What determines healing turret lag?
It might have something to do with the healing turret’s fire rate of 3 seconds; if you place the turret, and activate the overcharge after the first ‘shot,’ it will wait until the next firing cycle.
yeah, overcharge happens on the next time healing turret fires, which is ~.5 sec after placement then every 3 secs after that.
if you lag spike a lot and your ping commonly shoots up to 300+, i dont recommend using healing turret because it will not be a dependable heal for you… but then again, playing with a ping that high is pretty miserable regardless of your build choices. especially for engi where you can kit swap as much as your ping allows.
head here to discuss wvw without fear of infractions
So if I overcharge it before the first shot, then it’s instant? That’s really good to know. Wish it was on the tooltip somehow.
You’ll notice it does this spinny thing where it winds up, spinning faster, and then slows back down – this is what applies regen to all allies in the area. The overcharge does exactly the same, but it adds a water field and a healing effect.
But yeah – overcharge before the first shot, and it’ll be pretty much instant. This is what i use the majority of the time – i plonk it down, instantly overcharge, and blow it up for blast finisher the moment the water field comes down. This way, i can use it to get a big heal on myself even while im running forward with swiftness.
Small tip – you might know this already, but the f1 also has a water field, albeit a very brief one. Timed right, you can put a blast finisher into it (like your shield 4) for an extra heal.
Heyhey, Ziggy here!
As the others already mentioned before, the healing turret does not lag, nor is it a bug. EVERY turret has an attack rotation, so does the healing turret. All their overcharges will be affecting the next rotation. Make sure to activate the healing turret before the rotation starts, better spam the key.
Greez!
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
This is what i use the majority of the time – i plonk it down, instantly overcharge, and blow it up for blast finisher the moment the water field comes down. This way, i can use it to get a big heal on myself even while im running forward with swiftness.
If you don’t blow it up, but use a different blast finisher for the area heal, and then pick it up, your cool down is 5 sec faster vs. blowing it up I believe….
There are 3 uses of the healing turret + charge:
- Put it down and overcharge, get condicleanse and great self heal, pick it up immediately again so your CD will be 15 sec. Great personal heal, if not the best ingame (heal over time).
- Put it down, overcharge, blow it up, so you will heal 1300 additional heal for burst heal if you really need it or if you want to heal your team further. Note that you heal only yourself if you put the turret down and that you heal everyone with the overcharge AND blast finisher via toolbelt detonate.
- Put it down and overcharge it, after it use it for another combo field, for example fire or smoke. Note that the blast finisher of the healing turret is where you are and not where the turret is (!!! unlike the damage !!!). So you can easy use the overcharge for a heal, walk a mile and use the finisher 5000 range away for anything else. You may safe some time with this, like in combat.
Greez – Ziggy
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”