Med Kit Suggestions Here

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Posted by: The Game Slayer.7632

The Game Slayer.7632

In addition to suggestions, please make it known whether or not you use med kit as much as you use the other healing skills. I certainly don’t. And I really want to. I love the idea, but med kit is terrible.

I am a teef
:)

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Posted by: The Game Slayer.7632

The Game Slayer.7632

Reserved for future ideas on med kit..

I am a teef
:)

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Posted by: gnollbane.3620

gnollbane.3620

Med kit is a joke as a kit and heal

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Posted by: guildabd.6529

guildabd.6529

Some random suggestions:
Med blaster: Increase healing by 20%. Remove poison from allies. Remove might from foes.
Med packs reworked to pylons. Pylons pulse boons and healing every second.

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Posted by: DGraves.3720

DGraves.3720

Wearable AoE constant pulse with boon effects attached. Replaces backpack regenerator.

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Posted by: ArchonWing.9480

ArchonWing.9480

Med kit needs to have some offensive utility too. For example, the 1 skill could periodically blind enemies or something. Healing someone else for a piddling amount while doing nothing does nothing. Even eles that camp water can still hurt the enemy!

I think it should give out condis kinda like elixir gun.

Another possibility is to turn into a signet’ish thing, but there’s too much passive stuff in the game.

For once you have tasted flight you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return.

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Posted by: cyberzombie.7348

cyberzombie.7348

The base healing for the kit does need a buff. Also make medi blaster to give regen. On cleric/monk and transferance sigil I tested giving regen while health insurance was active, my max was 509 per tick but the medi blaster was only 271 per hit.

What good is a medic w/o a patient?

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Posted by: Ovalkvadratcylinder.9365

Ovalkvadratcylinder.9365

Here some things that others have suggested in other threads:

- make 2-5 non-ground targetable/make them some form of aoe
- make the game prioritize other skills while channeling #1 skill (right now u can’t cancel the #1 by starting another skill"
-increased healing scaling (altho i personally think its fine atm :P im in the minority!!!)

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Posted by: Jerus.4350

Jerus.4350

I only use med kit when I’m screwing around trying to play healer, but even there it’s pretty weak and the only reason it’s better than alternatives is more consistency, but Healing Gyro or Turret with the water field alone can be far more valuable to healing the team.

Simple Fix:

  • 2-5 become 240 radius targetted aoe effect rather than a pack that one person can pick up.
  • 1 skill is given a damage coefficient.

Complicated/fun fix:

  • 5 skill: Rejuvenating Mists, a 4s duration water field that applies kitten regen, 24s reuse. Instant cast
  • 4 skill: Stimulant Bomb 24s reuse, works with explosive/bomb traits, AoE blast +25 endurance regen and cures movement affecting conditions (immob/chill/cripple). Normal bomb delay on effect, faster with short fuse.
  • 3 skill: Elixir A, 15s reuse, 1200 range. Effect heals allies for 2200base+1.1 modifer, heals self for 400 base +0.5 modifier. Limited self healing because we already have the toolbelt skill, and we don’t really need more personal sustain added to Engi. Works with Elixir traits.
  • 2 skill: Med Pack Trail, 20s reuse. Drops 5 med packs at your feet over the next 1-2s. Final pack clears 1 condition.
  • 1 skill: the same with an added ~100base+0.3 coefficient damage per pulse.

(edited by Jerus.4350)

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Posted by: DGraves.3720

DGraves.3720

The easiest fix is just to make a med-kit leech and be done with it. Healing another players heals you for 50% of the amount.

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Posted by: guildabd.6529

guildabd.6529

  • 1 skill is given a damage coefficient.

No thanks. That would be way too annoying in wvw thanks to retaliation.
As suggested before it should inflict a condition (blindess, weakness or slow) or remove certain boon (retaliation, fury or might).

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Posted by: Jerus.4350

Jerus.4350

  • 1 skill is given a damage coefficient.

No thanks. That would be way too annoying in wvw thanks to retaliation.
As suggested before it should inflict a condition (blindess, weakness or slow) or remove certain boon (retaliation, fury or might).

