currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria
why was this even made? it’s got a 30sec cooldown and is worse than healing turret. did they really think people would use it? why?
Bunker spec and has synergy with hammer 3 with its toolbelt.
HT turret has two water fields and removes condis. the Gyro will surly die on point to AOE rapidly, so it’s doubtful you would get enough healing from it to match the HT blast heal. not to mention CD starts after Gyro death, so it’s a 30+ sec cd compared to a 15/20 one.
Bunker spec and has synergy with hammer 3 with its toolbelt.
You can get atleast 2 leaps with healing turret toolbelt I’d say or you will propably want morar anyway to have something for ranged situations when running hammer (no weapon swap).
Gyro has a secondary purpose, its called daze. Sure, charge right in and try to melee a gyro and see what you get from that gyros big daddy. Even if they manage to kill Medic gyro, they still took time out of their fight just to kill AI, as for aoe, dont use it till aoe have cleared. thats why you have that toolbelt skill, protection plus waterfield, hammer 3 is going to heal you for 4k in that field plus you get protection to survive that aoe burst. thats when you pop medic gyro and hope it dies 6 secs in for a aoe daze to start that CC train.
Bunker spec and has synergy with hammer 3 with its toolbelt.
Gyro is still HORRIBLE compared to turret:
Gyro main heal 6790 hp every 44 seconds vs turrent’s 6080 hp every 15sec +780/21sec on toolbelt.
Water field uptime is relativly the same, but you will get more combo leaps over time with turret.
And some condi removal is probably more usefull then a tiny bit of protection.
(edited by Shadow of Azrael.1205)
If I understand the gyro cooldowns correctly, they only start when the gyro is destroyed. So this is not only a poor heal, it’s a poor heal on an up to 44 second CD (I guess you could detonate it early, but unlike the HT the up-front heal isn’t particularly great, so you lose a lot of healing).
As for synergy with hammer 3, I think HT actually does that better too - remember its toolbelt skill is a 1s water field (which you can probably just about get all three leaps to combo), and it’s on a slightly shorter CD (21s vs. 25s, untraited in both cases).
What the medic gyro does have going for it is the protection on the toolbelt skill and daze on detonation. But IMO, those are nowhere near enough to make up for the worse heal, lack of blast finisher, lack of condi clear, and risk of being destroyed well before a full heal, compared to the HT.
In order to make this more competitive with the HT, I’d say it needs the heal rate increased (apply healing every 1-2 seconds, not ~3s) and a reduction in the cooldown (20s sounds not-unreasonable).
Medic Gyro has terrible initial heal, will get cced/destroyed playing a melee-focused build on point AND you can potentially walk out of the field because it can be crippled/chilled. What kind of kitten is that?
Gyro has a secondary purpose, its called daze. Sure, charge right in and try to melee a gyro and see what you get from that gyros big daddy.
Removal of one stack of stability?
Honestly after seeing what they turned med kit into did you have any hope of them making another decent heal option for us? Just be glad we atleast get healing turret as a good option for the slot.
I personally doubt any of the gyros will be a real option with having health bars (minus the stealth elite for some trolling). The only turret I use is healing and 10/10 times I blast that or pick it up as soon as it’s down.
Bunker spec and has synergy with hammer 3 with its toolbelt.
Gyro is still HORRIBLE compared to turret:
Gyro main heal 6790 hp every 44 seconds vs turrent’s 6080 hp every 15sec +780/21sec on toolbelt.
Water field uptime is relativly the same, but you will get more combo leaps over time with turret.And some condi removal is probably more usefull then a tiny bit of protection.
Gyros are mobile, turrets aren’t
If i split my HT in half, I get the healing and cleansing gyro. Seriously ANet you could think this on your own, they are both awful. :/
yea I agree.. that Medic Gyro needs a rework asap.. I’m so glad they waited so long to reveal the scrapper because you know.. multiple beta weekends and renditions wouldn’t have helped this at all.. … … …. … ….
Gyros are mobile, turrets aren’t
You don’t leave the healing turret out. To get the most out of your heal you place it, overcharge it and pick it up again. Or you can blow it up for a healing blast (adds 5 sec to the cooldown).
By placing it and picking it up you get:
Medic gyro not dying to early gives you:
If the medic gyro is destroyed right away you get:
Gyro also have shorter Radius (300 vs 480 on healing turret)
The Gyro is clearly worst in every aspect. It is higher risk, heals les, no regen, no condi removal, works worst with invention traits or even the new trait called Recovery Matrix).
