[lion]~ riperonis
[tRex]
Seems wayyyy too clunky to use, 1/2 a second to get the kit out another delay whist u ground target, 1/2 a second to throw it, projectile speed to the ground target 1/2 second again. item lands and fires off its 700hp heal and removes 1 condi after nearly 2 seconds of screwing around doing nothing else. Meanwhile the warrior healing signet has healed him over those 2 seconds for 750hps passively whilst he actively smashes your face in with an eviscerate for about 6k. Those 700hps and that cripple removal not looking so crash hot now.
Or i could throw down a healing turret, overcharge it for the water field and fire off say 3 blasts for some serious burst healing(detonate turret, shield blast, rocket boots). Theres about 6k healing and 2 condis in 2 seconds to everyone, not 700 and a condi removal to that 1 dood that walked over my stimulant i threw down. And the turret is ready to be used 20 seconds later /shrug.
The medi blaster looks interesting i will admit, but still you are competing with a: healing turret and b: if you are angling towards a support role within a group, a guardian
Yeah, I feel it is unessicary effort to have to worry about item placement with med kit. I really hope they decide to allow it to work similarly to its current functionally.
Yeah, I feel it is unessicary effort to have to worry about item placement with med kit. I really hope they decide to allow it to work similarly to its current functionally.
+1
I was for years now the unusual underdog that rolled medkit – with less condi removal but a lot more fury uptime in pve. In spvp and wvw it was a death sentence. But now I might end up with healing turret in pve too.
With the changes…
A) Healing turret will do damage and a knockback baseline on top of being a condi removal aoe healing blast.
B) Medkit will be so much clunkier to use. When I’m in a party of five people and desperately need, say, a condi removed or my fury upkeep taken care of, I can currently press the skill and take a step forward, minding to not stack into some ranger pet or something.
After the changes I will have an additional travel time and will need to manually aim during a combat that already has me aim grenades, mortar, and all toolbelts. Maybe even static discharge, which would cause me to need my camera centered on the enemy. And in that kind of pure chaos, switching to the medkit, getting the right condi removal bandage for a specific condi / getting the fury pack, throwing it at your own feet without even slight inaccuracies or risking a teammate getting it will be so much harder than HT. A shame too, because I love the lowered toolbelt CD, the syringe look and the magnetic shield on Streamlined Kits.
Nobody ever took the thrown medkit skills trait even for fun because it really made it worse for yourself. The thought is appreciated but with a switch time, a cast time, a travel time, and the necessity of very exact precision, the knowledge what pack to use, and the time needed to swap out of medkit, healing turret might win this race. Especially with us getting at least some fury uptime via traits.
Making Housecalls
I can see why being able to fling “care packages” at players who need them would seem to be a feature, but share the concern that converting the current drops into ground-targeted skills is going to add an unnecessary burden to the Medkit.
In particular, the classic “spam medkit buttons while running away” maneuver is going to be a lot harder — and I will confess I use that tactic more often than I’d like.
We’ll see how it shakes out.
I really like the suggestion of making the grenade kit and mortar kit autoattacks use normal targeting when their respective skills are set to “autoattack” mode (Ctrl-RightClick), then back to ground targeting when autoattack mode is turned off.
Maybe something similar could be worked out for the Medkit — though I’m not sure how.
Somehow.
The idea I think is that you throw tbose bandages to opponents. I think med kit is jyst very hard to master, but once you do it will probably provide more healing and utility then Healing Turret.
- Perma Swiftness if managed well
- Specific Condi removal, as you alll might know removal of boons and condi’s is now random so it might be tougher to remove bleeds for example
- Throwable to allies for fast supporr.
- Not to forget you can now save your blast finishers for Healing Fields on Mortar
The idea I think is that you throw tbose bandages to opponents.
Do opponents get tangled up in the bandages? Because I’m pretty sure we wouldn’t want to heal them.
Seems wayyyy too clunky to use, 1/2 a second to get the kit out another delay whist u ground target, 1/2 a second to throw it, projectile speed to the ground target 1/2 second again. item lands and fires off its 700hp heal and removes 1 condi after nearly 2 seconds of screwing around doing nothing else. Meanwhile the warrior healing signet has healed him over those 2 seconds for 750hps passively whilst he actively smashes your face in with an eviscerate for about 6k. Those 700hps and that cripple removal not looking so crash hot now.