Removing boons is pretty big. A condition is something I toyed around with as well. It sounds crazy, but I was thinking apply 1 bleed to the target for every ally healed, sounds crazy but in full condition damage gear it’d only yield something like 5k DPS with a 4s bleed IIRC (I may have to double check my math though >.<). Anyways, yes conditions would work as well, but with the other skills I just don’t see a good reason for us to be med blasting through the clash. Anyways, I’ll take either/or. But, I would want a new gear stat option if we had condi. Healing+Condition Damage with Precision and Expertise minors

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Posted by: DGraves.3720

DGraves.3720

  • 1 skill is given a damage coefficient.

No thanks. That would be way too annoying in wvw thanks to retaliation.
As suggested before it should inflict a condition (blindess, weakness or slow) or remove certain boon (retaliation, fury or might).

Removing boons is pretty big. A condition is something I toyed around with as well. It sounds crazy, but I was thinking apply 1 bleed to the target for every ally healed, sounds crazy but in full condition damage gear it’d only yield something like 5k DPS with a 4s bleed IIRC (I may have to double check my math though >.<). Anyways, yes conditions would work as well, but with the other skills I just don’t see a good reason for us to be med blasting through the clash. Anyways, I’ll take either/or. But, I would want a new gear stat option if we had condi. Healing+Condition Damage with Precision and Expertise minors

Is there a cap or CD on that?

The attack hits three times up to 5 people so that’s 15 bleeds in under 2 seconds.

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Posted by: Jerus.4350

Jerus.4350

  • 1 skill is given a damage coefficient.

No thanks. That would be way too annoying in wvw thanks to retaliation.
As suggested before it should inflict a condition (blindess, weakness or slow) or remove certain boon (retaliation, fury or might).

Removing boons is pretty big. A condition is something I toyed around with as well. It sounds crazy, but I was thinking apply 1 bleed to the target for every ally healed, sounds crazy but in full condition damage gear it’d only yield something like 5k DPS with a 4s bleed IIRC (I may have to double check my math though >.<). Anyways, yes conditions would work as well, but with the other skills I just don’t see a good reason for us to be med blasting through the clash. Anyways, I’ll take either/or. But, I would want a new gear stat option if we had condi. Healing+Condition Damage with Precision and Expertise minors

Is there a cap or CD on that?

The attack hits three times up to 5 people so that’s 15 bleeds in under 2 seconds.

Yeah I did all the math on it a while back when I was going to make a med kit post of my own, then the forums ate it and I said screw it. I can’t remember if I had it as 2s base or 4s base bleeds, but in either case it was more fun and wonky than overly effective, which meant outside ideal situations it wasn’t very worthwhile.

With current stat options though it’s hard to make a condi healer, you’ll either lack duration, or lack healing power to make a true healing build. So that’s why I’m a bit skeptical about it.

An unmodified bleed wouldn’t even be correct to call a tickle, it’s almost nothing. Even fully buffed bleeds only become good when you’re stacking 20+. In that weird 1 stack per ally healed thing I figured in full Viper gear you could max out at around 25+ stacks or something like that and it came out to 5.8k dps, again nothing to write home about. To be fair though that could go up another 15% with GoTL but still. And, that’s full DPS gear, swap to healing and you’re getting half the stacks for a fraction of the damage, it’d just be pretty pathetic, but at least something.

Also about the retal, perhaps just the addition of a power attack on the final pulse, if that’s possible?

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Posted by: DGraves.3720

DGraves.3720

  • 1 skill is given a damage coefficient.

No thanks. That would be way too annoying in wvw thanks to retaliation.
As suggested before it should inflict a condition (blindess, weakness or slow) or remove certain boon (retaliation, fury or might).

Removing boons is pretty big. A condition is something I toyed around with as well. It sounds crazy, but I was thinking apply 1 bleed to the target for every ally healed, sounds crazy but in full condition damage gear it’d only yield something like 5k DPS with a 4s bleed IIRC (I may have to double check my math though >.<). Anyways, yes conditions would work as well, but with the other skills I just don’t see a good reason for us to be med blasting through the clash. Anyways, I’ll take either/or. But, I would want a new gear stat option if we had condi. Healing+Condition Damage with Precision and Expertise minors

Is there a cap or CD on that?