(edited by Are.1326)
Dont forget about HT having 2 water fields, the HT if picked up even every 15 sec…
The gyro just does nothing compared to the whole HT thing. It needs an immense buff aswell as the toolbelt the ability to cleanse conditions.
Another problem is the CD of the skill and when it starts running: Don’t you want your gyro kina get killed fast so you get the initial heal faster again? It’s the same kitten problem as the mesmer has with the healing mantra: you want to consume all 3 charges at once so the CD is ready again, instead of keeping 1 or 2 stacks for “later”. The full CD will be there… So the gyro needs it’s CD to start when build, not when destroyed.
But even then, much more buffs are needed.
Bunker spec and has synergy with hammer 3 with its toolbelt.
Gyro is still HORRIBLE compared to turret:
Gyro main heal 6790 hp every 44 seconds vs turrent’s 6080 hp every 15sec +780/21sec on toolbelt.
Water field uptime is relativly the same, but you will get more combo leaps over time with turret.And some condi removal is probably more usefull then a tiny bit of protection.
Gyros are mobile, turrets aren’t
My calculations are based on picking up the turret immediately after overcharging it so your argument is totally irrelevant.
whoever designed this spec clearly does not play engineer. it’s probably the same person who made all of those trash teir traits we have rn.
they should have got 5G and wolfineer in. what a shame.
(edited by choovanski.5462)
whoever designed this sper clearly does not play engineer. it’s probably the same person who made all of those trash teir traits we have rn.
…and who thought the med kit would be viable like it is now :’D
whoever designed this sper clearly does not play engineer. it’s probably the same person who made all of those trash teir traits we have rn.
…and who thought the med kit would be viable like it is now :’D
That one just hurts
whoever designed this sper clearly does not play engineer. it’s probably the same person who made all of those trash teir traits we have rn.
…and who thought the med kit would be viable like it is now :’D
That one just hurts
Oh I’m not done yet! It’s for sure also the same person who tought it would be a great idea to let the gyro CD start when they died, not when they are built, so kiting an enemy gyro or protecting the healing gyro after its initial heal will greatly increase the overall CD to insane amounts (like 45 for heal gyro, or 40 for blast gyro).
Such smart, much impressed very … not wow :<
Does anyone know the amulet the guy was using in the video to even know what the heals truly are if any spec of healing power was added?
I heared rabid gear, so no healing power.
If thats true, and it has no healing power with a base of 820 healing at a interval of 3 seconds to allies. Then it seems people are really overeacting :/. Cause this thing + dolyak runes and the superspeed healing, ontop of bunker down would be possibly to much healing going on. And thats not counting regeneration.
If thats true, and it has no healing power with a base of 820 healing at a interval of 3 seconds to allies. Then it seems people are really overeacting :/. Cause this thing + dolyak runes and the superspeed healing, ontop of bunker down would be possibly to much healing going on. And thats not counting regeneration.
Healing turret gives MUCH MORE health (including aoe ) overal so no people are not overreacting and you can slot dolyak and all other stuff with it either if you want.
(edited by Shadow of Azrael.1205)
Dolyak runes are one big pile of sheet though.
If thats true, and it has no healing power with a base of 820 healing at a interval of 3 seconds to allies. Then it seems people are really overeacting :/. Cause this thing + dolyak runes and the superspeed healing, ontop of bunker down would be possibly to much healing going on. And thats not counting regeneration.
Healing turret gives MUCH MORE health (including aoe ) overal so no people are not overreacting and you can slot dolyak and all other stuff with it either if you want.
To yourself, sure. Your doing a burst combo heal over one thats sustained.
If thats true, and it has no healing power with a base of 820 healing at a interval of 3 seconds to allies. Then it seems people are really overeacting :/. Cause this thing + dolyak runes and the superspeed healing, ontop of bunker down would be possibly to much healing going on. And thats not counting regeneration.
Healing turret gives MUCH MORE health (including aoe ) overal so no people are not overreacting and you can slot dolyak and all other stuff with it either if you want.
To yourself, sure. Your doing a burst combo heal over one thats sustained.
No, both burst and heal over a period of time from healing turret is supperior.
If thats true, and it has no healing power with a base of 820 healing at a interval of 3 seconds to allies. Then it seems people are really overeacting :/. Cause this thing + dolyak runes and the superspeed healing, ontop of bunker down would be possibly to much healing going on. And thats not counting regeneration.
