Prestacking healing with med kit in PvE?
Normally in PvE, you’re running to your enemies, not the other way around, so med kits don’t really help. That said, it’s a perfectly fine idea to swap to it, drop the stimulent pack (swift/fury), then switch back to HT as you’re heading into a fight.
makes you spend extra time before engaging, mehhhhh
i put 5 as auto attack and sit at the beginning of guild rush with net turret, its a niche
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you can stack them up on a point and wait till enemies come in pvp
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria
you can stack them up on a point and wait till enemies come in pvp
except in pvp (and not hotjoin cancer) you need healing turret cuz its all around better and you cant switch out…
head here to discuss wvw without fear of infractions
some builds like s/d can work with med kit, but it’s not something i ever use personally
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria
Note that he’s not talking about using the med kit, he’s talking about swapping to it, distributing the dispensibles, and then swapping back to your good healing skill.
I think it tends to be unnecessary in PvE, but when you think about it there’s little reason not to do so. I mean, it’s free stuff, you’re not blowing any cooldowns or anything. You just have to be careful that you don’t accidentally get engaged or something because then you’re stuck with the med kit.
I’ll often do this when the party has stacked up somewhere and we’re waiting on a guy to pull, or there’s some scripted event that has to play out before the boss becomes aggroable. That sort of stuff. If you have enough time, you can actually have 9 bandages and 2 antidotes on the ground, which is actually potent healing if you pick it all up at once.
Even if it’s not needed, it’s just free stuff, so there’s really no reason no to other than not having enough time to properly swap back to your main healing skill.
I do the same thing with flamethrower and toss mine. With flamethrower you can activate the incendiary ammo and then swap back to whatever you were using. This gives you free burning without having to sacrifice anything, so it’s just extra DPS (assuming that the enemy is going to get perma burned already). With toss mine, you can use the mine field tool belt skill in an area. So if you’re stacked up and waiting on a pull, put those mines down and then swap back, then the mobs will hit the mines on their way in. It’s not a butt tonne of extra damage, but it’s free. There’s no point in not using it.
I also do this for blast finishing. I’ll swap to something like elixir gun and flamethrower to get the blasts off, then go back to whatever I was using (assuiming it wasn’t those). Thumper turret is also good for this since the tool belt causes a blast (the rumble skill, not the detonate).
You can even make use of them in WvW. The flamethrower gives you extra burning for an encounter without having to actually have the flamethrower equipped (great for roaming), and swapping to the med kit is a good way to give yourself some swiftness if you’re not running speedy kits for whatever reason. With my full glass s/d build, I like to drop the med kit bandages and stuff off to the side of a supply camp when I go to solo cap it, because I can just go pick them up once I get damaged by the NPCs.
The mine field is also useful to place down for zergs since those things strip boons. That is, if you expect a zerg to move in on your position (especially through a choke), put the mine field down and let it take away some of their boons. It’s AoE boon removal on 5 different mines, so that’s potentially 25 boons stripped since zergs won’t dodge stuff unless someone shouts at them to do so.
Again, just need to be careful that you aren’t put in combat before you swap back.
As long as you aren’t blowing cooldowns on stuff, you can get these sort of extra freebies. It’s not necessary in most situations, but there’s little reason not to.