Or i could throw down a healing turret, overcharge it for the water field and fire off say 3 blasts for some serious burst healing(detonate turret, shield blast, rocket boots). Theres about 6k healing and 2 condis in 2 seconds to everyone, not 700 and a condi removal to that 1 dood that walked over my stimulant i threw down. And the turret is ready to be used 20 seconds later /shrug.
Why are you comparing Med Kit’s #2-4 to actual healing skills? That’s like comparing heals to traited Meditations.
Med Kit’s primary heal is the toolbelt skill, not the bandages. The #2-4 are buffs, condi removal and complimentary heals.
Why are you comparing Med Kit’s #2-4 to actual healing skills? That’s like comparing heals to traited Meditations.
Med Kit’s primary heal is the toolbelt skill, not the bandages. The #2-4 are buffs, condi removal and complimentary heals.
It was more to illustrate the time investment into using the bandages(clunkyness), im also looking at overall healing, sure the f1 ability is fine for myself if a little slow compared to healing turret, but what about healing for my group on top of this? Cleansing burst is around 2.5k and 2 condis, then you throw a couple of blast finishers on top(easy to do as an engi considering u get 1 from turret detonation) of this say 2-3 and its some decent burst healing for the group without even speccing anything into healing. Compare this to the Medkit, i can waste 2 seconds throwing out a bandage for a 700 hp heal and 1 condi cleansed off one person.
The med blaster looks interesting but way too much time investment to get the healing you want. Look at the figures posted, heals for 91 base lets say they have 3 boons on them so 121, 3 clicks over 1.25 seconds, so 363hps to everyone over 1.25 seconds. so if i spent 20 seconds doing nothing but med blasting i should just be pushing past what my healing turret did with a couple blast finishers in 2 seconds. This is with 0 healing investment stat wise just like the healing turret.
Doesnt seem worthwhile to me.
According to yesterday’s streams Med Kit has been nerfed even further:
Switching to it no longer triggers “on heal” runes/traits and the toolbelt heal is not reset by Kinetic Charge.
Let’s hope this was just some incomplete build we saw yesterday, otherwise Med Kit is dead.
switching to Med Kit should not trigger " on heal" because it is unfair, even if this happend in the past. Kinetic Charge should work on the F1 I hope.
Med Kit shouldn’t count as an heal skill, F1 is meant for this. And F1 shouldn’t get recharged by Kinetic Charge. I can understand why anet is doing this, because F1 of Med Kit already has a really short CD and with this trait we would be able to use our heal skill twice each 20s (no long cd for an heal skill!).
This confusion would have been avoided if the actual Med Kit gets moved to F1 and its F1 to the 6 heal skill. But they just wanted to keep it like it was. We just have to adapt to this.
Med Kit is meant as an healing support Kit and because of it’s perfect synergy with Elixir Gun it fits really well in this role. I’m glad it got reworked this way and I’m really excited to test it today. ^^
(edited by Kodama.6453)
That’s the whole point, Runes like Lyssa have ICD on ‘on heal’ effect. Thus making the ‘spammable nature’ of kits, not have an advantage. If anything it’s unreliable because you don’t have cooldown counter. With thief 15 cd heal you can just spam it every time and succeed. With kits you might waste a 1+1 second double swap because of it.
And most ‘on heal’ procs in game are VERY weak. Meaning to use them well you almost needed spammable nature on them.
Not a good move imo, unless they buff on heal procs.
According to yesterday’s streams Med Kit has been nerfed even further:
Switching to it no longer triggers “on heal” runes/traits and the toolbelt heal is not reset by Kinetic Charge.
Let’s hope this was just some incomplete build we saw yesterday, otherwise Med Kit is dead.
I really hope this is not true. Making the medkit skills thrown and ground targetable makes the kit extremely unwieldy to use and lose all the possible “on heal” triggers sounds as bad.