The attack hits three times up to 5 people so that’s 15 bleeds in under 2 seconds.

Yeah I did all the math on it a while back when I was going to make a med kit post of my own, then the forums ate it and I said screw it. I can’t remember if I had it as 2s base or 4s base bleeds, but in either case it was more fun and wonky than overly effective, which meant outside ideal situations it wasn’t very worthwhile.

With current stat options though it’s hard to make a condi healer, you’ll either lack duration, or lack healing power to make a true healing build. So that’s why I’m a bit skeptical about it.

An unmodified bleed wouldn’t even be correct to call a tickle, it’s almost nothing. Even fully buffed bleeds only become good when you’re stacking 20+. In that weird 1 stack per ally healed thing I figured in full Viper gear you could max out at around 25+ stacks or something like that and it came out to 5.8k dps, again nothing to write home about. To be fair though that could go up another 15% with GoTL but still. And, that’s full DPS gear, swap to healing and you’re getting half the stacks for a fraction of the damage, it’d just be pretty pathetic, but at least something.

Also about the retal, perhaps just the addition of a power attack on the final pulse, if that’s possible?


I think it is more powerful than you are giving credit for. If you did manage to get the 15 bleeds even at base that’s quite a bit of damage.

15 × 22 × 2 = 660. Keep in mind a for a fully decked out single stack of burning to match that you need 3,409 ((660 – 131.5)/.155) effective condition damage. And that’s with zero condition damage. I’m pretty sure even at two seconds it’s going to hit more than 5.8k dps. Of course there is a gimmick cap where if everyone is at full health then it has no effect (I presume).

I always wonder how you guys come up with your DPS calculations. None of them are very transparent. Interesting stuff.

I think if you really wanted to get something going for a dual attack you would need to deal damage based on the number of boons the opposite player has. So basically it punishes boon builds and also promotes boons in your party; this way it’s a really versatile option that just does base damage or healing. It’s not unheard of since Guardian has something similar with a torch. Maybe. It’s been a while since I guardian’d.

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Posted by: Jerus.4350

Jerus.4350

22+ .06*condi damage, include might in that, and multiply by 1.25 for vuln. That’s what I was using. So at about 2775 condi damage (i forget exact number but it’s something like that with max might and full condi builds) you do 235.6 damage per stack. At 25 stacks that’s 5890 damage per tick, which means 5890dps.

Guard torch doesn’t do more on boon unless it’s a trait I don’t know about? It does have an awesome condi clear, and a nice bit of burst damage though.

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Posted by: DGraves.3720

DGraves.3720

22+ .06*condi damage, include might in that, and multiply by 1.25 for vuln. That’s what I was using. So at about 2775 condi damage (i forget exact number but it’s something like that with max might and full condi builds) you do 235.6 damage per stack. At 25 stacks that’s 5890 damage per tick, which means 5890dps.

Guard torch doesn’t do more on boon unless it’s a trait I don’t know about? It does have an awesome condi clear, and a nice bit of burst damage though.

That’s not accurate. You’re going to both average more than 25 bleeds and you’re going to hit much, much higher DPS. 15 applications total in 1.25s (the length of med blaster) if you were to double the extension time to 4s you would be able to stack at least a consistent 30 if not closer to 35~40.

It looks like time is really tripping people up. I highly doubt whether you aim high or low you’re going to have a real average of 25.

No, I was referring to Guardian Torch having a healing element alongside a damage element not that it healed based on boons or did more based on boons for that matter. Sorry for that confusion.

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Posted by: Jerus.4350

Jerus.4350

Med Blaster is longer than 1.25s I’m quite sure. That’s the tooltip and there’s an obvious aftercast. Yes, I should time it, but well, lazy…

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Posted by: Zsymon.8457

Zsymon.8457

1) “Med Blaster”, name stays, but remove the boon variable, reduce the range to 450, and increase the healing. Med Blaster also damages enemies, about the same as "Cleansing Flame " from Guardian Torch.

