Medic Gyro vs. Healing Turret

Medic Gyro vs. Healing Turret

in Engineer

Posted by: tyrellian.3706

tyrellian.3706

I’m afraid the gyro’s still worse.

Assuming:

  • You manage to keep the gyro alive for its entire duration (unrealistic, I know)
  • The gyro’s AOE heal ticks immediately and then every 3s (so you get 5 pulses in total)
  • You’re running the tools traitline (ie. have the -15% toolbelt CD). If you’re not, the gyro loses out more than the HT does.
  • You can leap combo regenerating mist at most once, and reconstruction field three times.
  • You pick up the HT immediately after overcharging it, so have 15s CD and get a single application of regen from the HT and its overcharge.

Medic gyro:

  • Gyro heal = (4510 + 0.7H + 5 * (820 + 0.6H)) / 35s
  • Reconstruction field + 3x leap combo = 3 * (1300 + 0.5H) / 21.25s
  • Total: 429.5 + 0.176H hp per second

Healing turret:

  • Base heal: (2520 + 0.5H + 3 * (130 + 0.125H)) / 15s
  • Cleansing burst: (2520 + 0.5H + 5 *(130 + 0.125H)) / 15s
  • Regenerating mist + 1x leap combo = (6 * (130 + 0.125H) + 1300 + 0.5H) / 17.85s
  • Total: 521.9 + 0.203H hp per second

The MG is worse than the HT at 0 healing power, and furthermore it scales worse than the HT with healing power. And that’s with several assumptions stacked in the MG’s favour!

Other factors:

  • If you take tools and alchemy, going with the MG gives you 35% protection uptime and the HT gives you 0%. Point in the MG’s favour, but it’s almost completely cancelled out if you run with the recovery matrix trait. With that, MG gives you 52% protection uptime, HT gives you 50% uptime. That said, the MG’s base 35% protection is AOE whereas the HT’s prot is all selfish.
  • At 0 healing power, 27% of the MG’s healing affects your allies, while 54% of the HT’s healing affects your allies. With healing power, 49% of the extra healing from healing power affects allies with the MG; 70% of the extra healing affects allies with the HT. The HT is much less selfish when it comes to healing.
  • Should you choose to blow them up, the MG gives you a 1s stun and ~400 damage in a 240 radius every 35s. The HT gives you a blast finisher and ~1200 damage in a 120 radius every 20s. Traiting can give you a lightning field + superspeed, or knockback respectively. The HT hits harder and its lower CD gives it more CC (when traited). It’s possible you might see more benefit from the lightning field + superspeed, depending on traits and what you’re trying to achieve.
  • Both the MG and its toolbelt have 0 cast time, and thus can be used instantly, even when stunned. This is perhaps the only solid point in the MG’s favor – it’ll allow you to fend off a burst quite well.
  • The healing turret can cure 2 conditions every 15s. The MG cures exactly 0 conditions. IMO, this is pretty much the most critical factor, and why people just aren’t going to take the MG even if its healing is improved. The HT is one of engineers’ very few active condi cleanses; if you’re not running alchemy or EG then it’s likely your only condi cleanse. With engineers having so little access to condi clear generally, this is utterly critical to maintain.

Medic Gyro vs. Healing Turret

in Engineer

Posted by: Are.1326

Are.1326

Two misstakes in your calculations:

  • Cleansing Burst activated Recovery Matrix durring the beta, so Healing Turret proc 2×5 sec of protection. I do not know if it will continue doing that after release, seems a bit too good to be true.
  • MG creates an AoE Daze, not Stun. Both are now affected by Impact Savant for +25% durration.

edit: Typo

(edited by Are.1326)

Medic Gyro vs. Healing Turret

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Posted by: lorddarkflare.9186

lorddarkflare.9186

Two misstakes in your calculations:

  • Cleansing Burst activated Recovery Matrix durring the beta, so Healing Turret proc 2×5 sec of protection. I do not know if it will continue doing that after release, seems a bit too good to be true.
  • MG creates an AoE Daze, not Stun. Both is not affected by Impact Savant for +25% durration.

Impact Savant will be fixed by launch to affect dazes as well.

