Med Kit Suggestion

Med Kit Suggestion

in Engineer

Posted by: Arimas.3492

Arimas.3492

So I’m pretty sure I’ve read this idea somewhere else and a guildmate and I were discussing the effectiveness of the Med Kit to heal others.

The Med Kit had a pretty nice change for outgoing heals than it did pre-patch but I still think it could use some buff, mainly talking about the throwables here because IMO they’re not that great.

The idea was instead of throwables was to make them have the same effect but instead empower the Med Blaster skill with what their effect was. So say Throw Bandage it does a small amount of healing and also applies regen + remove 1 damaging condi. Make it instead overcharge your Med Blaster so that it will apply the effect to the Med Blaster skill and give the heal effect/regen/remove 1 dmg condi to all allies it will hit.

Keep everything else the same but basically make it so if I use Bandage then my next Med Blaster will hit the ally with an instant 1.3k heal(based off my heal build stats) the regen and condi removed and also have the normal effect of the Med Blaster itself.

Just a proposal. What do you all think?

Med Kit Suggestion

in Engineer

Posted by: Deniara Devious.3948

Deniara Devious.3948

I would be happy if medkit would be fixed by doing these three:
1. Medkit #1, medblast, heals at least 240+8*per boon per second on all allies at least 600 radius and the engineer himself (currently it heals less and doesn’t heal the engi at all, making it worse than attacking and using superior sigil of water)
2. Revert all medkit throw skills into drop vial, like they were before
3. Medkit drop vial skills should have an activation time of maximum 0.75 s. Currently too the medkit skills have weirdly long delays before they activate and it takes too much time of out of combat to use them. Enemy can also interrupt them easily.

In order for medkit to be viable, it should offer larger overall hit point heal than the healing turret + few blasts. Healing turret will still be favored by most, because it instantly also removes few conditions, blasts into water field give an area heal and it is faster to use. All these changes should be relatively easy to implement.

Reasoning:
Medkit #1 must be stronger than virtue of resolve with Absolute Resolution trait to be viable. I feel that medkit #1 can have a much more limited range 600 vs 1200 given by absolute resolution. Virtue of resolve heal is purely passive requiring no interaction and allowing guardian to use other skills, attack etc. at same time, while using medkit #1 requires engineer just to do that and nothing else. Absolute resolution can also be used remove 3 conditions from nearby allies.

Deniara / Ayna – I want the original WvWvW maps back – Desolation [EU]

Med Kit Suggestion

in Engineer

Posted by: guildabd.6529

guildabd.6529

My suggestion: make medkits not disappear when someone touches them.

Med Kit Suggestion

in Engineer

Posted by: Hoshinohi.1896

Hoshinohi.1896

My suggestion: make medkits not disappear when someone touches them.

????

what u want is a waterfield or the super elixier of Elixiergun

nope they should dissappear but some things are really bad:

first the hard heal per medikit was lowered by about 66% on the other hand we got a regenerationbuff

2nd regenerationbuffs du not stack in intensity only in time and that is way to weak against the big amount of conditionintensitystacking right now.

Med Kit Suggestion

in Engineer

Posted by: Labby.5840

Labby.5840

MedKit as is requires too much babysitting to be of any use. To come close to the team healing output of the turret you have to do nothing but use the auto attack and trow bandages every 5s, which means you aren’t contributing at all in any other way.

Ways to improve it:

1 skill: Increase heal to ~2k in one channel with a 20s CD. For this skill to be useful we need to be able to get meaningful healing out of it while being able to use other skills.

2-5 skills: Remove ground targeting. Dropping bandages pre-patch was much faster and more convenient than having to target and walk over the drops.

Health Insurance trait: Instead of just increasing outgoing healing, this trait should change the medkit 2-5 skills to 240 radius AoE’s centered on the player, a more interesting and more powerful team support trait than the simple heal increase.

Cleansing Pulse, Heal Resonator, and Stimulant Supplier traits: Changed to proc on kit swap (as on heal skill runes do) instead of on the toolbelt heal.

Bandage Self (toolbelt heal): Cooldown currently isn’t reduced by the Mechanized Deployment trait in Tools as it should be.

(edited by Labby.5840)

Med Kit Suggestion

in Engineer

Posted by: RunicAura.9860

RunicAura.9860

So after giving some thought here is my suggestion on this. They should roll elixir H and the med kit together. The effects that have ground target then should be treated like elixirs. I would have them create a small field when they land giving buffs to those around or who run over them. Just like the other classes have effects that people can run over for a short duration. I mean as it is the target that you toss the stimulant or bandage or other such item out is rarely the one that gets it. Making it useless in a support roll. The idea is to support while they other fights. Not have them run out of the circle grab and go back in. there by bringing the creature away. Also why limit it to one person instead of having it effect like everyone else around 5 targets. So why not have each do a healing effect when they hit and then leave a field that gives boon to those that cross it’s path.

The only answer is because then it would mean that elixir h would not be of much use. To be honest I’d rather see it merged into med kit and med kit take it’s place as the alchemy healing choice to me it makes more sense to do it this way.

Med Kit Suggestion

in Engineer

Posted by: Strategist.6132

Strategist.6132

I believe the throwing adds some skill to Medkit,

But since it is so hard to play I do believe they should buff it a little (expecially the auto attack:P)

One suggestion that would already enhance the play a lot:
- Make the cast time a lot faster, around 0.25 or maybe even kind of instant would be great. Since it requires aiming it would be far from OP I think.