2) “Throw Bandages” becomes “Cleansing Shot”. Removes 3 conditions from 5 enemies in a 500 range cone. Does not affect the caster, and cool down is 12 seconds. Applies 2 seconds of Cripple to any enemies in the range.

3) “Throw Stimulant”, becomes “EM Wave”. For 12 seconds you pulse 4s Fury and 4s Swiftness on a 3s interval. Radius is 450 and it stops pulsing when you un-equip Med Kit. Cool down is 20 seconds, and cool down starts when EM Wave runs out or Med Kit is un-equipped.

4) “Throw Accelerant” becomes “Frost Blaster”. Same identical effect as the Frost Bow skill “Deep Freeze”. Half the range (450 instead of 900), but the same cool down (30 seconds).

5) “Throw Antidote” becomes “Emergency Station”. A construction with 2.5K armor and 11.000hp that can be destroyed. It pulses the “Cleansing Wave” ability on a 3 second interval. It can be repaired with the Tool Kit auto attack of another Engineer. The station disappears when you un-equip the Med Kit or 10 seconds after you leave combat, but stays if you enter combat again. The ability has a cool down of 120 minutes, which starts after the station disappears or is destroyed.

The Alchemy trait “Health Insurance” has its effect changed, and now it grants 5 seconds of Protection when equipping the Med kit. Trait cool down is 20 seconds.

The Tool Belt ability of Med Kit remains the same, except it also removes burning and poison. Increase cool down from 17 seconds to 20 seconds.

(edited by Zsymon.8457)

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Posted by: DGraves.3720

DGraves.3720

Med Blaster is longer than 1.25s I’m quite sure. That’s the tooltip and there’s an obvious aftercast. Yes, I should time it, but well, lazy…

I know, me too, because I lazily took the tool tip. But fortunately I did actually time it. It’s actually ~1.45 w/ animation & aftercast. Then all you do is run a multiplication table on the possible results and see what numbers pop up.

I won’t bore you but I still can’t understand where 25 came from. But I’m going to leave it alone. It’s your idea, not mine, even if I did just test it out due to curiosity.

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Posted by: Jerus.4350

Jerus.4350

Med Blaster is longer than 1.25s I’m quite sure. That’s the tooltip and there’s an obvious aftercast. Yes, I should time it, but well, lazy…

I know, me too, because I lazily took the tool tip. But fortunately I did actually time it. It’s actually ~1.45 w/ animation & aftercast. Then all you do is run a multiplication table on the possible results and see what numbers pop up.

I won’t bore you but I still can’t understand where 25 came from. But I’m going to leave it alone. It’s your idea, not mine, even if I did just test it out due to curiosity.

Out of my kitten from what I remember of actually calculating it :b as I said before, I did the math a while ago, but the idea is silly either way

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Posted by: DGraves.3720

DGraves.3720

Med Blaster is longer than 1.25s I’m quite sure. That’s the tooltip and there’s an obvious aftercast. Yes, I should time it, but well, lazy…

I know, me too, because I lazily took the tool tip. But fortunately I did actually time it. It’s actually ~1.45 w/ animation & aftercast. Then all you do is run a multiplication table on the possible results and see what numbers pop up.

I won’t bore you but I still can’t understand where 25 came from. But I’m going to leave it alone. It’s your idea, not mine, even if I did just test it out due to curiosity.

Out of my kitten from what I remember of actually calculating it :b as I said before, I did the math a while ago, but the idea is silly either way

Well, I don’t think it is a bad idea actually. It’s a sound basis because the reality is (and I found this out with testing) the game will target the nearest enemy not the nearest player so you maintain a “bad target” for a healing ability. There really should be a combative element to it specifically because it does work like a standard attack.

To be honest I think you’re right on the money with adding conditions to the medical equipment. I mean Elixir Gun 2 has the “magical ability” to know friend from foe when applying cripple and swiftness as it bounces so it’s not as if it needs logical explanation.

