Super Elixir needs to be a water field.
I would be satisfied if it just loses it’s light field status…
I agree, it makes NO sense that its a Light field when it HEALS people. Which i stated in another topic. Why they made it a light field i dont know.
I agree, it makes NO sense that its a Light field when it HEALS people. Which i stated in another topic. Why they made it a light field i dont know.
It is a light field because Arena Net is simply, objectively bad at this.
It will stay a light field because Arena Net doesn’t care.
A ten-second water field on a kit would be extremely powerful. Super elixir is already a great skill.
I would rather see it pulse condition removal as it heals rather than just have it on the impact. Water field would be nice, but I would rather see that change.
EDIT: I would actually almost rather it stay a light field. We don’t really have access to a light field otherwise, not reliably at least (just Toss R and U half the time) and it’s nice to stack retaliation or have condition removing projectiles.
If your suggestion is just to have another good water field, I would rather they look at changing the Healing Turret. It was never meant to be the most optimal to just detonate it right away, so they could add something like 10-15s water field on deploy and/or overcharge but only as long as it stays alive. Kill two birds with one stone.
Jade Quarry
I agree, it makes NO sense that its a Light field when it HEALS people. Which i stated in another topic. Why they made it a light field i dont know.
Heh, have a chat with necros. Their HOT well is a light field.
I don’t understand how it makes no sense though, light/water fields are both associated with healing. It’s not like Super Elixir is an anomaly.
Jade Quarry
I agree, it makes NO sense that its a Light field when it HEALS people. Which i stated in another topic. Why they made it a light field i dont know.
Heh, have a chat with necros. Their HOT well is a light field.
Screw Necros they are Overpowered in every way – do they need MORE healing? They get it from Healing Minion, they can siphon health from attacks, health from minion attacks and minions can draw conditions…
Combine that with like 50,000 health (when you count DS)
I agree, it makes NO sense that its a Light field when it HEALS people. Which i stated in another topic. Why they made it a light field i dont know.
Heh, have a chat with necros. Their HOT well is a light field.
Screw Necros they are Overpowered in every way – do they need MORE healing? They get it from Healing Minion, they can siphon health from attacks, health from minion attacks and minions can draw conditions…
Combine that with like 50,000 health (when you count DS)
Healing minion is destructible, the siphon on attack is borderline worthless on anything but dagger (but then you are in melee range), and the minions go pop all too easily.
Then again, it may be way more powerful in PVP, as the health pools and damage outputs are much better balanced there than in PVE (fast moving melee mobs with more health than your most fattened warrior, and more spiky than a stealth thief).
Btw, they don’t heal while in DS.
it’s probably a light field because we already have a bunch of water fields.
i don’t really mind that it’s a light field. my only issue is it overriding water fields.
it’s probably a light field because we already have a bunch of water fields.
i don’t really mind that it’s a light field. my only issue is it overriding water fields.
Elsewhere there is a claim that the oldest field takes priority…
it’s probably a light field because we already have a bunch of water fields.
i don’t really mind that it’s a light field. my only issue is it overriding water fields.
Did you place it over your water field?
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jk tested again and not the case.
(edited by ellesee.8297)
Making this a water field would make engineers running elixir gun unkillable. Engies already have a HUGE burst heal with the turret + blast finishers. Giving another water field to blast finish would be unreasonably OP, and give twice the opportunity for burst healing.
i like the idea of a pulsing condition removal, id prefer it if blast finishers in light fields did aoe condition removal though
Super Elixir is fine as it is now. It has decent healing capabilities, removes a condition on impact, and allows for additional condition removal when combined with Projectile or Whirl finishers due to it being a Light Field. Elixir Gun as a whole, in my opinion, is an offensive support based kit set geared towards suppression of high direct damage targets, while also providing minor healing capabilities and condition removal. The light field fits in with this, however, if people really have an issue with it being a light field, or it interfering with water fields, I imagine ANet could easily take it and remove the field component altogether; leaving it on par with Mortars “Launch Elixir” skill.
Absolutly not it does not need this. We are already considered having an OP heal for healing turret we do not need another 16-20s cd water field espically one that lasts 10s.
Even 1 second is op, for engis.
But I do agree with the light field being kittened. Personally the fact that it ticks the light field/has higher priority is annoying. Make it like other fields with on time placed priority.
Crysis, Lil Damage, Ovi, Jindavikk, Guard
Causing cancer all day.
Making this a water field would make engineers running elixir gun unkillable. Engies already have a HUGE burst heal with the turret + blast finishers. Giving another water field to blast finish would be unreasonably OP, and give twice the opportunity for burst healing.
Taking healing turret gives us 2 water fields.
http://wiki.guildwars2.com/wiki/Cleansing_Burst
http://wiki.guildwars2.com/wiki/Regenerating_Mist
I just tried to drop it over my water field, got aoe retal. When stacking in WvWvW, u could screw the zerg. I’m not saying it’s useless, I can sit in it w/ Backpack regen and elixir bombs and be invincible for those 10 secs but still, it would be better as a water field.
