Regenerating Mist and Healing Mist

Regenerating Mist and Healing Mist

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Posted by: Dojo.1867

Dojo.1867

Now I know that these skills have very different secondary effects. One is a water field and one is a stunbreaker.

However I still find it extremely awkward to have 2 toolbelts that both add regeneration in a very similiar way (range differs but this isn’t even telegraphed well since the effect is nearly the same?).

Can we just change healing mist (Elixir Gun) to an AoE 1 condi removal + stunbreak?

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Posted by: Carighan.6758

Carighan.6758

Hrm, I don’t see them as similar enough. Mainly because one seconds from a utility slot, and the other from a healing slot. Do you keep your skills the same all the time? The Elixir Gun skill I use mostly as a stunbreaker. If it were to also remove conditions I’d actually have a conflict of interest in that I need to rely on one combined CD for two very different and both powerful effects. Right now it’s a stunbreak with a little extra goodie.

Rather make the stunbreak / regen better if it’s a balance issue. Likewise, increase the radius of the Turret’s skill if more differentiation is required.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: Dojo.1867

Dojo.1867

Since it only removes 1 condi it wouldn’t be that much of a conflict imo. Stunbreak >> 1 condi unless it is a very dangerous immobilize or you know the enemy you duel has no CC left. I figured most of the time you will just keep breaking stuns with it but also remove a condition when you are stunned.

I just doubt 30+ seconds of regeneration duration stacked is worth anything, you have so much regeneration just with healing turret already.

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Posted by: ellesee.8297

ellesee.8297

regen is a good boon to have if you take into account backpack regenerator and super elixir. for 10 seconds every 20 seconds you’ll have 451 health per second.(117 backpack regen + 130 regen + 204 super elixir) that’s more sustain than healing signet. people cry about how op healing signet is.

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Posted by: Wolf.5816

Wolf.5816

I feel it should be the complete opposite.

Elixir Gun Is already the whole “KIT-and caboodle”. Healing Mists untraited is an instant stun breaker that will give Regeneration to you and allies healing them over 1300 with a 40 second cooldown. Yes Healing Turrets Soothing Mist is only a 25 second cool down and has a mildly larger range but it’s Regeneration is minuscule in comparison and with a cast time. Yes Blast finishers are great and make this skill actually decent but I strongly feel it should at the very least remove 1 condition. As far as I’m concerned Elixir Gun is in a decent position, it’s the other Skills and Abilities that lack the versatility/condition removal of the Elixir Gun.

Giving Our Soothing Mist the ability to remove 1 condition would be a reasonable way to open up builds that don’t want to be forced into Elixir Gun. Not that I don’t love the Kit I’m just trying to push for more diversity through minor changes ect.

Naturally I would say, just make Soothing Mist instant as well and we can call it even but having spent a noteworthy amount of time as an Engineer this change would be…. Very powerful. But that being said, pretty much all Turret tool belt skills could use some help, they should either be re-designed to keep the engineer alive while the turrets are on CD or their mechanic should be changed to allow the skills to be usable while the turrets are active and relocate detonate.

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(edited by Wolf.5816)

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Posted by: Bombsaway.7198

Bombsaway.7198

Regenerating Mist should cure 1 personal condition.
Drop Antidote should cure 2 conditions.

That would add build diversity away from the E-gun.

Overall, we don’t need more condition removal, others need less! (says the condi engie)

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Posted by: Dojo.1867

Dojo.1867

I feel it should be the complete opposite.

Elixir Gun Is already the whole “KIT-and caboodle”. Healing Mists untraited is an instant stun breaker that will give Regeneration to you and allies healing them over 1300 with a 40 second cooldown. Yes Healing Turrets Soothing Mist is only a 25 second cool down and has a mildly larger range but it’s Regeneration is minuscule in comparison and with a cast time. Yes Blast finishers are great and make this skill actually decent but I strongly feel it should at the very least remove 1 condition. As far as I’m concerned Elixir Gun is in a decent position, it’s the other Skills and Abilities that lack the versatility/condition removal of the Elixir Gun.

Giving Our Soothing Mist the ability to remove 1 condition would be a reasonable way to open up builds that don’t want to be forced into Elixir Gun. Not that I don’t love the Kit I’m just trying to push for more diversity through minor changes ect.

Naturally I would say, just make Soothing Mist instant as well and we can call it even but having spent a noteworthy amount of time as an Engineer this change would be…. Very powerful. But that being said, pretty much all Turret tool belt skills could use some help, they should either be re-designed to keep the engineer alive while the turrets are on CD or their mechanic should be changed to allow the skills to be usable while the turrets are active and relocate detonate.

Today I leanred. People are forced into Elixir Gun and Healing Turret needs a buff.

Isn’t healing turret the best healing skill already by far? I would hardly touch it in terms of buffs.

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Posted by: Wolf.5816

Wolf.5816

Elixir Gun is in a great Spot, and it’s tool belt skill Healing Mist is in a great spot.

Healing Turret is in a great spot, It’s Tool belt skill Soothing Mist could use some attention.

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Posted by: Dojo.1867

Dojo.1867

I have trouble finding a viable elixir gun build for spvp. Any link?

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Posted by: ellesee.8297

ellesee.8297

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(edited by ellesee.8297)

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Posted by: Maiden England.3491

Maiden England.3491

wouldnt it be better to use p/s instead of rifle in the bomb heal variant? extra blast finish + condition applier since you are using condition damage

Street Regulator

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Posted by: ellesee.8297

ellesee.8297

you can do that. but wheni play engi bunker, which is never so take whatever i say with a grain of salt, i feel setting up kills is paramount. net and overcharged shot are amazing.

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Posted by: K U T M.4539

K U T M.4539

you can do that. but wheni play engi bunker, which is never so take whatever i say with a grain of salt, i feel setting up kills is paramount. net and overcharged shot are amazing.

Plus, for pvp, overcharge shot + net combo for decaps.

Basic [BS] NSP/Mag

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Posted by: Depths.4051

Depths.4051

Elixir Gun is in a great Spot, and it’s tool belt skill Healing Mist is in a great spot.

Healing Turret is in a great spot, It’s Tool belt skill Soothing Mist could use some attention.

The thing about soothing mist, isn’t the heal itself, its that it creates a healing field. Healing fields are great because you can use blast finishers to get a 1320 heal instantly. In wvw, if I’m in a tight spot without healing turret, I pop soothing mist and use my rocket boots to both escape and heal. So with 1 blast finisher it does 2120 if you include the regeneration.