Medkit Suggestions

Medkit Suggestions

in Engineer

Posted by: cotton.3147

cotton.3147

So we all know Medkit is lacking and wanted to play around with ideas.

-Medkit:

U can’t tag mobs in the kit so u need to swap in and out of it so much to do anything with it.

The medkit being so much outgoing heals maybe more defense while in the kit like a condi duration redux or dmg redux(Using the kit itself as utility swapping to medkit low hp in an AoE to get out of it then u throw out pickup before swapping out making it used more not just for healing)

-Med Blaster:

Healing more for each boon give it an ability like chaos armor to spread random boons to build up its healing as u keep med blasting

Taking from the skill Fumigate and giving Med Blaster a small hit so it can proc sigils and tag mobs maybe even applying weakness so the small heal jet can do more under pressure.

Change the “jet” to a “cone” spray so ur team doesn’t have to be stacking to get full potential and ofc a shorter range would be needed.(plus have noticed if ur spraying over ur whole team u can skip/miss some passing over in between pulses )

Targeting an enemy then using med blast aims at target for full duration even when untargeted mid cast, making u have to turn ur back to the enemy to pull ur aim off them(same with Fumigate)

Just throwing this one out there ,Have the skill not be a duration cast but a toggle on/off. Mainly for the times u spam 1111 and cant throw a bandage cuz 3rd 1 came out u didn’t want so u have to wait,or just make 1 cancelable.

-Thrown medkit skills:

Cast time is slow IMO mainly cuz u can do 2,3,4,5 and 2 is off CD by the time u have thrown 5 maybe make it no cast time with throw time or 1/4 without throw time.

The duration of the items in the world doesn’t last and needs to be picked up within 5-10sec to be useful but most people don’t see them as nice candy to nomnom but just not worth the time to stop casting to run to them as aid.

Make each thrown a bigger pickup range with bigger benefits, longer CD and longer inworld duration so u can throw out packs to the side and switch out to a different kit.

Scrap one of the thrown skill(maybe skill 5)for a overcharge time giving u quickness and benevolence to push out big heals after a spike(maybe even healing u for a % u heal or overheal)and maybe the “jet” turns into the “cone” spray only when overcharged

Scrap one thrown for an aura pulsing protection and/or weakness.

Scrap one for an aura pulling in condi from team with pulse of weakness(then u can nomnom condi with elixir C).

So ya i want to use the medkit, its just the time it takes to do anything with it i feel so narrowed down to defense that staying in the kit isn’t worth it. I feel the medkit needs to be a kit u can pop into when heals are needed spray around to get team out of one-hit range ,Then lay down some pickups and swap out to get back to the fight.I have ran cleric from launch and healing isn’t the yin to dmg’s yang, It’s all about the dmg mitigation plus healing that making the difference. Medkit is so one sided without utility that the healing turret is used in almost all modes and instances. =)