Question on heal/support engi viability.
Not holy trinity mean you do all 3 things (tank dps heal) at once (well you dodge in this game instead tanking) not choose one role. Engi is not so good in classic type of support (heal/buff) like for example guardian, but you can greatly support party with stacking of vulnerability from grenades (25% more dmg for whole party is huge support imo:-). But in this game are dungeons much more about dmg dodge ect and support isnt necessary – its fine but you can be withou it.
If you wanna play engi with full potencional you must little think out of box.
- Our class heals are pretty badly scaled with healing power stat so you can avoid that and pick other stats.
- You can also make build with kit refinement and elixir gun where you can pema keep super elixir on the ground and clean contitions like boss
- Look deeply on combo fields and finishers because there is true power of engineer – for example if you detonate 4 turrets in water combo field from healing turret toolbelt skill it provide HUGE AoE heal.
Tekkit’s Workshop
Thanks, I’ll keep those tips in mind. Reworking my gear and traits for less healing and more power/crit/condition viability would probably yield better results.
The healing actually helps a lot. In an experienced group, sure they can do without the heals. But having everyone topped of with the constant Heal over Time abilities are a huge benefit for a team.
The great thing about a build with access to a lot of heals is that instead of vitality, you can stack toughness rather than vitality. Healing won’t go up, but percentage-wise, since your HP pool is smaller, heals are more effective. The only problem is with conditions, since removing conditions will still tear through your low hp pool.
Learn all the AoE combos. Seriously. We’re the most efficient class at it. Anet even made us another blast finisher on the elixir gun recently.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
Is there any place to find more in-depth info regarding healing power scaling with engineer abilities? I’ve been thinking about making a EG-focused support build and gear set for a while now.
Is there any place to find more in-depth info regarding healing power scaling with engineer abilities? I’ve been thinking about making a EG-focused support build and gear set for a while now.
Yes, the official gw2 wiki usually has the scaling of healing power on the ability’s page. The healing of regeneration is found here :http://wiki.guildwars2.com/wiki/Regeneration.
What about the impact heal and pulse heal on Super Elixir, which I assume would form the backbone of an EG support build? I know that got buffed recently, but the wiki doesn’t list coefficients for that ability.
Impact heal is 40 health for every 100 healing power, pulse is 1:1 total, 1/10th per tick, according to some quick testing in HotM. PvE number could differ, but shouldn’t.
Impact: 700+(.4*healing power)
Pulse: 2040+(1*healing power)
Pulse tick: 204+(.1*healing power)
Learn all the AoE combos. Seriously. We’re the most efficient class at it. Anet even made us another blast finisher on the elixir gun recently.
I think Thieves are undoubtedly the most efficient blast finishers.
Also, how are Engineers even remotely good with Blast Finishers? Almost all of our Blast Finishers are from turrets or other bad utility skills that you really shouldn’t be using just for Blast Finishers.
Also, how are Engineers even remotely good with Blast Finishers? Almost all of our Blast Finishers are from turrets or other bad utility skills that you really shouldn’t be using just for Blast Finishers.
Engineers has most blast finishers in the game Big Ol’ Bomb, shield #4, EG #4 just to name few
Impact heal is 40 health for every 100 healing power, pulse is 1:1 total, 1/10th per tick, according to some quick testing in HotM. PvE number could differ, but shouldn’t.
Impact: 700+(.4*healing power)
Pulse: 2040+(1*healing power)
Pulse tick: 204+(.1*healing power)
Those numbers look like one before the Feb 26 patch.
Super Elixir: Increased impact base healing as well as scaling with healing power by 100%. Increased base heal multiplier by 50% and healing power scaling by 100%.
Also, how are Engineers even remotely good with Blast Finishers? Almost all of our Blast Finishers are from turrets or other bad utility skills that you really shouldn’t be using just for Blast Finishers.
Engineers has most blast finishers in the game Big Ol’ Bomb, shield #4, EG #4 just to name few
It has the most blast finishers, but a large portion of them (the ones you didn’t mention) are on bad utility slots that you really don’t use.
Whereas Thieves need only to swap for a Shortbow. Engineer blasting is highly dependant on the traiting and choice of kits. The most commonly used kits offer none, or one blast finisher, generally speaking.
Also noteworthy are the “cascading” effects of some Engineer blasts that are highly undesirable most of the time. Big Ol’ Bomb knockback and cooldown make it situational, and the Elixir Gun backward leap is just dumb if you want to use it in WvW or tight group play. Turrets are decent for Blasting but not much for anything else (exc. Net Turret). In addition, the Shield #4 is a showcase example of a skill that is poorly used (in principle, not always in practise) when used for blasting, because it’s an important defensive ability.
The design on Blast – being such an important Finisher – is very poor when it’s readily available on basic weapon abilities for some (Thief, Guardian, Warrior, Elementalist) while leaving others either having to pick specific Utilities (Engineer, Necro, Mesmer) or having none at all (Ranger, unless having a Drake with Tail Swipe). This further creates disparity between the professions and their uses, because the ability to create combo fields is not “the job” of the professions with “bad” access to Blast.
I guess the idea has been that it’d be harder to be the generator and finisher of a field yourself, but as it is right now, fields are underused outside sPvP.
Balthazar runes are broken.
