the behaviour of Med Kit Refinement very odd?
All the other kits provide an effect that makes sense, yet the Med Kit effect seems very out of place. Did we soak our bandages in nitroglycerine or something??
To me it would be better if Med Kit Refinement would provide either:
- bandage heal effect similar to ‘Drop Bandage’ (12s cd)
or- remove a condition (15s cd)
Either choice doesn’t seem overpowered and much more befitting the Med Kit in terms of function when used with Kit Refinement.
What do you guys think?
I think that every engi is going to agree with the fact that bomb with Medkit makes as much sense as kid commercials for fast food.
If it would give ANYTHING else I’d be happy. Even heal for 200 or 2 sec retaliation, I don’t care, even 1 sec blind to myself I’d rather take than this bomb crap. It seems to me as useful as turrets.
Btw, does it count as a blast finisher? Haven’t thought about that before.
Btw, does it count as a blast finisher? Haven’t thought about that before.
No. Otherwise it would be stupendously overpowered due to retaliation from EG light fields.
i`m going to be the downer here and go ahead and say any heal given to medkit with kit refinement is going to be op.
i think that is the reason why it doesn`t have one now, medkit atm is borderline op ,kit refinement heal will push it to be full on op.
i do agree the explosion is silly I’d say 3s protection on a 15/20s cd will be great for the trait effect.
In my opinion, 3 second of protection over 15/20 second would even stronger.
I would love to have that. :P
Btw, does it count as a blast finisher? Haven’t thought about that before.
No. Otherwise it would be stupendously overpowered due to retaliation from EG light fields.
Ok so its oficial, no use whatsoever.
Btw, does it count as a blast finisher? Haven’t thought about that before.
No. Otherwise it would be stupendously overpowered due to retaliation from EG light fields.
Ok so its oficial, no use whatsoever.
Apparently so. The only ‘use’ at present time is giving away your position constantly with pointless explosions that put you in combat when hitting the wildlife by accident whilst trying to use swiftness through Speedy Kits in WvW/PvE.
So I’d much prefer something like healing or condition removal or protection as it’s more befitting the type of kit (and the fact that such effects/sounds are usually pretty subtle and not giant explosions).
Nitro-glycerin is a potent cure for headaches. Sucking on a stick of dynamite can help it.
I once put a bandage on my scraped knee and it blew up, now I’m an amputee. Med kit, kit refinement is just fine if you ask me, very acceptable and logical.
I would suggest it providing stability which would finally give Engineer a consistent source of stability as opposed to having to depend on RNG to get it. The problem is I can’t help but feel that would be somewhat broken unless you put a relatively long cooldown on it or somewhat of a waste if you need to go into medkit for other reasons besides the stability.
Protection or Aegis would probably be better as a refinement triggered boon than perhaps Stability
I would suggest it providing stability which would finally give Engineer a consistent source of stability as opposed to having to depend on RNG to get it. The problem is I can’t help but feel that would be somewhat broken unless you put a relatively long cooldown on it or somewhat of a waste if you need to go into medkit for other reasons besides the stability.
Protection or Aegis would probably be better as a refinement triggered boon than perhaps Stability
protection would make sense.
After thinking it over, I’m convinced it should be an actual boon. Engineers have too much secret-hidden “effective if you know what it actually does” stuff already. Either that or make it remove a condition and say so on the tooltip.
Edit: “actual boon” meaning protection or regen.
Kit Refinement
“Equipping a kit creates an attack or a spell.”With this trait active, equipping Med Kit with Kit Refinement results in a small PBAoE similar to bomb (but apparently only dealing ~28% damage compared to Bomb).
Am I the only one that finds the behaviour of Med Kit Refinement very odd?
All the other kits provide an effect that makes sense, yet the Med Kit effect seems very out of place. Did we soak our bandages in nitroglycerine or something??
To me it would be better if Med Kit Refinement would provide either:
- bandage heal effect similar to ‘Drop Bandage’ (12s cd)
or- remove a condition (15s cd)
Either choice doesn’t seem overpowered and much more befitting the Med Kit in terms of function when used with Kit Refinement.
What do you guys think?
I was hoping it would have been dropping bandages with a bandage heal when you dropped some. Something like that because it still needs the on use heal effect the explosion does to function with food sigils and runes but it definitely needs something that makes more sense then a saturday morning cartoon effect.
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