Which healing skill to use?
People use Elixir H with the +20% duration and -20% recharge traits, making it a very capable heal. With Cleaning formula 409 it also removes a condition when you chug/throw it. All in all it’s a fantastic heal.
I personally use medkit, and i love it. With speedy kits you get infinite swiftness just by equipping it constantly. Also with Inertial Converter (15 pt Tool trait line) your self heal recharges at 25% hp, which is an kitten saver. Also medkits heal for quite a bit and in organized groups, teammates love them :>
Healing turret is great; it’s a reliable heal whenever you need it, if a bit standard and boring.
All in all i’d say try all of them and see what you like most; they’re all really good. :>
Strange, my Healing Turret has the highest heal value of all healing skills and grants regeneration on top of it.
Elixir has longer CD and random boons are frustrating. If there was a trait that made elixirs give all their boons together it would be nice I guess.
Medkit is great for perma-swftness travel. But my medkits heal is so little it’s not worth it. Strange how you say it is more than HT.
Medkit is great for perma-swftness travel. But my medkits heal is so little it’s not worth it. Strange how you say it is more than HT.
I probably should have expressed myself a bit clearer. I’m talking about the F1. For me (lvl 65, 200 +heal from traits) it heals 3489, which is the exact same amount as the heal you get from deploying the turret. The way I use the turret is that I place it an nearly immediately blow it up so it comboes on itself for an additional AoE heal.
So it is mainly
turret regeneration (1053 over 8 secs, stacks to 16 secs immediately after placing the turret) + 900to1000ish heal from combo
VS
3×774 from medpacks
However, when grouped with other people, you often have a guardian or whatever who is keeping up regeneration anyways, so the regeneration from the turret is easily wasted.
Lots of theorycrafting, though ;/
Elixer H all the way. Smallest CD, can’t break, the turret can, and it gives healing at the push of the button. Together with low cd trait and extra condition removal it makes an extra good healing skill!
I’m a medkit man myself : very versatile, no random effects whatsoever, switness & vigor on demand with speedy kits & invigorating speed traits, recharge at 25% health with 15 points in tools.
Last thing to consider : switching to the medkit counts as “healing skill use” as far as armor runes effects are concerned (superior runes of the fighter, centaur, dwayna, flock, water, balthazar, adventurer …)
I use medkit, the Tool belt skill is a nice heal, and the med kit it self comes with nice options.
I would like to point out that the healing turret’s regeneration doesn’t scale with your healing stat despite what its tool tip might read. at lvl 80 it will heal 130 a tick, which is what other regeneration skill heal for when you have 0 healing. There is also a bug with it that will cause it to heal only 5 once the healing turret is destroyed.
So if you build up say 20 seconds of healing turret regen, then it dies you have to wait for 20 seconds before you can be healed by other regeneration effects that would heal you more.
Several people do like to place the healing turret for the initial heal, then immediately destroy it to take advantage of the very brief water combo field that causes an area healing effect. Gives a nice heal and has a short cooldown. I hope one day the healing turret will be “fixed” so its better to use it as a turret than as a burst heal.
Several people do like to place the healing turret for the initial heal, then immediately destroy it to take advantage of the very brief water combo field that causes an area healing effect. Gives a nice heal and has a short cooldown.
Well yeah. That’s the proper way of using HT giving the most HPS. Dropping it just to give continious regen is wastefull and should only be used to draw mob aggro.
Also if you pick up HT it will have only 14 sec CD.
Though my guild mates seem to think the healing turret is best for dungeons, I believe they are mistaken. They tend to like the constant regen. The problem is, once I set down the turret, I don’t have another big heal for myself until 15 seconds after I pick the turret back up. Leaving the turret down and having that long cooldown on the heal is just not going to work, so I end up having to pick my turret back up immediately after placing it (or perhaps after overcharging it and waiting for the cleansing pulse). That’s the only viable way to use it in dungeons.
If I’m not using the turret, I’ll use the med kit. Having a few 1000 HP heals on the run has saved my bacon countless times. The easily accessible cleanse has also helped. I haven’t yet used it to help out allies, mostly because the packs are hard to see and my guild mates probably don’t even know what they are.
Doing what I can for DB during EU primetime
(edited by Eviator.9746)
Oh healing turret, I would like to see the initial healing and regeneration buff remove and replaced with a rapid healing pulse. at lvl 80 being healed 130 every second is way way WAY too minor. that needs pumped up to something more like 600 every half second, or so, maybe less. Its hard to tell without actually being able to use it in combat if thats too much or too little.
The overdrive can remove conditions and apply regeneration.
The healing turret should not be used for burst healing. The engi already has 2 other healing skills for that.
To be honest OP, we do not have a bad heal skill at all. We have some of the best if you ask me. The skill I use depends on the build or set up I run.
I run med kit with runes of the centaur.
It’s incredibaly useful in wvw for getting yourself and 1-4 others around. I also like to run as the repair/supply man so just stick to somebody else doing the same job and thing will go much faster.
I like the healing turret with the trait that causes turrets to explode and knockback, since they get this effect even when you self detonate.
I use my healing turret as a heal, blast finisher and knockback attack.
H was good for awhile but randomness gets kinda lame.
I like the medkit but I usually run with a weapon kit, most times 2, so having another set of skills to cycle through got to hectic for me. But when I wanna run with elixirs or gadgets I use medkit.
Elixir H is good if you’re an elixir build cause it suddenly gains a great deal of utility.
Med kit is the most utility built into a heal but for a full heal you’re not attacking. If you’re spending points in toolbelt recharge bandage is a rather quick heal.
Healing turret its the best spam heal and brings some group aid.