Med kit suggestion
Cool suggestions.
Any cooldowns?
What will the durations be?
(edited by Yashuoa.9527)
Heya!
Cool idea. one of the best so far imo! I totally agree with you that throwing those little bags around is a totally bad design and cannot be used in combat at all. Your suggestion is by far better than the ingame Med Kit! I love the idea!
But sadly with the current mechanic you cannot target allies in GW2 …
Therefore I’d say, just change it a bit like the current skill #1 Med Blaster. You also don’t need skill 2-5 to change skill 1, you can just make them skills on their own.
My suggestion is:
Skill 1: Restoration Blaster: The currently used med blaster “attack”, but with increased power since it’s atm really underpowered. Range: 600. Targets: 5. CD: 0s.
—
Skill 2: Restoration Beam: Modified thin med blaster “attack”, with same heal and more range, but less targets. Get’s 10% stronger healing per 100 toughness above 1000 of the target. Range: 1200. Targets: 3. CD: 0s.
—
Skill 3: Armor Reinforcement Oil: A projectile that heals on impact, leaving a water field that grants protection and vigor to the targetted allies. Range: 900. Targets: 5. CD: 12s. Duration: 6s.
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Skill 4: Rehabilitation Fluid: A projectile that heals on impact, leaving a light field that grants resistance and cleanses 4 conditions from the targetted allies. Range: 900. Targets: 5. CD: 12s. Duration: 6s.
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Skill 5: De-Lethalizator: Overcharges the Medkit and heals everyone in range for a massive amount. This heal becomes even stronger if the allies have low HP (25% HP = 75% more heal for example). Range: 300. Targets: 5. CD: 25s.
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Tool Belt: Med Doc: Heal yourself slightly. You get healed for the outgoing heal in the next few seconds. Range: ?. Targets: ?. CD: 25s. Duration: 4s.
The Medkit SHARES all cooldowns, making it a hard decision if stronger skills actually should be used or not! It also prevents the Medkit from becoming an op source of healing since you can swap to it at will
What’cha think?
Greez!
- Ziggy
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
(edited by Xyonon.3987)
Cool suggestions as well Xyonon.
Is skill 2 useful? Maybe combine 1 and 2 a bit?
Love the others though
and would like to see the toolbelt heal as much as it currently does on live.
How does cooldown sharing with different cooldowns work?
(edited by Yashuoa.9527)
If you activate skill 1, nothing has cooldwon, if you activate the ultra strong skill 5, everything goes on a 25s cd, disabling the medkit due overlcharge for a period of time. In that time you have to heal with blasts and other water fields from EG or mortar etc. It would allow the medkit to have strong heal skills, but would limit it’s power and stay balanced this way.
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Regarding the other skills.
Skill 3 and 4 will activate12 sec shared cd?
Or only Skill 5 will put 25 sec shared cd on 3, 4 and 5?
Depends on balance It’s just an idea, a concept
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Depends on balance
It’s just an idea, a concept
Was curious to how it would work in your idea or concept.
Well it could either affect every skill, just skill 2-5 or 3-5, depends on the healing numbers and probably have to play it first before i can decide.
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
It’s a neat idea that also plays off some of the existing game mechanics behind Harald and Druid, although I think you would need to tweak it a bit more to make it viable for combat. You don’t want an engineer to become a liability because all they’re doing is providing heals or buffs to a single player. A Herald can grant AOE protection or regeneration to 5 people while still being able to attack. The druid’s primary staff attack deals damage and heals.
I think the main question to ask is, can it be used effectively in a raid or WvW situation? If the answer is yes, if you can use your med kit without becoming a liability to your team or the challenge at hand, then it’s a worthwhile change. I would love to make hard choices when selecting skills and traits, but the way some things get designed in this game it’s often quite easy to identify clear advantages and take them over the others. Here’s hoping that maybe Anet will take another serious look at the med kit.
That’s something I would love to use, a great suggestion. I’m not sure about the self-heal, though. The toolbelt is already a low-cooldown heal, and I fear the self-heal component would drag the numbers down and make the kit stay lackluster.
My suggestion: Med Beam heals by default. The modes add additional effects, with the second mode doubling the heal amount.
Also, the beam pierces allies by default, and Health Insurance increase the heal amount, and creates an AoE around the target that applies all effects of the beam.