The Medkit
Huh? Medkit is far from useless. In fact it is my favorite heal for my engineer.
It can heal a lot over time if you count in all those small heals as well. It is also great at triggering on heal effects from runes. Just equipping medkit does the job for you.
Here are some minor nitpicks:
- it could scale better with healing power (currently it seems the main heal, aka the toolbelt skill, is 0.5*healing power), but I could say the same about most other healing skills of this game
- drop antidote says it removes conditions, yet it removes only one condition and doesn’t seem to remove torment. It is really quirky. If you get immobilized, you won’t get any help from it, thus making it one of the worst condition removal skills in the game
We really don’t need exploding bandages, but developers could look above.
The medkit only works if the team takes note of where you drop or throw the bandages, having them explode when they hit the floor means they don’t even need to worry about that, in turn allowing them to focus more on what they need to focus on, killing things.
Also I said nearly useless, but make a poll and see what most of the engineering community uses in team play.
I couldn’t disagree more.
I currently run a build with 25 Tools, lowering Bandage Self to a 15 second cooldown. That means every 60 seconds I can replenish 20,000 health from this skill alone, excluding any procs of Inertial Converter. That, along with Drop Bandages on 12 second cooldowns, means the kit can return upwards to 35,000 health every minute.
Compare that to the Healing Turret, which provides—at most—roughly 22,000 to 25,000 health per minute. It’s true that the Healing Turret compensates the lessened heal with better condition removal, but I very rarely find myself needing the additional cleanses. Super Elixir and Drop Antidote are usually enough.
Try to preemptively drop bandages and antidotes when there’s lulls in combat or delays between boss phases. You can keep up to 9 bandages on the ground at any given time, and that can sometimes put a significant edge on the Med Kit over the Healing Turret. Your explosive bandages idea is nice, but I think this is something that needs to remain as-is.
I still use the Healing Turret against certain bosses I know will give the group condition issues, and I like its synergy with Rocket Boots in sPvP. But there are some pretty considerable strengths to the Med Kit as well, never mind its ability to stack over 2 minutes of Fury with the assistance of Altruism runes through Drop Stimulant. If the group can survive without the Water fields and condition removal, I always prioritize the Med Kit over anything else.
(edited by Phineas Poe.3018)
Medkit is fine imo but idea of exploding healing bandages sounds interesting:-)
Tekkit’s Workshop
LOL med kit useless, now how do I know the OP doesn’t play engineer
just because someone doesn’t know how to use it, doesn’t make it bad! the blunt truth
(edited by google.3709)
well the strength of the medkit is really the tool belt heal.
With full tools you drop the recharge to 15.5s so that’s a 5k heal every 16s. You also have it refresh when you hit 25%, and gain endurance from it’s use.
With kit refinement you get a 2 sec projectile reflect, with speedy kits swiftness which you can add to the 5 skill to stack swiftness, so it is really good as an escape tool.
The condition removal is okay.
I actually really like the bandages because you can pre load them before a fight, basically drop all 3 in when you see something coming in, and you get a free 3k heal.
The recent changes to the trait for medkit are nice, but I am not really big on the throwing aspect. The bigger heals is great through, since it effects the supply crate health packs as well.
Since I tend to play close melee medkit is really important for me when I fight ranged projectile builds, since I can rotate from medkit to tool kit or tool kit to med kit to get 5s of block and projectile reflect with heals as I move in. It’s a great counter to SB ranger / LB rangers, rifle warriors, or PP thief / engi. Any projectile heavy build really.
If you get immobilized, you won’t get any help from it
This is the only real flaw I can see with the kit. Otherwise, it can be a very good healing skills, especially since the primary heal on the toolbelt can have its cooldown reduced. You cannot use the kit skills on yourself when you’re immobilized, so it’s ineffective at curing any conditions while immobilized (meaning you essentially have a condition removal skill that removes any condition except immobilize and apparently torment), and you also can’t heal yourself in that situation. It also means you will have to run in a circle if you want to pick up your kits without wanting to really change your position, but I think that part of it is a necessary evil.
The idea behind the kit is that you predeploy the kits, and can thus provide healing to allies, or run over them during a fight for a sort of spike heal (while you’re dropping more kits). In fact, if you manage to stack up 9 medkits (most you can get before they start despawning), that will effectively provide a 10k+ heal without a cast time, although it’s generally not practical to set up outside of PvE or maybe sPvP bunkering.
However, most people will use the kit deployables as self heals. There are some times prior to fights that I will use the kit to drop packs around for people or myself to pick up, but mid-fight they will be used as a self heal. In such a situation, it’s really inconvenient that I am required to move in order to use the kit properly, because I may be immobilized or simply don’t want to move around in that instance. I can’t really think of what could be done as an alternative, but it’s a bit of a lame situation to be in when you can’t use your own antidote.
There’s also the packaged stimulants trait, which can complicate this even more. Making the skills all ground targeted makes them extremely unwieldy, moreso than it does for grenades. It is a real pain to try and heal yourself with them when you have to drop them via ground targeting. Since the kit skills are largely used as self heals, there’s generally no point in tossing them far away since you want the healing immediately, so this trait is still just bad even after the buffs. The only situation it would really be a useful trait is in a bunkering scenario, but that’s just because it makes the kits more powerful, not because it lets you toss them around.
If the ground targeting was removed from packaged stimulants, this trait would see much more use, and so would the medkit by proxy. But the ground targeting is essentially makes the skills worse, so the boost to the skills are only to compensate for this self-imposed nerf.
Medkit is fine. Maybe extend the duration of medpacks before they expire, but I see nothing wrong with currently being able to heal allies for 8k HP whenever they need it.
The med kit functions much better than the healing turret with the trait Automated Medical response. It is personally my favorite kit for bunking because it has no positioning demands and heals for 3k+ every 12 seconds and 5k+ every 20s (compare it to the ranger’s Heal as One.)
Med Kit isn’t the problem as I use it in many builds one of which procs 4 boons (swiftness, vigor, might, random), removes a condition (Bowl of Saffron-Scented Poultry Soup), and grants a 2 second reflect just for equipping it.
But sure OP, your absolutely right, it’s totally trash and needs to be buffed, because I’m clearly being nerfed by not being able to detonate my med packs, antidote, and stimulant for AoE heals, condition removal, boons, and damage.