Want Healing Bombs back!
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).
[lion]~ riperonis
[tRex]
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.
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
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
Highest ranked reached 28 soloq
Isle of Janthir
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.
[lion]~ riperonis
[tRex]
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).