Healing turret gives MUCH MORE health (including aoe ) overal so no people are not overreacting and you can slot dolyak and all other stuff with it either if you want.
To yourself, sure. Your doing a burst combo heal over one thats sustained.
No, both burst and heal over a period of time from healing turret is supperior.
Actually no its not. Rabid, healing turret only does 484 heal over 3 seconds. But thats with regenation trait on. Without that it is 390 over 3 seconds if you leave it out. But that can also be destroyed. Medic gyro seems superior if your not jsut bursting your turret.
If thats true, and it has no healing power with a base of 820 healing at a interval of 3 seconds to allies. Then it seems people are really overeacting :/. Cause this thing + dolyak runes and the superspeed healing, ontop of bunker down would be possibly to much healing going on. And thats not counting regeneration.
Healing turret gives MUCH MORE health (including aoe ) overal so no people are not overreacting and you can slot dolyak and all other stuff with it either if you want.
To yourself, sure. Your doing a burst combo heal over one thats sustained.
No, both burst and heal over a period of time from healing turret is supperior.
Actually no its not. Rabid, healing turret only does 484 heal over 3 seconds. But thats with regenation trait on. Without that it is 390 over 3 seconds if you leave it out. But that can also be destroyed. Medic gyro seems superior if your not jsut bursting your turret.
Trust me, you always want to pick up or detonate your turret as quickly as possible.
If thats true, and it has no healing power with a base of 820 healing at a interval of 3 seconds to allies. Then it seems people are really overeacting :/. Cause this thing + dolyak runes and the superspeed healing, ontop of bunker down would be possibly to much healing going on. And thats not counting regeneration.
Healing turret gives MUCH MORE health (including aoe ) overal so no people are not overreacting and you can slot dolyak and all other stuff with it either if you want.
To yourself, sure. Your doing a burst combo heal over one thats sustained.
No, both burst and heal over a period of time from healing turret is supperior.
Actually no its not. Rabid, healing turret only does 484 heal over 3 seconds. But thats with regenation trait on. Without that it is 390 over 3 seconds if you leave it out. But that can also be destroyed. Medic gyro seems superior if your not jsut bursting your turret.
If you divide total heal of skills on totall cooldown you get average 442.47 health per second with the Turret vs 133.4 or 152.04 ( depending on number of ticks 4 or 5) health per second average with the drone which even has to survive to deliver such pathetic numbers. The difference is mind-bogglingly HUGE.
If thats true, and it has no healing power with a base of 820 healing at a interval of 3 seconds to allies. Then it seems people are really overeacting :/. Cause this thing + dolyak runes and the superspeed healing, ontop of bunker down would be possibly to much healing going on. And thats not counting regeneration.
Healing turret gives MUCH MORE health (including aoe ) overal so no people are not overreacting and you can slot dolyak and all other stuff with it either if you want.
To yourself, sure. Your doing a burst combo heal over one thats sustained.
No, both burst and heal over a period of time from healing turret is supperior.
Actually no its not. Rabid, healing turret only does 484 heal over 3 seconds. But thats with regenation trait on. Without that it is 390 over 3 seconds if you leave it out. But that can also be destroyed. Medic gyro seems superior if your not jsut bursting your turret.
If you divide total heal of skills on totall cooldown you get average 442.47 health per second with the Turret vs 133.4 or 152.04 ( depending on number of ticks 4 or 5) health per second average with the drone which even has to survive to deliver such pathetic numbers. The difference is mind-bogglingly HUGE.
Im truly not understanding the math your doing.
If thats true, and it has no healing power with a base of 820 healing at a interval of 3 seconds to allies. Then it seems people are really overeacting :/. Cause this thing + dolyak runes and the superspeed healing, ontop of bunker down would be possibly to much healing going on. And thats not counting regeneration.
Healing turret gives MUCH MORE health (including aoe ) overal so no people are not overreacting and you can slot dolyak and all other stuff with it either if you want.
To yourself, sure. Your doing a burst combo heal over one thats sustained.
No, both burst and heal over a period of time from healing turret is supperior.
Actually no its not. Rabid, healing turret only does 484 heal over 3 seconds. But thats with regenation trait on. Without that it is 390 over 3 seconds if you leave it out. But that can also be destroyed. Medic gyro seems superior if your not jsut bursting your turret.
Trust me, you always want to pick up or detonate your turret as quickly as possible.
Yes, but chances are your teammates may not be around when you do your healing skill.