Medkit has always been a great heal based on the amount of healing it can do and the utility it has, but to get everything out of the medkit, you need to play very defensively and spend a lot of time activating medkit (1 sec) and changing back to weapon or other kit (+1 s) and using medkit skills which have never been fast. Basically all that time spent healing means the engineer is not attacking.
Now combine this with a new GM which makes every dodge roll into a blash finisher, which synergizes perfectly with the water field of the healing turret, this will push just more and more engineers to use the healing turret.
Med Kit shouldn’t count as an heal skill, F1 is meant for this. And F1 shouldn’t get recharged by Kinetic Charge. I can understand why anet is doing this, because F1 of Med Kit already has a really short CD and with this trait we would be able to use our heal skill twice each 20s (no long cd for an heal skill!).
This confusion would have been avoided if the actual Med Kit gets moved to F1 and its F1 to the 6 heal skill. But they just wanted to keep it like it was. We just have to adapt to this.
Med Kit is meant as an healing support Kit and because of it’s perfect synergy with Elixir Gun it fits really well in this role. I’m glad it got reworked this way and I’m really excited to test it today. ^^
If Med Kit had worked like this from the start nobody would complain. With this nerf however they are killing most of the reasons to use it.
Before, Med Kit would be an option for all builds that went at least 3 deep into Tools (e.g. SD) as Inertial Converter would reset the heal at 25% HP. Kinetic Charge is kind of the replacement but it does not apply to Bandage Self.
You could also pile up skills 1-5 before a fight, but as they only last 12 secs now, this is gone.
You could spam skills 1-5 while running from a fight to get some extra healing, but due to the forced ground targeting you have to be lucky to aim in the direction you are running.
You could use the “on heal” trigger to get some nice effects (e.g. perma aoe speed for dolly runs in WvW), this is gone too.
What is left is a heal skill, that has nothing special left to make me pick it over Healing Turret. If you count in the regeneration, 10 removed conditions, aoe heal and possible water field blasts, even the group heal aspect of HT is much stronger than MedKits. And it lets you do other things instead of chain channeling a weak heal.
I can’t think of a single situation where MedKit would be more desirable than HT now.
Edit: just tested this in game
Kinetic Charge works with Bandage Self
On Heal traits are triggered by Bandage Self (F1) not Med Kit (6)
Altruism runes are triggered by Med Kit (6)
And throwing 2-5 in front of you while running away is almost impossible.
Still, unless #1 becomes much stronger a heal than water field blasting, I don’t see a place for MedKit in the game
(edited by Mork vom Ork.2598)
Aaaaaaaaaaaaaand Med Kit no longer works under water … facepalm
And hardly at land. Unless you really wanna spend 2.5 to 3 seconds just to get that 5 seconds fury. Or spend 3 seconds for supposedly 2 seconds of resistance, which seems to tick down in 1 second.
Med kit not working under water is horrible. The extra step with ground targeting it bad. It no longer triggers “on heal” when swapping to it.
I for one, am not happy with it over all.
Medkit doesn’t work underwater. Bandage supplycrate work underwater. Grenade kit still work underwater.
Anet logic at it’s finest.
The more I look at the skills 3, 4 and 5, the more I think that they should be considered elixirs as well.
If a mortar shot can be seen as an elixir…
mechanized deployment (15% toolbelt recharge decrease) does not work on bandage self. Med kit is now an even worse self heal than before. verry disappointed.
edit: kinetic battery (after evading a strike, your next toolbelt skill is instantly recharged) does work with bandage self. what’s with all these inconsistencies?
(edited by santenal.1054)
Yep, having the heal on the toolbelt was what was interesting, because it was a toolbelt skill.
Now it’s just a “misplaced” heal.
My ’on heal’ swiftness from runes of the centaur triggers just fine on swapping to medkit.
I guess there are some bugs with toolbelt cooldowns.
Base Grenade Barrage has 25 sec cd, 21.25 with Mechanized Deployment.
If you trait Grenadeer it has a fixed cd of 30 secs and no increase in blast radius.
Also it gains a 7th grenade and 1500 range…
On topic: on heal runes work with MedKit swap, on heal traits with Bandage Self. Seems fair to me. That under water fail however…
(edited by Mork vom Ork.2598)
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.