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Posted by: LilBiM.3581

LilBiM.3581

In the spirit of Med Kit’s previous usage (which was to set up before combat) I suggest the following:
Med Kit #1 applies a buff on the Engineer and affected targets that doubles might gain for 4 seconds. (so each time you would gain 1 stack of might, gain 2 instead)
Med Kit’s packs (skills 2 – 5) should apply 2 stacks of might for 5 seconds to a single target.
Buff Throw Antidote’s Resistance to 5 seconds from 2.5 seconds.
Buff Throw Accelerant now removes cripple, chill AND immobilize.
Change All packages that previously removed a condition now instead pulse (1 pulse after 1 seconds) that singular condition(s) to 5 opponents within 150 range of the player, that condition is also removed from the user. N.B. Condition is immediately removed from the target of the package but is later pulsed out 1 second later. Downed ally targets can now collect Med Kit packages.

Now you have a reason to use Med Kit’s Med Blaster, and the kit allows you to make the decision of do I want to drop all my packages to set up with might stacks or keep them for more strategic play. It may also come in handy while trying to get a downed ally up, no promises.

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Posted by: Xaylin.1860

Xaylin.1860

There were some interesting ideas in this thread as well.

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Posted by: NiBlack.3149

NiBlack.3149

Ok lets begin with
Healing insurance: When you use healing kit skills you spawn 1 random healing/buffing item on ground around you.
Healing done is increased by 1% per boon on you.
Reason: Making healing kit healing capabilities ‘stand on it’s own’. As it stands now you take it mostly for boost to elixir shell (that shouldn’t be the case)

Healing kit
1 (general changes) – Sprays should have base arc of effect 90-120 degrees. Probably should require to lower visual effect of spray.
(variant 1: 2 step AA)- First one apply poison, Second one provide solid healing to allies. And there should be dropped these awfully scaling additional healing for buffs.
(variant 2: 2 step AA Condi Clear)- as variant 2, at last proc of healing part also clear 1 condition of the allies.
Reason: Lack ability of topping allies without target is kind of balancing factor.

2 – Bubble Elixir – throw bottle that creates bubbles in target area, that heals up to 3 allies. Bubbles last for 5 seconds. Last proc heal for lot more (similar to 100 blades). Acts as water field.
Reason: If Healing kit have to be serious contender for main healing tool there is need for remote healing skill. The way it is scaled promotes staying inside, and it is balancing factor.
Caution: This skill should have very bad base healing, but exceptionally good scaling (even like 2.5-3 healing power as sum of all ticks) to avoid situation that kit overshine other means of healing.

3 – Metabolic Accelerant – Point your hand in to air and spray red mist that apply swiftness and regeneration to nearby allies. Also reduces duration of every condition by 2 seconds.
Reason: A bit more support with little regeneration.

4 – bandage package – drops package that can be used up to 5 times. It heals and apply regen. It works similar to current drop packages, but have bigger radius. If you want to get more healing (if package wasn’t used) you have to leave area, and reenter it again (acts as 1 “big” bandage)
Reason: Additional range healing tool.
Caution: Enginner can use it one (even if he reenter area he won’t get additional healing)

5- Miracle elixir – Sprays potion that increase duration of boons of nearby allies by 2 seconds, and increase duration of enemies conditions by 1 second.
Reason: Something different.

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Posted by: Arkrath.1407

Arkrath.1407

Re-imagination:

Medi-Gun Kit – Equip a mechanical dart gun that has support utilities. (Held with 2 hands like the rifle, maybe a chest belt or back pack that has syringes/darts on it)

Image (needs GW2 styles): http://www.teskeys.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/1/7/17274_a.jpg

Skills:
Toolbelt: Pain Injection — Inject a healing agent into you, healing for 5200 HP, when under 50% HP cure 1 condition (20 sec cooldown).

#1: Healing Dart —Fire a single tracking dart that locks onto a friendly unit and heals for 1000 Health upon impact. If below 50% health, Cures 1: condition. (600 range) 8 sec cooldown.