Medic Gyro seems more suited if players are going for the Range Combat style. It is too risky taking some thing like Medic Gyro into Melee combat but in Range combat it can help a bit more.
Medic Gyro seems more suited if players are going for the Range Combat style. It is too risky taking some thing like Medic Gyro into Melee combat but in Range combat it can help a bit more.
Still usless since Healing Turret has 3 times more healing output.
Well it’s not like the blood fiend was ever used by any half decent MM necro, so I wouldn’t worry, unless they pull a necro and nerf heal turret to get you to use other heals.
There’s a point to the Medic Gyro.
To more easily distinguish the good engineers from the bad engineers.
If thats true, and it has no healing power with a base of 820 healing at a interval of 3 seconds to allies. Then it seems people are really overeacting :/. Cause this thing + dolyak runes and the superspeed healing, ontop of bunker down would be possibly to much healing going on. And thats not counting regeneration.
Healing turret gives MUCH MORE health (including aoe ) overal so no people are not overreacting and you can slot dolyak and all other stuff with it either if you want.
To yourself, sure. Your doing a burst combo heal over one thats sustained.
No, both burst and heal over a period of time from healing turret is supperior.
Actually no its not. Rabid, healing turret only does 484 heal over 3 seconds. But thats with regenation trait on. Without that it is 390 over 3 seconds if you leave it out. But that can also be destroyed. Medic gyro seems superior if your not jsut bursting your turret.
If you divide total heal of skills on totall cooldown you get average 442.47 health per second with the Turret vs 133.4 or 152.04 ( depending on number of ticks 4 or 5) health per second average with the drone which even has to survive to deliver such pathetic numbers. The difference is mind-bogglingly HUGE.
Im truly not understanding the math your doing.
If thats true, and it has no healing power with a base of 820 healing at a interval of 3 seconds to allies. Then it seems people are really overeacting :/. Cause this thing + dolyak runes and the superspeed healing, ontop of bunker down would be possibly to much healing going on. And thats not counting regeneration.
Healing turret gives MUCH MORE health (including aoe ) overal so no people are not overreacting and you can slot dolyak and all other stuff with it either if you want.
To yourself, sure. Your doing a burst combo heal over one thats sustained.
No, both burst and heal over a period of time from healing turret is supperior.
Actually no its not. Rabid, healing turret only does 484 heal over 3 seconds. But thats with regenation trait on. Without that it is 390 over 3 seconds if you leave it out. But that can also be destroyed. Medic gyro seems superior if your not jsut bursting your turret.
Trust me, you always want to pick up or detonate your turret as quickly as possible.
Yes, but chances are your teammates may not be around when you do your healing skill.
Okay, Math :
Healing turrent+healing burst give 5040 direct heal + 8 sec. of regen ( 1050 hp) and can be used every 15 sec, Toolbelt gives 6 sec of regen (780 hp) and has 21 sec. cooldown.
So if you use both skills at every opportunity you get on average (5040+1050)/15+780/21 = 443.14 health per second. (the real numbers will be a bit lower due to casting time but still much more then gyro’s)
Medic Gyro gives 2590 direct heal and 4-5 tics over 14 sec ( 3280-4100 hp) and on top of that it has 30 sec. cooldown after destruction so total cooldown will be 44 seconds.
So with medic gyro alive and assuming it makes 5 ticks you get on average (2590+4100)/44= 152.04 health per second.
There’s a point to the Medic Gyro.
To more easily distinguish the good engineers from the bad engineers.
Okay this is mean but I chuckled…
If thats true, and it has no healing power with a base of 820 healing at a interval of 3 seconds to allies. Then it seems people are really overeacting :/. Cause this thing + dolyak runes and the superspeed healing, ontop of bunker down would be possibly to much healing going on. And thats not counting regeneration.
Healing turret gives MUCH MORE health (including aoe ) overal so no people are not overreacting and you can slot dolyak and all other stuff with it either if you want.
To yourself, sure. Your doing a burst combo heal over one thats sustained.
No, both burst and heal over a period of time from healing turret is supperior.
Actually no its not. Rabid, healing turret only does 484 heal over 3 seconds. But thats with regenation trait on. Without that it is 390 over 3 seconds if you leave it out. But that can also be destroyed. Medic gyro seems superior if your not jsut bursting your turret.
If you divide total heal of skills on totall cooldown you get average 442.47 health per second with the Turret vs 133.4 or 152.04 ( depending on number of ticks 4 or 5) health per second average with the drone which even has to survive to deliver such pathetic numbers. The difference is mind-bogglingly HUGE.
