Want Healing Bombs back!

Want Healing Bombs back!

in Engineer

Posted by: The V.8759

The V.8759

I’d rather have the heal bombs back, they gave engi a cool new role to be able to play in some settings in game, I found it really fun to incorporate into different builds that weren’t meta just to throw people off. And it wasn’t passive healing, you had to activate a skill which would then heal you, passive heals is what warrior’s regen signet gives which is healing without using a skill.

Okay it is not totally passive, but I do not call it very actively since there is no certain playstyle to it. Wether you play bombs with or without EIB, it still plays the same. Therefore I am a fan of Soothing Detonation buff. It is way more active and can be made potentially very strong! Can you imagine if they remove the CD from Evasive Powder Keg how that synergy would be?:D

One of the Firstborn Channel of Fvux

Want Healing Bombs back!

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Posted by: Chorazin.4107

Chorazin.4107

Soothing Detonation i think was probably meant to replace Elixir Infused Bombs, but it has some major issues. Not the least of which is you are using blast finishers that you may want to hold in reserve like say rocket boots to break an immobilise or magnetic shield to reflect projectiles.

It is okish, thats about as far as id go with a valuation, but for me it is crippled by it’s range which is far too small. Why wouldnt this be the same as the healing turret at 480 or a blast at 360? Makes no sense to me that you would have this on 240 radius rather than 360 which is what the blast area is if it’s meant to you know, enhance our blasts?

But a mild dip into healing power, say 300, means ur detonation will be 400 with no ICD. So throwing down a water field and blasting it twice will throw out on top of your 2 blasts for 2760(@300 healing power) another 800hps so a total of 3560 burst healing for your group. which is okish, throw some monk runes in there and delicious rice balls for 20% outgoing healing means you now have 4272 burst for those 2 blasts which is tidy.

If the water field was generated by say a healing turret, the healing increases further, throwing down the turret at 300 healing power nets you 2670 burst(add 20% for the outgoing 3204) now add on the 2 blasts plus soothing detonation for a total of 7476. This is all calculated without taking into account the +250 healing power from Energy Amplifier for using a healing skill(healing turret).

Chorazin
[lion]~ riperonis
[tRex]

Want Healing Bombs back!

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Posted by: Xyonon.3987

Xyonon.3987

with maxed out healing power i heal about 1000 with soothing detonation – the radius is too small i agree and it’s a very nice trait, but it’s so much weaker than elixier infused bombs were … 3 bombs made up that one blast finisher and that’s just silly now but well we also have the “i poop med kits” trait wich is pretty nice imo.

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Want Healing Bombs back!

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Posted by: vincecontix.1264

vincecontix.1264

It was always a kind of a waste to run into healing power. Since healing power scales horribly you might aswell just of ran a celestial set instead and have heals and dmg at the same time.

The main benefit of healing bombs was it allowed engi to attack and heal at the same time, honestly that was really good. Also combined with the fact the damage output was lower b4 patch and engi could take back pac regen, elixir s, HB, evasive powder keg(also proc HB) with and energy sig(more EPK=more HB) made an engi with really good sustain. IP used to be better and would be easily proc when you healing being defensive and attack at the same time. Sigh I miss the good old days

https://www.youtube.com/watch?v=khFMcw2guIs
https://www.youtube.com/watch?v=OBhfkJ1J3MY

Shikamaru X Thief, Warrior, Mesmer, Engi(FT leader)
Highest ranked reached 28 soloq
Isle of Janthir

Want Healing Bombs back!

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Posted by: Chorazin.4107

Chorazin.4107

The way the trait was structured i dont think you could add too much more healing power to it before it becomes OP. You are already bursting 7476 from healing turret + 1 other blast if you are running 20% outgoing healing.

They need to look at other things to make the trait better, maybe cleanses a condition for each blast on top of the current healing. So throwing down the healing turret with 2 blasts is also 4 condis(2 from the turret itself and 2 from 2 blasts of soothing detonation). Or maybe it should grant regen and resistance for 2 seconds for each blast, or vigor and protection, there are a lot of ideas you could put forward that dont necessarily have to be just an increase in healing to boost the performance of this trait.

Anet has to realise you are giving up valuable blasts to trigger this ability so it really has to mean something. With the elixir infused bombs(EIB) you had no such conundrum, drop the bombs and keep kiting to where they/you were needed.

And the range at minimum should be that of a blast finisher, or the same as the healing turret. Not 240.

MDF should just be plain removed or replaced. Im not even convinced it’s worthy of being a minor trait let alone a top tier one.

Chorazin
[lion]~ riperonis
[tRex]

Want Healing Bombs back!

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Posted by: NiBlack.3149

NiBlack.3149

MDF is in my opinion weaker than ele water minor trait. It work similarly to outgoing healing effectiveness, but with ICD, and that is messed by any spontaneous small healings.

And about “Passive healing” elementalist have his water blast → deal less dmg, but heal more than EIB, and guardian have healing on symbols (and with mace they can have simply 100% up regen + symbol healing + healing from last hit in aa chain).