LOL @ it being OP, I know about it removing 1 condi when dropped but would a TK toolbelt throw remove another condi if I was close enough?
Definetly not. Super elixir + cleansing projectiles must stay:-)
Tekkit’s Workshop
I just tried to drop it over my water field, got aoe retal. When stacking in WvWvW, u could screw the zerg.
Your water field is so short that by the time you cast the water field, switched to Elixir Gun (if not in it already), dropped Super Elixir, and then hit a blast finisher, that the water field has likely expired which is probably why you saw AOE Retaliation.
Again, fields are first come first served. No one type of field overwrites another. The only way you could screw a zerg is by preventing them from using other types of fields after you used Super Elixir, not interfering with a field already down.
Jade Quarry
Well 10s waterfield will be incredibly OP especialy in WvW.
Tekkit’s Workshop
May be something like elementalist healing rain (increasing CD amd lowering water field yo 6 seconds).
It’s fine as is when you use it properly. Doesn’t need a buff.
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How often does the light field pulse? Every sec of those 10 secs? Cut it in half. That way we can run w/ the commander and drop Super Elixir w/o screwing the zerg and “STACK ON ME” demands.
Making this a water field would make engineers running elixir gun unkillable. Engies already have a HUGE burst heal with the turret + blast finishers. Giving another water field to blast finish would be unreasonably OP, and give twice the opportunity for burst healing.
That’s not true, there’s a finite number of blast finishers which are already used on turret which is easily accessible.
This would just give more options, if you take elixir gun, you could skip healing turret, etc.
You do realize all you wvw failures,that you can just place the freaking elixir gun 5 to the SIDE and stand over there for healing BUT STILL BE NEXT TO the commander who is getting water field blasts. Learn positioning guys.
Crysis, Lil Damage, Ovi, Jindavikk, Guard
Causing cancer all day.
I dont think it should be water. I use my elixer gun for my condition and boon build. The Super Elixir in combination with the acid Elixir creates a retaliatation area. Reataliatation is fairly a strong boon i think. We already have 2 waterfields with our healing turret, so it is fine like this for me…
I dont think it should be water. I use my elixer gun for my condition and boon build. The Super Elixir in combination with the acid Elixir creates a retaliatation area. Reataliatation is fairly a strong boon i think. We already have 2 waterfields with our healing turret, so it is fine like this for me…
If the retal from blast finisher was better I’d agree, but a measely 3 seconds isn’t much for a single blast finisher IMO.
If we had better ways to proc the cleanse with 100% projectile finishers, or if blast finisher on light field was an aoe cleanse instead I’d be good with it.
I dont think it should be water. I use my elixer gun for my condition and boon build. The Super Elixir in combination with the acid Elixir creates a retaliatation area. Reataliatation is fairly a strong boon i think. We already have 2 waterfields with our healing turret, so it is fine like this for me…
If the retal from blast finisher was better I’d agree, but a measely 3 seconds isn’t much for a single blast finisher IMO.
If we had better ways to proc the cleanse with 100% projectile finishers, or if blast finisher on light field was an aoe cleanse instead I’d be good with it.
Aggree
It could be fun if it was a lightning field. It doesn’t even have to make sense, because it’s the Engineer :P
“The learned is happy, nature to explore. The fool is happy, that he knows no more.”
-Alexander Pope
I dunno about it being a water field. I like the Retaliation from leaping and blasting in it to add insult to injury from all the confusion I stack on them with perplexity runes. It’s also about the only useful field for a turret build as if you can stand between a rifle turret and what ever it’s deciding to target at the time you can get a steady stream of condition removals. There’s also using it right before you use Elixir X as the leaps and blasts on Ramager will give you retaliation from it and since retaliation scales on power and the power scaling on Rampager is pretty epic, people hitting you will not enjoy taking an excess of 300 damage per hit back in their face. Even tornado proc is solid for the light field since it’ll spam condition removal as a whirl finisher.
I think I like having a predictable light field, if only for the sake of having that option.
Meh, 3 secs of retal per blast in a set circle seems pointless to me.
A ten-second water field on a kit would be extremely powerful. Super elixir is already a great skill.
Well, if they turned it into a Water field it would definitely have its duration reduced.
I would much rather have a five-second Water field than a ten-second Light field, if I had to choose.
A ten-second water field on a kit would be extremely powerful. Super elixir is already a great skill.
Well, if they turned it into a Water field it would definitely have its duration reduced.
I would much rather have a five-second Water field than a ten-second Light field, if I had to choose.
That would probably be fine. It would most likely need its healing nerfed to compensate, but of course a water field is better than a light field in nearly every situation. I was just saying that it’s already a very strong skill and definitely doesn’t need a straight buff.