#2: Medical Emergency — Fire a volley of 3 medical darts that inject healing chemicals into a friendly target, upon impact each dart increases in healing effectiveness. 1st dart = 300hp 2nd dart= 600hp 3rd Dart: 1200hp ( 600 range ) 20 sec cooldown

#3: Intoxication — Emit fumes from the medi-gun, targets around you become weakened for 5 secs and confused for 3 sec. (15 second cooldown) 400 radius (5 targets)

#4: Self-Medication — Inject a healing syringe into yourself, healing you for 1200 health and granting 10 seconds of Might. (25 second cooldown)

#5: Experimental Dart — (Breaks Stun on Friendly) Coat a friendly target in a chemical that hardens, granting a reflective shield for 3 secs. If the target reflects a projectile, it grants regeneration and protection for 5 secs. (25 secs) 300 range

(When traited with Streamlined Kits, switching to Medi-Gun Kit creates a spell that drops multiple darts on the floor causing bleeding and cripple if stepped on)

This kit would need carefully balancing but would fit the engineer spectrum, provide utility to friendlies and give a few conditions out while still holding its value as a healing skill. This would bring back the medic engineer I know MANY crave.

Comments welcomed!

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Posted by: Chorazin.4107

Chorazin.4107

Plenty of good suggestions in this thread, i do not use the med kit, my mainstay is the healing turret but i havnt really played my Scrapper since the last series of nerfs.

As it is the med kit is rubbish, even with the 33% healing trait.
Copy pasta the old Guardian healing tome abilities, change the healing base numbers, scaling with healing power and cool down timers for balance purposes, done.

pro’s, group support/utility with boons and some boonstrip, con’s, long cooldowns on skills 3-4-5, no water fields, you want water fields you take HT or medic gyro.

SKILL 1
Heal Area now Synergistic Healing 7sec cooldown, .75sec ct:-
Heal allies in the target area.
Healing: 700
number of targets: 5
radius: 240
range: 900
SKILL2
Purifying Ribbon now Containment Beam 12 sec cooldown .75sec ct:-
Release a beam of light that bounces to nearby enemies and allies, curing conditions on each ally hit and blinding each foe hit.
blind: 3 sec
conditions removed: 2
number of bounces: 3
range: 900
SKILL3
Protective Spirit now Protective Grid 35 sec cooldown 1sec ct:-
Grant protection and regeneration to allies in a cone.
Protection: 10 seconds
Regen: 10 seconds
number of targets: 5
range: 900
SKILL4
Pacifism now LED incapacitator 35 sec cooldown 2sec ct:-
Pacify foes.
Daze: 2 seconds
Number of Targets: 5
Boons removed: 2
radius: 600
SKILL5
Light of Deliverence now Emergency Threshold Overload 60 sec cooldown 3sec ct:-
Heal all in the area and apply resistance.
Healing: 3000
Number of targets: 5
Radius: 600
resistance: 3 seconds

numbers comparisons
Druid Cosmic Ray vs Synergistic Healing
Cosmic Ray .50sec ct no cooldown, only usable in celestial avatar
Healing: 650
number of targets: 5
radius: 120
range: 1200
Synergistic Healing .75sec ct 7sec cooldown
Healing: 700
number of targets: 5
radius: 240
range: 900
Tempest Water overload vs Emergency Threshold Overload
Overload Water 4sec ct 20sec cooldown
Healing: 3220
number of targets: 5
radius: 360
regen: 8sec – 1040hps
Emergency threshold overload 3sec ct 60second cooldown
Healing: 3000
number of targets: 5
radius 600
resistance: 3 seconds

Chorazin
[lion]~ riperonis
[tRex]

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Posted by: lLobo.7960

lLobo.7960

changing the medpacks to work more like a trap (larger AoE heal / buffs on activation) would be a simple change that would go a long way on improving medkit.
Then fix the auto-attack heal to be a targeted aoe cone and improve healing.

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Posted by: Ranael.6423

Ranael.6423

My rather simple suggestions:

1. Med Blaster: Turn it to a channel version of what it is, with 5 pulses, affecting 5 target, the last pulse granting 2 sec of regen on the affected allies (something like FT auto, or fumigate, the regen helping for the additional healing per boon).
2. Overcharge Blaster: Throw a ball of curing and condition clearing chemicals in front of you (like Guard staff2 but with smaller range)

Skills 3-4-5 : Keep their functionality but make them work like a “throw elixir” skill with a radius of 180, affecting 5 people. Maybe the CD should be somehow increased. There is also the possibility to make them elixirs but then HGH will become 1 stack of might… so better keep them non elixirs