(edited by Oakwind.6187)
No, these are the new numbers, the base healing has increased, as well as the coefficient on the impact heal. The numbers were 380 with .2 coefficient on impact, and 140 base + .1 coefficient for each pulse.
Impact heal is 40 health for every 100 healing power, pulse is 1:1 total, 1/10th per tick, according to some quick testing in HotM. PvE number could differ, but shouldn’t.
Impact: 700+(.4*healing power)
Pulse: 2040+(1*healing power)
Pulse tick: 204+(.1*healing power)Those numbers look like one before the Feb 26 patch.
Super Elixir: Increased impact base healing as well as scaling with healing power by 100%. Increased base heal multiplier by 50% and healing power scaling by 100%.
Its not the first time i think about full suport/healer engi
what i can tell you that will help your healing output… run with 3 turrets and EG.
Healing turret and 2 others of your choice, what i want to focus where would be the blast aoe healing, so you place the your 2 other turrets, after place healing turret and as soon as you see the white circle on the ground deploy all turrets = 3 aoe healings. blast from shield work also. Kit refinement Trait for a 2nd super elixir. Yest true power of the engis are blasts.
Also we certainly are NOT “- Our class heals are pretty badly scaled with healing power stat so you can avoid that and pick other stats.” Since turrets started to scale with our stats…
Fields are underutilized outside of sPvP? Whut?
That appears to be a personal playstyle choice only, as is the opinion on the elixir gun blast finisher.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
Its not the first time i think about full suport/healer engi
what i can tell you that will help your healing output… run with 3 turrets and EG.
Healing turret and 2 others of your choice, what i want to focus where would be the blast aoe healing, so you place the your 2 other turrets, after place healing turret and as soon as you see the white circle on the ground deploy all turrets = 3 aoe healings. blast from shield work also. Kit refinement Trait for a 2nd super elixir. Yest true power of the engis are blasts.
Also we certainly are NOT “- Our class heals are pretty badly scaled with healing power stat so you can avoid that and pick other stats.” Since turrets started to scale with our stats…
Do you really think that taking 3 Utility Skills to provide a tad bit more healing is really helping your team that much? I dunno. Sometimes you gotta weigh that stuff out and actually see how good/bad it is.
for pvp I use a support/condition build and it works wonders for my team, it is my belief that engineers can fill any role just as good if not better than other classes just requires sticking with it and developing proficiency with the classes nuances
stats are:
Toughness(major)
Healing Power
Condition Damage
before i give you my heal stats know that i do full dmg i can stack 12 confusion stack for 3.5-3.8k per tick for around 5 seconds every 18 seconds my burns also do 700-800 dmg per tick i have 2 knockbacks, 2 stuns, a daze, and a pull all on short cooldowns besides the supply crate so i can control and down all but the most beefiest anti-condition tanks
also note at 25% i become invulnerable and all my heals are recharged
HEALS:
medkit = 10k
-bandage self = 5.5k on 16 second cd
-med pack = 1.5k * 3 each on i believe 7-8 second cd
elixer gun = 10k on a 20 second cd
-kit refinement-super elixer = 1k initial, 400per sec for 10s
-super elixer = ditto above
-healing mist = about 200-300 per second for 10s
supply crate = 15k at ~12 medpacks not including healing turret regen
bombs = 200 per on about a .7-1 second cd
overall with my toughness it takes around 3-4 people to kill me or 2 really good players, and to top that off everything but bandage self can heal allies.
CONDITION REMOVAL:
med pack antidote = 1 removed
elixer gun kit refinement super elixer = 1 removed aoe
elixer gun super elixer = 1 removed aoe
elixer gun fumigate = 5 ally cond removed in cone aoe
i don’t give any boons although i can give 6 seconds of stealth aoe or 9 stacks of might using combos which i often do. try laying a big ol bomb and a smoke bomb after it stick close and use the short stealth to detarget and heal or pop magnetic inversion on your shield and use elixer gun #4 to make an escape with 6 seconds of stealth
overall i love this build even more than my wvw build and i am most likely going to port it over though the pvp stat combos are different and apothecary is HealingPower (major), toughness(minor),condition damage(minor). you may lose toughness in pve but you gain healing which is better for your group.
the general idea behind this build though is that condition damage does just as much damage as berserker(power/critdmg/prec) but only requires one stat freeing up the other 2 for healing power and toughness
tl:dr engi’s are fully capable of healing just as much if not more than elementalists and gaurdians and still be fully versatile during combat playing defence/offense/support all with the swap of a kit, if you wanna heal go for it but engi can do so much more all at once.
my build if your interested: http://www.guildhead.com/skill-calc#mzMzM9Mz0mNlCMmNlCMa0xaGcosqmom8khd7khg7070c7kGW70V7ow38of3
resident engineer and naked guy
Silicks 80 grenade engi
my build if your interested: http://www.guildhead.com/skill-calc#mzMzM9Mz0mNlCMmNlCMa0xaGcosqmom8khd7khg7070c7kGW70V7ow38of3
A four kit build? Props to you man, it takes cojones to play one well. (I’m always tichty about the lack of stunbreaker.)
May actually try that tonight…
http://www.guildhead.com/skill-calc#mcMzM9Mz0oNlLMoNlLMa0xGaczkqmsm807khM7070c7kNj70V7ofF70m
this what i use for dungeons i change Inventions and Alchemy’s first traits depending on the dungeon.