Medical Dispersion Field vs Bunker Down
This trait was probably my biggest dissepointment in the reveal and I was about to suggest the same idea you posted.
Basing the outgoing heal only on heals the engineer puts on himself puts it in line with other selfless traits on other proffesions (like Phalanx Strength or Powerful Aura).
It also stops the skill from going on cooldown because an allie healed you with a less effective heal.
And it stops it from rolling out of control when multiple engineers with this trait is together.
Also, they should remove the ICD and make it proc on all self heals, not only an arbitrary confusing list of “strong heals”. That way we can use it with backpack regenerator for some nice passive AoE healing to allies.
Anything les than 25% would also feel weak. This is a selfless trait after all, you take it for your allies, then you should at least notice it or feel like it is worth it over bunker down.
The thing is, for bunker down to be dropping a bandage every 2 seconds, that means you’d have to eat a crit every 2 seconds.
If THAT happens for any length of time you’re just flat-out dead.
Under normal circumstances, you’ll probably still get way more healing out of MDF, but that said, I think the internal cooldown will be really hard to keep track of. And if it procs on someone else healing you, then that could really mess you up if you get hit with a measly 300 hp heal proc from a sigil before you can cast your actual heal skill.
The thing is, for bunker down to be dropping a bandage every 2 seconds, that means you’d have to eat a crit every 2 seconds.
If THAT happens for any length of time you’re just flat-out dead.
You have to deal a crit hit, not recive one.
The thing is, for bunker down to be dropping a bandage every 2 seconds, that means you’d have to eat a crit every 2 seconds.
If THAT happens for any length of time you’re just flat-out dead.
You have to deal a crit hit, not recive one.
Oh.
Wait, really?
A: I feel dumb now.
B: That is a LOT of bandages. I don’t think I’ll miss elixir infused bombs anymore.
Crits are awesome now.
from picking explosives, inventions and tools crits :
- have a 33% chance to trigger a guided missile every 10sec
- drop a bomb on your location and a medkit every 2sec
- drop a bomb on the enemy every 10 sec
And since they themselves can crit again, the ride never ends…
I don’t really miss ICP in explosives
I’m not sure why they didn’t make medical dispersion field linked to your healing skill. The way they described it, you can take a tiny heal from someone’s shout or something, and it’ll pop the MDF’s ICD before you can even do anything with it. It’s going to be a nightmare to actually control it with all the little heals going off everywhere.
It’s essentially the same problem that kit refinement has always had, so… I guess it’s just gonna be stuck this way.
Yea, sadly.
I guess for PvP bunker down will be the obvious pick, but luckily it’s already more powerful than the current elixir infused bombs, so in total we still get a decent heal-boost from these changes.
I calculated it also, and came to the conclusion, that you need a skill with 724,63 heal/sec at 0 Healingpower and a cd that fits the icd of the dispersion field.
Right now the only skill that´s able to do this is the A.E.D. IF IT HAD a cd of 20 seconds ( which could be possible with the new tools GM ).
So yes it seems to be not that usefull atm — but let´s see which icd it has in the end, since it could also be like 2 sec which would screw all the math up again ^^
When it comes to heals, Healing per second and healing per min. is not interesting imho. It’s great on paper but in reallity it’s an entirely different matter, especially in spvp and wvw.
I think it’s more for people with no crit. my spvp engi doesn’t even have any precision, so bunker down does nothing.