I agree, it makes NO sense that its a Light field when it HEALS people. Which i stated in another topic. Why they made it a light field i dont know.
Heh, have a chat with necros. Their HOT well is a light field.
This, if that’s your logic.
I used to be for changing the super elixir to a water field. Then they gave us double water fields on Healing turret!
People seem to underestimate the cleansing power of the elixir gun with fumigate and super elixir combos.
The biggest issue I have with super elixir now is that of how combo fields stack, and how light fields seem to annoyingly take priority over fields more useful to a zerg (water, fire etc). But that’s an issue with how combo fields work, not with the super elixir.
For the toast!
But at the same time, I have to objectively look at what the Elixir Gun already offers.
- Tranquilizer Dart spreads Weakness and Bleeding, which helps cushion conditions like Poison and Burning from being cleansed.
- Elixir F additionally applies Crippled while giving me Swiftness. I’ll admit this one is a weaker skill of the kit and could use work.
- Fumigate can cleanse up to 5 conditions on nearby allies; it completely nullifies Ranger traps and Necro wells. And I can reapply Fumigate this faster than (most) traps and wells given its short cooldown (9.5 seconds with Fireforged)
- Acid Bomb is a Blast finisher, ticks for over 3K damage in Berserker gear with Deadly Mixture, and is a 400-range retreat on a 12 second cooldown
- Super Elixir is a 10-second duration Light field, cleansing one condition, and provides both an impact and area heal combining for over 2.7K back every 16 seconds with zero Healing Power
To be honest with you, the Elixir Gun is already plenty powerful. And while it would be nice to have Super Elixir operate as a Water field, the kit already heals back close to 3K HP every 16 seconds (rivaling many main heals classes have on that potency:cooldown ratio). A lot of players also forget that Light fields don’t just offer Retaliation. The Engineer has access to many projectile finishers—including our auto-attacks—that cleanse conditions to any allies that are within vicinity of targets hit by shots when they pass through our Super Elixir field.
I think where you lie on this change is whether you prefer the Elixir Gun offer more direct healing or more condition removal. But the fact of the matter is, the Engineer already has plentiful access to AoE direct healing. Would I like ANet to look at changing this some time in the future? Absolutely. But on the basis that “Super Elixir needs to be a Water field” as the title of this thread implies? Absolutely not.
There are way bigger fish to fry right now, and I’d rather ArenaNet look at more broken elements of this class, such as turrets, than spend time buffing a kit that already makes its way into most builds in PvE, PvP, and WvW.
No. Just no. Changing Super Elixir from a light field to a water field nerfs the builds out there that rely upon Super Elixir for condition cleanse rather than 409/elixirs. Bad idea.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
Who said anything about removing condi removal from it.
I think light fields should just be changed to give aoe cleanse on blast finisher and keep retaliation on leap finishers.
AoE retal needs to be nerfed anyway TBH.
Who said anything about removing condi removal from it.
Not being a light field any more means that projectiles wouldn’t get condition removal.
Thanks for the correction Gimme…
Projectile effects are applied directly to the skill’s target, or, in case of the Water and Light fields, to a single ally adjacent to the target.
Does this mean that if I’m dotted up alone, I could drop a light field on myself (remove 1 condi) then Tool Kit Toolbelt skill (remove 2 condi, 1 for each direction)? Awesome, learn something new every day.
Edit: Throw shield should remove another condi too. This thread can be closed. I see the light…chortles
(edited by Alkaholic.3875)
Who said anything about removing condi removal from it.
Not being a light field any more means that projectiles wouldn’t get condition removal.
^^^^This. Light field helps with condi-cleanse, not just the skill itself for those standing inside of it.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
The biggest advice I give to those considering engineer is to learn the combos, all the fields and finishers. It is our strength.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
I think light fields should just be changed to give aoe cleanse on blast finisher and keep retaliation on leap finishers.
AoE retal needs to be nerfed anyway TBH.
When buff durations get patched with the 5 stack limit it’ll make a big difference with a lot of things including retaliation stacking.
Since this may be lost in all the fun, I failed hard at not realizing that the projectile finisher combo for light was condi removal. If running toolkit and shield, there are 4 condi’s that can be removed in a single super elixir.
1 – Initial application
2 – Each direction of Throw Wrench
1 – Throw Shield
The only question I have now is what do they mean by “adjacent to the target”.
Projectile effects are applied directly to the skill’s target, or, in case of the Water and Light fields, to a single ally adjacent to the target.
Personally, i would rather prefer it directly cleansing some conditions (like, one at the 4th second and one at the 8th to the people still inside) and seeing the light field removed. So that you’re free to stay inside there – to benefit from the healing effect – and avoid covering other combo fields.
Obviously this is just a personal opinion, the current one has its advantages as well. I simply don’t find them much useful in pve.