Medic Gyro vs. Healing Turret

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Posted by: Miltek.2104

Miltek.2104

  • During test I menaged to do 3x leap finisher with Cleansing Burst. It requires perfect timing but it’s do’able. You can make 2x leap finisher in Cleansing Burst without any effort.
Trust me. I’m engineer

(edited by Miltek.2104)

Medic Gyro vs. Healing Turret

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Posted by: Are.1326

Are.1326

Impact Savant will be fixed by launch to affect dazes as well.

opps, typo, meant to say “now” instead of “not”.

Medic Gyro vs. Healing Turret

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Posted by: Dahkeus.8243

Dahkeus.8243

Hmm…good points here. Medic gyro was the only one I was really considering too.

Sounds like even with the buffs, I still won’t be using any gyros after all.

Medic Gyro vs. Healing Turret

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Posted by: Xyonon.3987

Xyonon.3987

The only big adventage I see about the medic gyro is the synergy from F1 with hammer #3. But everything else? … No thank you – I stick to HT…

I’d be great if the gyro would cleanse 2 conditions on summon and detonation. Then allow the purge gyro to be more of a condi absorb + transfer on detonation gyro.

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

Medic Gyro vs. Healing Turret

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Posted by: Voramoz.6790

Voramoz.6790

I tested pure gyros in SPVP a lot. I jus wanted to see what it was like, maybe I’m just a masochist.

Defensive gyros are better than you think. Medic, Bulwark, Purge, and Sneak have insta-cast. Meaning while disabled they are usable. This is very good at denying and mitigating CC bursts. They are not the be all end all, and should not be. But Medic saved me a few times. Medic also heals nearby allies for a powerful tic while up.

Bulwark can mitigate a single target burst this way. And Purge is actually a powerful condi remover in the short run, mitigating the need for heal turret’s condi cleanse. Sneak is also usable to stop a burst as you go invisible and become Un-targetable.

Insta cast is what sets the gyros apart, almost removing the need for a true Stunbreak. Now does Scrapper need a gyro stunbreak? Absolutely, lol, there are other reasons to break stun than just burst mitigation. Are Gyros, and Medic Gyro in particular perfect? No. I feel like Medic could use a little something more, but imho, in my testing Medic is at least Engineer’s second best heal, and in some situations could be better.
Edit: the water field also is insta cast and gives protection. And you can (or not cuz it’s crazy) as I did drop a shredder in the water field for water+whirl.

(edited by Voramoz.6790)

Medic Gyro vs. Healing Turret

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Posted by: Adamantium.3682

Adamantium.3682

Now that the cooldown isn’t FOREVER I think the MG will be usable. Certainly makes a case for a second best heal (which isn’t hard to do compared to the other options).

HT is clearly superior, mostly for the condition removal. That’s a pretty huge point in its favor. Aside from that big advantage for the HT, the HG does have a lot going for it.

  • HT is better HPS in the long term, but PvP is usually not about the long term. HG will offer more healing between 3-15s after using it and when you’re trying to stay alive that’s usually what you care about most.
  • Both have a handy CC when destroyed that is used for little more than an interrupt (HG at a slightly longer range). HT gets the blast finisher which is a pretty big advantage in versatility, but HG could trait Final Salvo. Combined with Rapid Regeneration this is very good sustain that HT can’t compete with, plus if using hammer (which there’s a good chance you are if you have HG) there’s a lot more CC with that lightning field.
  • HG is instant cast. I feel this is being extremely underrated. You can get CC’d and killed before you can even use the superior HT. HG may not be as good of a skill overall but you’ll never be stun locked out of it which counts for something.
  • HT toolbelt is not even in the same league as HG toolbelt. This is the only place to me where HG has the clear advantage, but it’s a big one.

Just to be clear I’m not trying to reinvent the wheel here. HT is still better overall for a few key reasons and that doesn’t look like it’s going to change any time soon. I just think that HG actually does have a lot going for it. Unfortunately (from a build diversity point of view) what the HT has over the HG is so important that HG’s advantages don’t really outweigh what HT brings. Still, it is far from the worst gyro and I think it has its place.

Where I really think it fits best is with Alchemy. Scrapper and Alchemy seem to go well together for many reasons, not the least of which being Alchemy can take care of a lot of the condi removal you would miss out on by using HG over HT.

[TNO] Gizmo Gigawatt (Engineer)
Jade Quarry

Medic Gyro vs. Healing Turret

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Posted by: Twigifire.8379

Twigifire.8379

Medic Gyro will also work AMR properly unlike healing turret (QQ).. although this might further complicate things if the gyro is out when AMR procs…