Super Elixir
So we became medics? Perhaps a Class namechange should be in order.
So we became medics? Perhaps a Class namechange should be in order.
Grenadier medics could work.
Nonetheless, this is a great side effect of this patch. Super elixirs healing potential has increased almost 3×.
whats a super elixir ?
Super Elixir:
Launch an elixir orb, healing allies on impact and creating an area of continual healing.
Impact heal: 380
Pulse heal: 140
Duration: 10 s
Radius: 240
Combo Field: Light
Range: 900
It is funny the only real buff is not intended
[Skol]
So we became medics? Perhaps a Class namechange should be in order.
Grenadier medics could work.
Nonetheless, this is a great side effect of this patch. Super elixirs healing potential has increased almost 3×.
Well yea, it will surely bring more people to the “Care-Area” calls in wvw but other than that, id like to see abit more usefullness of the other stuff on the Elixir Gun + perhaps stats thrown on it from our own weapons? :/
So we became medics? Perhaps a Class namechange should be in order.
Grenadier medics could work.
Nonetheless, this is a great side effect of this patch. Super elixirs healing potential has increased almost 3×.
Well yea, it will surely bring more people to the “Care-Area” calls in wvw but other than that, id like to see abit more usefullness of the other stuff on the Elixir Gun + perhaps stats thrown on it from our own weapons? :/
Other usefullness on the elixir gun? What are you talking about? It’s one of our best utility skills.
Try running the trait Rifled Barrels then check your Tranquilizer Dart. It should now apply 3 seconds of weakness instead of 1 second. You loose 1 second of bleed, but its a great tradeoff for stacking long weakness.
Fumigate can be used to clean conditions of teammates, acid bomb to leap away from danger and now with this unintended super elixir change, elixir gun is now soo much better.
I agree on stats on kits, but for some reason ANET just doesn’t understand that problem.
Fumigate is bugged like Flamethrower and it could actually give us something of a twist on the flamthrower type. Its a to long cooldown as it is now anyway imho. The dart yea i use it. And i could be wrong here but i doupt we get any crits when using these kits either. We need to switch from the kit to the gun/rifle to get it off.
Sounds too good to be true. Better not get used to it. As a super elixir and kit refinement user, I’m going to have fun while it lasts though.
Fumigate is bugged like Flamethrower and it could actually give us something of a twist on the flamthrower type. Its a to long cooldown as it is now anyway imho. The dart yea i use it. And i could be wrong here but i doupt we get any crits when using these kits either. We need to switch from the kit to the gun/rifle to get it off.
Fumigate needs to be manually aimed to get the most out of it.
It’s cooldown is fairly solid, 9 and half seconds when traited.
We do get crits when using kits.
1. Dart: good offensive and defensive AA
2. Elixir F: very good for kiting…
3. Fumigate: AoE condition cleansing, stacking conditions does nothing
4. Acid bomb: strong Area denial, scales well with Power, excellent escape
5. Super Elixir: Strong ranged heal, condition cleansing AND a light field.
ToolBelt: 0-frame regeneration on a decently low cooldown
Trait: Super Elixir: see above
Not entirely sure what you mean by the elixir gun needing more usefulness…
“ToolBelt: 0-frame regeneration on a decently low cooldown”
0-frame means it’s always usable even when knocked down, stunned etc. Or at least I have found it usable even when all my other skills aren’t.
The elixir gun will always have a place on my toolbelt. With the trait Kit Refinement, ( http://wiki.guildwars2.com/wiki/Kit_Refinement ) just switching to the kit frees me from conditions which in itself is worthwhile. I have been thinking of specing into it more but i am too attached to using the increases to bombs and nades for aoe pve sweetness.
So we became medics? Perhaps a Class namechange should be in order.
We havent been engineers sense… well ever. We are Demolitionists.
Come to think of it. I would LOVE to see the engi split in half creating a Demolitionist class that would be the 3rd heavy armor class with explosives and short ranged shotgun skills and freeing up the engineer to being the ranged support damage dealer that so many people want.
Fumigate is bugged like Flamethrower and it could actually give us something of a twist on the flamthrower type. Its a to long cooldown as it is now anyway imho. The dart yea i use it. And i could be wrong here but i doupt we get any crits when using these kits either. We need to switch from the kit to the gun/rifle to get it off.
Crits do work on kits F/T does 5 attacks per sec so 5 seperate chances
Does this note from the Patch Notes affect Super Elixir?
•Many skills, items, and traits were applying healing to an infinite amount of targets and have now been limited to 5 targets.
Does this note from the Patch Notes affect Super Elixir?
•Many skills, items, and traits were applying healing to an infinite amount of targets and have now been limited to 5 targets.
From what I’ve seen it does but it really doesn’t make it any less useful considering the small radius it has but people are constantly moving in and out of the field as it is so it won’t make much difference.
So we became medics? Perhaps a Class namechange should be in order.
We havent been engineers sense… well ever. We are Demolitionists.
What do you think war time combat engineer do? Of coarse we are engineers.
I tested it in the mist. Looks like its healing for the impact heal amount when it is pulsing instead of the pulse heal amount. Looking at AN track record wont be fixed anytime soon lol
I tested it in the mist. Looks like its healing for the impact heal amount when it is pulsing instead of the pulse heal amount. Looking at AN track record wont be fixed anytime soon lol
Who knows it may have even been an intentional bandaid to compensate with the fact the pulse never scaled with +healing which may be a larger issue to solve. It’s nice none the less, for now.
Well it did scale before, but at a terrible rate.
A little tidbit about E gun from Chupa thread on heal power scaling.
Elixir Gun
-Super Elixir
-Base Heal(aoe)=380 ,Ratio is 1 Healing Power=0.2 Health
-Base regen(10s)(aoe)=140 per tick ,Ratio is 1 healing power=0.1 Health
Healing Mist
-Base regen(10s)(aoe)=1300 health ,Ratio is 1 Healing power=1.25 Health
Where those confirmed or was he just basing those off the tooltip changes? I know a lot of abilities reflected the +healing in the tooltip but during activation it was still baseline. I’m pretty sure the turret is still borked in that regard too.
No problem I don’t offend easy. Regenaration work in a way that it stacks duration so if you get regen from multiple sources it will stack duration. Then the regen is applied in order of the strongest to weakest. So first ticks the strongest regen for it’s whole duration then the weaker one, and if the stronger is refreshed it starts ticking again first. So there should be no problem with having smaller regen.
I have tested this extensivley in the mists and pve using 0,100,1000 healing power as reference to get the ratios. And for the regen my friend helped me him having higher regen and me lower and it worked like i wrote in here.
But you don’t have to trust me just go to The Mists were you can respec for free while in there and check your tooltip of healing turret with and without healing power and see if it changes. Also I know how you feel since i did this test because the info from forums felt wrong and now I know it was(mostly).
Apparently he has. I should test it out. As I’m probably gonna end up some sort of Support Engi.
(edited by NickDollahZ.5348)
Apparently he has. I should test it out. As I’m probably gonna end up some sort of Support Engi.
I would tooltips are deceptive. Seems that the turret still has issues though. I’m not sure if it was mentioned in that thread but the turret periodically applies a water field when it applies it’s aoe regeneration it only lasts for about 0.5s but if you detonate that turret during this time you get “Area Healing” water field combo heals others pretty well even with no +healing.
Yeah that was mentioned. Its quite a good thread that got buried.
I use that combination alot. Due to lack of stat combinations that Im looking for. Im leaning toward not even getting any heal power and just using the base values for what I have to do.
Its a good thing you brought this info to the forums so that one of the few boosts we got this patch will be quickly removed.