Suggestion: Super Elixir/E-Gun changes

Suggestion: Super Elixir/E-Gun changes

in Engineer

Posted by: Cyric.2854

Cyric.2854

We lost our 2nd Super elixir due the Kit Refining “rework”.

Being a light combo field it give us close to none good combinations due to lack of 100% projectile finishers we have.

I suggest editing this skill being a water combo field and removing more than 1 condition, don’t know, I guess 1 condition per pulse it’s a bit OP, and all conditions on first pulse it’s still OP, but 2 conditions on first impact? Or every time you enter and exit the area (like guardian’s Purging flames)?

This way we could have again the capacity to remove 2+ conditions and we could combo the field with acid bomb to gain another heal.

Also, with that we would have an actually good skill for regrouping in wvw with large groups.

This idea would compensate the lost of an extra Super Elixir skill, also, I don’t understand why an area caused by a fluid have to be a light field instead of water field.

(Also, I feel the pulses and initial pulse healing so few, if I have to stay on the area to heal myself I’ll have less mobility and my enemy could force me to exit the healing area AoEing on it, but well, this is a suggestion thread, not an analyze thread)

(edited by Cyric.2854)

Suggestion: Super Elixir/E-Gun changes

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

I actually think that one is fine by itself.
Coupled with Med Kit (obvious choice for kit builds) you have 1 cond removal on 15 seconds, and the Super Elixir on 20 or 16 seconds if traited.

The heal is average or even weak, nothing special there for a field that stays in place during mobile combat.
But I wouldn’t say it is really bad either. It’s aoe after all.

Light fields have very little use in WVW, maybe best used during combat, not when buffing or healing up (you don’t want to override the fire fields or water fields at those moments).
I suppose in dungeons it’s simular.
But as an ‘in between’ field, it’s pretty usefull.

AoE retaliation can be devastating during a fight, so don’t neglect that part.

Your suggestions are good, but I don’t feel there is a real need for it.
If anything the Elixir Gun needs more speed on #1 and #2. In other words: better damage.
Skill #3 needs to effect yourself as well, than it would make the EG awesome for condi removal.

But all in all, I think Super Elixir as a skill isn’t terrible.
Of course the Kit refinement change hurts a lot for our support builds. But I think they wanted to do that, so I’m not even looking for ways to get the same support back. They simply don’t want us to have that ammount of healing support with EG…

Wiggely, wobbely and other wombaty wabbity creatures…

Suggestion: Super Elixir/E-Gun changes

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

Super Elixir’s healing is poor at the moment. It lost what was good about it with the loss of KR:

Stacking regeneration fields, and double condition removal (one usable while stunned/feared).

Imo, the impact heal needs to be improved, and I like the idea of condition removal working like Purging flames. Or perhaps, more like Healing rain – an additional condition removal over it’s lifetime.

Light field seems unnecessarily redundant for party support, since you already have fumigate, and possibily 409. I would gladly take a shorter overall duration for a water field instead of light, even.

Tarnished Coast Engineer and… general alt-o-holic.

For the toast!

(edited by Halcyon.7352)

Suggestion: Super Elixir/E-Gun changes

in Engineer

Posted by: Cyric.2854

Cyric.2854

I totally agree with #3 affecting yourself.
Skills #1 and #2 I find them just useless, I mean: #1 has1s weakness, really? 1? 4s bleed is ok… but it’s single target… For #2, 3 seconds cripple, swiftness, with so low traveling speed and 8-6’4 seconds cd? I don’t see it. It would be nice if it could bounce on you and on your enemy more than 1 time, so in duels it would be a nice skill to use (I hate duels, but this way #2 would have a reason to be as it is)

^Also that, with 409, being a light field for Super Elixir is redundant!

(edited by Cyric.2854)

Suggestion: Super Elixir/E-Gun changes

in Engineer

Posted by: Rfreak.6591

Rfreak.6591

What about finally stating clearly the elixir gun is not related to elixir skills first? (else cleaning formula would work)

Suggestion: Super Elixir/E-Gun changes

in Engineer

Posted by: Kimbald.2697

Kimbald.2697

What about finally stating clearly the elixir gun is not related to elixir skills first? (else cleaning formula would work)

yep, they could be more clear about that one.

it’s logical by itself: else you would benefit from double cooldown reduction traits: Super elixir would get 20% from EG/FT trait, and another 20% from Elixirs trait…

But it would be soooo much more logical to just change the names used for the EG abilities.

Wiggely, wobbely and other wombaty wabbity creatures…