(edited by Pizz.3698)
New heal skill
Toolbelt looks fun, hope its not melee range though
Where is a list of not only our new heal skill, but others?
The forum link got removed
http://www.reddit.com/r/Guildwars2/comments/1s31pc/new_healing_skills_datamined/
How is the heal at 1% going to work?
Sounds like you really want to use it when your about to get downed, but that would depend on how much “Massive” means.
How is the heal at 1% going to work?
It says it activates the heal after a short time, so…maybe it encourages risky play with it?
Activate A.E.D. while low on health, if HP hits <1% while A.E.D. active, heal.
How is the heal at 1% going to work?
so we basically get some immunity with this new heal?
How is the heal at 1% going to work?
so we basically get some immunity with this new heal?
Immunity to death. (insert evil laughter of choice here.) Well, theoretically. We’ll probably still get murdered by one condition or another that just doesn’t trigger it somehow.
I would much prefer the tool belt skill be more of a buff, beneficial effect, or condition removal, similar to the positive effects we get from the other heal skills. Leave the debuffs and damage skills to the utility skills.
https://www.youtube.com/watch?v=6q3em9s5I4c
I would much prefer the tool belt skill be more of a buff, beneficial effect, or condition removal, similar to the positive effects we get from the other heal skills. Leave the debuffs and damage skills to the utility skills.
I agree that it should be a condi removal
I think they try to move the engineer more and more in a “comeback”-position. This new healing skill will work well with much 25% health traits and allows awesome comebacks after nearly dead.
Also for dungons engineer could be a kind of guy who triggers high damage for the team.
I’m really curious to see how this skills pans out, the description leaves a lot of questions as to how it will actually function. It does seem it will compliment a SD build well though. It would be awesome if it gave ele’s shock aura, but that may seem OP in the hands of an Engi
I’m really curious to see how this skills pans out, the description leaves a lot of questions as to how it will actually function. It does seem it will compliment a SD build well though. It would be awesome if it gave ele’s shock aura, but that may seem OP in the hands of an Engi
if they gave us engi’s shock aura wed have more cc’s then the war ham build
if they gave us engi’s shock aura wed have more cc’s then the war ham build
Which is no problem, isn’kitten
I’m really worried that this heal will be often useless. In PvE, I can see myself needing Med Kit for fury/might stacking or Healing Turret for support. In PvP, there needs to be a certain level of condition removal. With a non-elixir heal, how are you supposed to get any condition damage? Can’t rely on Elixirs/Cleansing Elixir 409 that won’t fit in the build, and you can’t run Healing Turret as well.
If you equip this thing, you basically have a Mesmer level of Condition Removal, but none of the avoidance. Yikes.. it had better be really powerful.
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New Twitter: @chaithhh
I’m really curious to see how this skills pans out, the description leaves a lot of questions as to how it will actually function. It does seem it will compliment a SD build well though. It would be awesome if it gave ele’s shock aura, but that may seem OP in the hands of an Engi
if they gave us engi’s shock aura wed have more cc’s then the war ham build
shouldn’t we have more CC than a warrior? I’d argue we already can with the right build, but with less than a half the damage the warrior would have
I’m really worried that this heal will be often useless. In PvE, I can see myself needing Med Kit for fury/might stacking or Healing Turret for support. In PvP, there needs to be a certain level of condition removal. With a non-elixir heal, how are you supposed to get any condition damage? Can’t rely on Elixirs/Cleansing Elixir 409 that won’t fit in the build, and you can’t run Healing Turret as well.
If you equip this thing, you basically have a Mesmer level of Condition Removal, but none of the avoidance. Yikes.. it had better be really powerful.
The point of this heal is to let whoever’s attacking you get you down to 1% for the extra healing, so you’d only need condition removal if they target isnt dead after that 4 seconds (assuming you dont trigger it early) if not you could always carry Elixir C or trait for automated response.
inb4 Engi OP QQ threads
I like this. It’s a move away from the heal-spam-when-off-cooldown pervasive to many classes, and will instead require precise timing and judgment. High-risk, high-reward.