Im truly not understanding the math your doing.
If thats true, and it has no healing power with a base of 820 healing at a interval of 3 seconds to allies. Then it seems people are really overeacting :/. Cause this thing + dolyak runes and the superspeed healing, ontop of bunker down would be possibly to much healing going on. And thats not counting regeneration.
Healing turret gives MUCH MORE health (including aoe ) overal so no people are not overreacting and you can slot dolyak and all other stuff with it either if you want.
To yourself, sure. Your doing a burst combo heal over one thats sustained.
No, both burst and heal over a period of time from healing turret is supperior.
Actually no its not. Rabid, healing turret only does 484 heal over 3 seconds. But thats with regenation trait on. Without that it is 390 over 3 seconds if you leave it out. But that can also be destroyed. Medic gyro seems superior if your not jsut bursting your turret.
Trust me, you always want to pick up or detonate your turret as quickly as possible.
Yes, but chances are your teammates may not be around when you do your healing skill.
Okay, Math :
Healing turrent+healing burst give 5040 direct heal + 8 sec. of regen ( 1050 hp) and can be used every 15 sec, Toolbelt gives 6 sec of regen (780 hp) and has 21 sec. cooldown.So if you use both skills at every opportunity you get on average (5040+1050)/15+780/21 = 443.14 health per second. (the real numbers will be a bit lower due to casting time but still much more then gyro’s)
Medic Gyro gives 2590 direct heal and 4-5 tics over 14 sec ( 3280-4100 hp) and on top of that it has 30 sec. cooldown after destruction so total cooldown will be 44 seconds.
So with medic gyro alive and assuming it makes 5 ticks you get on average (2590+4100)/44= 152.04 health per second.
Why is it 44 seconds if your adding a 14 sec tic to it? Cooldown will still be 30 seconds.
Why is it 44 seconds if your adding a 14 sec tic to it? Cooldown will still be 30 seconds.
Because it is alive for 14 sec before it dies, putting it on a 30 sec downtime. The cooldown does not start the moment you summon it, it starts when it dies.
Why is it 44 seconds if your adding a 14 sec tic to it? Cooldown will still be 30 seconds.
Because it is alive for 14 sec before it dies, putting it on a 30 sec downtime. The cooldown does not start the moment you summon it, it starts when it dies.
Its still active for those 14 seconds though. Which is why im not understanding why its 44 instead of 30.
Why is it 44 seconds if your adding a 14 sec tic to it? Cooldown will still be 30 seconds.
Because it is alive for 14 sec before it dies, putting it on a 30 sec downtime. The cooldown does not start the moment you summon it, it starts when it dies.
Its still active for those 14 seconds though. Which is why im not understanding why its 44 instead of 30.
Because it takes 44s seconds to activate the healing skill second time. To get the full heal you need to press a button, then wait 14 sec to get all ticks, then wait 30 sec drone recharge and only then you can heal again. 14+30=44
(edited by Shadow of Azrael.1205)
Why is it 44 seconds if your adding a 14 sec tic to it? Cooldown will still be 30 seconds.
Because it is alive for 14 sec before it dies, putting it on a 30 sec downtime. The cooldown does not start the moment you summon it, it starts when it dies.
Its still active for those 14 seconds though. Which is why im not understanding why its 44 instead of 30.
Because it takes 44 second to activate the healing skill second time.
If the thing dies, like everyone says will probably happen. Then itl go on a 30 second cooldown. If it stays alive, then its still healing and doing its job for those 14 seconds. Its cooldown will still be 30 seconds regardless. Note, that this is a sustain team heal and not a burst heal. You can activate this and go into battle getting that pulse heal ontop of regen and protection.
To me it sounds like you guys want to make it so as soon as its summoned itl go on cooldown, which will bring its cooldown to 16 seconds. Making it similar to a second healing turret :/.
(edited by iKeostuKen.2738)
Adjust the cooldowns if necessary after making the cooldown start on using the skill, but 30s of downtime is way too much for what the gyros do.
Why is it 44 seconds if your adding a 14 sec tic to it? Cooldown will still be 30 seconds.
Because it is alive for 14 sec before it dies, putting it on a 30 sec downtime. The cooldown does not start the moment you summon it, it starts when it dies.
Its still active for those 14 seconds though. Which is why im not understanding why its 44 instead of 30.
Because it takes 44 second to activate the healing skill second time.