Some of our guild members were discussing this earlier today. We figured that it might not be a bad skill to take for a few options:
1. Seems the toolbelt skill will need a target to activate. This is great for sd builds since up to now, none of the healing skills worked well with static discharge.
2. No cast time. You can activate it while downed or stunned etc, saving you from a potential death.
3. It has potential to heal more in shorter fights (probably at 30 secs or less) than the other healing skills.
Though the only part I am worried about is whether or not conditions will still be able to kill you when you reach 1% while its active.
If the toolbelt skill is instant, it would be perfect for static discharge I would like it to have a little bit more range though, (Maybe 130 to 250-300? Is it really 130 range?)
If this skill still heal for decent and acceptable amount, I guess it’s alright.
Although, I think 1% is just way too low even for a great deal of heal, and considering the heal will be delayed instead of the usual instant.
5% or 10% seem much more appropriate to me, which will likely heal less than the 1% version in their mind. But I mean, even if they let you heal back to full HP with 1%, how many people can actually do it? o_O
If this skill still heal for decent and acceptable amount, I guess it’s alright.
Although, I think 1% is just way too low even for a great deal of heal, and considering the heal will be delayed instead of the usual instant.
5% or 10% seem much more appropriate to me, which will likely heal less than the 1% version in their mind. But I mean, even if they let you heal back to full HP with 1%, how many people can actually do it? o_O
A.E.D.(4s):Damage from enemies cannot kill you. Heals when it ends or when health is reduced to below 1%.
I’m really worried that this heal will be often useless. In PvE, I can see myself needing Med Kit for fury/might stacking or Healing Turret for support. In PvP, there needs to be a certain level of condition removal. With a non-elixir heal, how are you supposed to get any condition damage? Can’t rely on Elixirs/Cleansing Elixir 409 that won’t fit in the build, and you can’t run Healing Turret as well.
If you equip this thing, you basically have a Mesmer level of Condition Removal, but none of the avoidance. Yikes.. it had better be really powerful.
The point of this heal is to let whoever’s attacking you get you down to 1% for the extra healing, so you’d only need condition removal if they target isnt dead after that 4 seconds (assuming you dont trigger it early) if not you could always carry Elixir C or trait for automated response.
inb4 Engi OP QQ threads
If you ran Elixir C and Automated Response you aren’t dying, remember. The strength of this setup is that your health is frozen between 0-25% and it’s very unpredictable when you’re going to actually die – Using AED would be a nightmare.
We’ll see how it pans out, but mark my words (lol), not a decent build will be able to run this in PvP.
Twitch.tv/chaithh
New Twitter: @chaithhh
New engi (aka the jester of versatility) heal type: Gadget
Associated traits:
Speedy Gadgets (-20% cd, 40s down to 32s)
New ele (aka the king of versatility) heal type: Arcane
Associated traits:
Arcane Lightning (+10% crit dmg for 15 s)
Elemental Surge (applies condition based on attunement)
Arcane Energy (25 endurance restored)
Arcane Mastery (-20% cd, 25s down to 20s)
Shard of Ice (3 stacks of vulnerability)
And it’s a blast finisher.
Unless the gadget heals at least 50-60% of our hp, I don’t think it can compete with the other 3 heal skills. Too long cd, not enough synergy.
Bill Kilgore – [BIER] –
If this skill still heal for decent and acceptable amount, I guess it’s alright.
Although, I think 1% is just way too low even for a great deal of heal, and considering the heal will be delayed instead of the usual instant.
5% or 10% seem much more appropriate to me, which will likely heal less than the 1% version in their mind. But I mean, even if they let you heal back to full HP with 1%, how many people can actually do it? o_O
A.E.D.(4s):Damage from enemies cannot kill you. Heals when it ends or when health is reduced to below 1%.
Aw sorry, I read the skill info on reddit, which didn’t include that last bit on gw2db’s page :x
Well then, I take back what I said and would like to see how this goes
I feel there’s a lot of confusion pertaining to this skill, this isn’t an activated Heal, it will simply heal you automatically when your health drops to 1% either via condition or attack. Essentially you -will- not be able to be stopped when it procs. That is, if this is the actual skill being granted to us on December 10th.
So consider it a watered down Warriors Healing Signet that instantly activates putting itself on Cooldown when your health reaches 1%.
As long as it is off Cooldown, you -cannot- die.
Dingo King-Hound King-Coyoti King-Thylacine King-Hyena King
How is the heal at 1% going to work?
so we basically get some immunity with this new heal?
Think of it as extended health that would have happen anyway from healing. Other games have this as well. In WoW I know Rogues had a skill like this that prevented death. has a cool down for balance, but could quickly be killed if not skilled.
I feel there’s a lot of confusion pertaining to this skill, this isn’t an activated Heal, it will simply heal you automatically when your health drops to 1% either via condition or attack. Essentially you -will- not be able to be stopped when it procs. That is, if this is the actual skill being granted to us on December 10th.
So consider it a watered down Warriors Healing Signet that instantly activates putting itself on Cooldown when your health reaches 1%.
As long as it is off Cooldown, you -cannot- die.
It’s a gadget skill, and what other gadget is passive? It seems like it will work somewhat like ranger’s troll unguent, but will heal you over 4 seconds instead of 10 and will give a bonus heal if you go below 1%.
it might be a better troll unguent
I feel there’s a lot of confusion pertaining to this skill, this isn’t an activated Heal, it will simply heal you automatically when your health drops to 1% either via condition or attack. Essentially you -will- not be able to be stopped when it procs. That is, if this is the actual skill being granted to us on December 10th.
So consider it a watered down Warriors Healing Signet that instantly activates putting itself on Cooldown when your health reaches 1%.
As long as it is off Cooldown, you -cannot- die.
It’s a gadget skill, and what other gadget is passive? It seems like it will work somewhat like ranger’s troll unguent, but will heal you over 4 seconds instead of 10 and will give a bonus heal if you go below 1%.
it might be a better troll unguent
It wont heal over time it says it will heal when it ends, so it would be at the end of the 4 seconds. OR if you happen to hit 1% before that time ends. Since it has an or and not an and Im assuming the buff icon dissapears as soon as it heals
I feel there’s a lot of confusion pertaining to this skill, this isn’t an activated Heal, it will simply heal you automatically when your health drops to 1% either via condition or attack. Essentially you -will- not be able to be stopped when it procs. That is, if this is the actual skill being granted to us on December 10th.
So consider it a watered down Warriors Healing Signet that instantly activates putting itself on Cooldown when your health reaches 1%.
As long as it is off Cooldown, you -cannot- die.
It’s a gadget skill, and what other gadget is passive? It seems like it will work somewhat like ranger’s troll unguent, but will heal you over 4 seconds instead of 10 and will give a bonus heal if you go below 1%.
it might be a better troll unguentIt wont heal over time it says it will heal when it ends, so it would be at the end of the 4 seconds. OR if you happen to hit 1% before that time ends. Since it has an or and not an and Im assuming the buff icon dissapears as soon as it heals
I read it as:
You would have to activate it and drop below 1% within that 4s to get the big heal or you would get a small heal if you don’t drop below the 1%. If you drop below 1% the little heal stops and you get the big heal.
Another thing… it does lower condition removal. If you’re poisoned while you do this massive heal it’ll heal for 33% less : /
If the stun really is 130 range… : /
I’ll play around with it but if I’m right… probably do not want, but we’ll see what it is in its final form.
At least it doesn’t heal me and my turrets though (what I thought our new heal was going to be).
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
I feel there’s a lot of confusion pertaining to this skill, this isn’t an activated Heal, it will simply heal you automatically when your health drops to 1% either via condition or attack. Essentially you -will- not be able to be stopped when it procs. That is, if this is the actual skill being granted to us on December 10th.