If the thing dies, like everyone says will probably happen. Then itl go on a 30 second cooldown. If it stays alive, then its still healing and doing its job for those 14 seconds. Its cooldown will still be 30 seconds regardless. Note, that this is a sustain team heal and not a burst heal. You can activate this and go into battle getting that pulse heal ontop of regen and protection.
To me it sounds like you guys want to make it so as soon as its summoned itl go on cooldown, which will bring its cooldown to 16 seconds. Making it similar to a second healing turret :/.
1. I said the same thing but you for some reason can’t grasp the consept of effective cooldown which in this case consist of duration of the skill + base cooldown. 0\
2. FYI the turret has the same cooldown mechanic already ( ie it starts after destruction/picking up).
Why is it 44 seconds if your adding a 14 sec tic to it? Cooldown will still be 30 seconds.
Because it is alive for 14 sec before it dies, putting it on a 30 sec downtime. The cooldown does not start the moment you summon it, it starts when it dies.
Its still active for those 14 seconds though. Which is why im not understanding why its 44 instead of 30.
Because it takes 44 second to activate the healing skill second time.
If the thing dies, like everyone says will probably happen. Then itl go on a 30 second cooldown. If it stays alive, then its still healing and doing its job for those 14 seconds. Its cooldown will still be 30 seconds regardless. Note, that this is a sustain team heal and not a burst heal. You can activate this and go into battle getting that pulse heal ontop of regen and protection.
To me it sounds like you guys want to make it so as soon as its summoned itl go on cooldown, which will bring its cooldown to 16 seconds. Making it similar to a second healing turret :/.
1. I said the same thing but you for some reason can’t grasp the consept of effective cooldown which in this case consist of duration of the skill + base cooldown. 0\
2. FYI the turret has the same cooldown mechanic already ( ie it starts after destruction/picking up).
1. Because things arent being specified. From what you were saying, it sounded like 44 seconds cooldown while disregarding the 14 second duration it was out for.
2. Yes, it goes on cooldown because its no longer in effect. The Gyro is still in effect which is why it doesnt go on cooldown after being summoned.
Don’t forget about the toolbelt skill laying the waterfield and then 3 leaps of our rocket charge in it. That’s gotta be some pretty decent healing right?
Uhmm you guys are forgetting the basics, Healing turret only heals YOU. (no blasts included)
Medic Gyro looks weird on paper but I’m still looking forward toying w/ it next BWE. Since we’re discussing heals:
Does anyone here use Soothing Detonation? It’s like one of the by-products of what used to be Elixir Infused Bombs.
It just seems so unrewarding. Maybe if they REALLY tune up the healing there could be a niched use for it. I’m just wondering if anyone is having success with it and if so, how.
Don’t forget about the toolbelt skill laying the waterfield and then 3 leaps of our rocket charge in it. That’s gotta be some pretty decent healing right?
That requires a few things:
Uhmm you guys are forgetting the basics, Healing turret only heals YOU. (no blasts included)
Half of the Healing turret heal will heal your allies, the condi removal and regen also goes onto allies.
Why is it 44 seconds if your adding a 14 sec tic to it? Cooldown will still be 30 seconds.
Because it is alive for 14 sec before it dies, putting it on a 30 sec downtime. The cooldown does not start the moment you summon it, it starts when it dies.
Its still active for those 14 seconds though. Which is why im not understanding why its 44 instead of 30.
Because it takes 44 second to activate the healing skill second time.
If the thing dies, like everyone says will probably happen. Then itl go on a 30 second cooldown. If it stays alive, then its still healing and doing its job for those 14 seconds. Its cooldown will still be 30 seconds regardless. Note, that this is a sustain team heal and not a burst heal. You can activate this and go into battle getting that pulse heal ontop of regen and protection.
To me it sounds like you guys want to make it so as soon as its summoned itl go on cooldown, which will bring its cooldown to 16 seconds. Making it similar to a second healing turret :/.
1. I said the same thing but you for some reason can’t grasp the consept of effective cooldown which in this case consist of duration of the skill + base cooldown. 0\
2. FYI the turret has the same cooldown mechanic already ( ie it starts after destruction/picking up).
1. Because things arent being specified. From what you were saying, it sounded like 44 seconds cooldown while disregarding the 14 second duration it was out for.
2. Yes, it goes on cooldown because its no longer in effect. The Gyro is still in effect which is why it doesnt go on cooldown after being summoned.
1. I wasnt disregarding anything cause I did counted healing over those 14 sec.
2. So what?
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