So consider it a watered down Warriors Healing Signet that instantly activates putting itself on Cooldown when your health reaches 1%.
As long as it is off Cooldown, you -cannot- die.
Lol, no. There’s no way AED is not going to require the player to use it.
- It ‘lasts’ for 4 seconds. You put it up by activating it, and you have 4 seconds to die before it heals you a good amount. Not activating it makes you dead as hell. But we’ll find out for sure on Tuesday.
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New Twitter: @chaithhh
The way I see it…
Activate the heal skill.
Option A: Get healed after 4 seconds for a certain amount.
Option B: If your Health drops to near death before 4 seconds, you get big heal.
I think it’s like ……… ‘Ohhhhhhh, shhittttttttt! No you don’t !!!’ press button
Combined with Automated Medical Response, this heal skill could honestly become incredibly annoying to deal with.
And how I see it, the skill will work like this.
- Activate A.E.D.
- Buff is active for 4 seconds, if at the end of 4 seconds you do not fall below the threshold of 1% health, you are healed for X amount.
-If while buff is active, you fall below the threshold of 1% health, the duration of the buff is immediately halted, healing you for X amount and an additional X amount for falling below the 1% health threshold.
In other words, if you fall below the threshold of 1% while the buff is active, you are healed for double the amount. So it’s very much a heal rewarding you for being a damage sponge.
Also for people complaining about the range on the toolbelt skill; A.E.D. stands for Automated External Defibrillator. So in other words, when you use the toolbelt skill, you’re shocking your enemy with a Defib, just picture that in your head.
(edited by Kawloon Fuathach.3807)
This skill look interesting, the problem remain is that, how Anet will balance it out, as mentioned previously combined with some traits it will be a pain to deal with for other players, so it will most propably have rather low heal.
I knew that salvaging some nasty organs from Gargantula’s abdomen will be worth it someday.
Too bad we have only one trait to go with gadgets.
Then again, we have a few traits going with healing skills…
Looks like a heal you activate shortly before you die. This said I´m sure they´re going to balance it around Automated Medical Response.
Healing turret may not be an instant and no “o kitten”-healskill but it still gives a lot of healing for the engineer and his team, a water field, blast finisher, aoe regeneration, has low cooldown and removes 2 conditions.
To keep up with that and yet not be too op aaand considering the trend that engineer skills scale extremely well with healing power and that Anet seems to make a bunker-alternative of us, the skill will need a base heal around the amount of the healing turret and probably an exorbitant scaling with healing power.
So I guess the 1% base heal will be a bit lower than guardian´s signet of resolve but AED will scale better with healign power than SoR.
Anyone else here who wants to share his theories about the new skill?
It will be realy hard choice between H turret and A.E.D, H turret can heal you for a lot and remove 2 condition, that could be the reason for you to use the heal in the first place or would cause you to lose that recovered hp again, while A.E.D could give you huge heal but wont remove the codnitions, you are not geting downed so you wont lose any, which would cause your hp to drop again after the heal, but again that 1% heal part is interesting.
But it makes me wonder, can the heal be interupted, dose it work when you are stuned/dazed generaly CC’ed, if you can use it while being CC’ed then im up for it.
Tho that tool belt skill seems a bit weak, i mean its nice CC but no any damage?
(edited by Cold Hearted Person.6154)
sounds pretty much like the old dervish heal that rather than letting you die healed you to around 75% hp
i’m curious if it will work with our trait that recharges all heals at low health, because that could be pretty OP having effectively 3 health bars.
I am really looking forward to trying this skill out. It appears to be high risk high reward.
If you use it and don’t go below 1% health you get a small heal, waste a 32-40s cooldown, and put yourself in an overall bad situation where more then likely you have less health then when you used the skill.
If you do use it at the appropriate time, I imagine it look’s like the Dev’s health in the Edge of the Mists video where he couldn’t drop below like 100 health or so, then after the 4 seconds you get a large heal.
Though the fact that it says “Damage” from enemies can’t kill us does make me wonder about conditions. Endure Pain says “immune to damage” where conditions do still hurt you, so we will have to wait and see.
Also as a power-rifle-sd build I am looking forward to being able to insta-stun someone once I pull them in with magnet.
[AZRG]
Dragonbrand
AED seems to incentivize you to keep your health at ~25%, given the synergy with traits like Automated Medical Response, Automated Response, Low Health Response System, and Self-Regulating Defenses.
Drop below 25% and you get “immunity” to conditions, a 3s evade, and regen, all without fear of dying, since you can AED. Then you drop below the threshold again and you’ve got another AED. Along with something like Protection Injection or Backpack Regenerator, you’re nigh unkillable for a time.
[TTBH] [HATE], Yak’s Bend(NA)
(edited by Seras.5702)
This should compliment my zerg diving build well. In wvw I often like to tornado into a group of enemies. Then when I hit 25% I shrink and go invul and automated response kicks in. I then run back out of the zerg and heal or hit shrink again to make it fully back to my team and heal.
AED probably stands for Automated Elixir Dispenser. So here goes the speculation:
The functionality of it is probably a heal per second that can be activated for a smallish heal (like warriors heal sig)and in the case that you are brought below 1% health the heal is greater. Only when you hit the <1% health does the heal per second get negated. Kind of like an enhanced signet. Assuming I am close then you will want to activate before you hit the 25% health mark. Let automated medical response kick in and reuse right before hitting <1% health.
Saw this in map chat. The one on the wiki wasn’t working when I tried it before (didn’t show how much it healed for).
Seems like you get healed for 4.7k + 10k if you drop below 1%.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
Rather, healed for 4k if you dont drop below, and for 10k if you drop below, description rather clearly divide thes 2 heals, so its either 4 or 10 k and not 4+10.
But anyway 10k is half of my hp pool so its realy big heal, and even 4k is around the same as my H turret heal so even not triggered its still good, i wonder what scaling it have.
(edited by Cold Hearted Person.6154)
Saw this in map chat. The one on the wiki wasn’t working when I tried it before (didn’t show how much it healed for).
Seems like you get healed for 4.7k + 10k if you drop below 1%.
How much healing power did you have when you took that?
Rather, healed for 4k if you dont drop below, and for 10k if you drop below, description rather clearly divide thes 2 heals, so its either 4 or 10 k and not 4+10.
But anyway 10k is half of my hp pool so its realy big heal, and even 4k is around the same as my H turret heal so even not triggered its still good, i wonder what scaling it have.
That’s what I thought at first, but now after seeing it idk… it has that 1s cast time leads me to think that if you get it off you get the 4k regardless. It would suck if you had to wait 4s to even get the 4k heal. Seems more likely that you’ll get the AED buff + 4k when you use the skill, but we’ll have to wait and see.
Saw this in map chat. The one on the wiki wasn’t working when I tried it before (didn’t show how much it healed for).
Seems like you get healed for 4.7k + 10k if you drop below 1%.
How much healing power did you have when you took that?
420
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
Rather, healed for 4k if you dont drop below, and for 10k if you drop below, description rather clearly divide thes 2 heals, so its either 4 or 10 k and not 4+10.
But anyway 10k is half of my hp pool so its realy big heal, and even 4k is around the same as my H turret heal so even not triggered its still good, i wonder what scaling it have.
That’s what I thought at first, but now after seeing it idk… it has that 1s cast time leads me to think that if you get it off you get the 4k regardless. It would suck if you had to wait 4s to even get the 4k heal. Seems more likely that you’ll get the AED buff + 4k when you use the skill, but we’ll have to wait and see.
Thats exacly how it suposed to work its a proactive skill, you activate it if you think you gona need it, if you get hit for more than you can stand it will heal you for 10k but if you wont get killing damage or wont get hit at all than after 4s it will heal you for 4k, if you wont need heal than ist no problem to get it after 4s and you wont die during thes 4s cus of that below 1% hp heal anyway.
(edited by Cold Hearted Person.6154)