Will Med Kit get a buff in HoT?
If they wanted to buff medkit to a useable level they would have buffed it right away. There is no point in waiting.
I feel like it should just get a skill rehaul. Something that adds more then just more power heals if you know what a mean. Like a Utility healing kit.
Skill #1 : Med Blast- Increase range and radius of cone, clear a condition on the third pulse. Ofc, more healing power as well.
Skill #2: Pain Killer – A horizontal blast (Gaurdian staff 1). Grants protections and retal.
Skill #3: Place Holder
Skill #4 Place Holder
Skill #5: Cleasing Rain – A raining field that clears condis at a pulse or offers Resistance. (A shorter radius of Ele’s Healing rain)
(edited by iKeostuKen.2738)
It literally just got a skill re-haul.
There is an upcoming trait from Scrapper that will make it Interesting.
Recovery Matrix: Using your heal skill will temporarily reduce damage you receive. (This grants protection for 5s).
IT HAS NO LISTED INTERNAL CD.
Med-Kit + Recovery Matrix = 100% Protection up-time.
May it be noted that you miss out on the other traits in this tier: Stability for your function Gyro and Super-speed on Blast/Leap on Lightning Fields.
It literally just got a skill re-haul.
There is an upcoming trait from Scrapper that will make it Interesting.
Recovery Matrix: Using your heal skill will temporarily reduce damage you receive. (This grants protection for 5s).
IT HAS NO LISTED INTERNAL CD.
Med-Kit + Recovery Matrix = 100% Protection up-time.
May it be noted that you miss out on the other traits in this tier: Stability for your function Gyro and Super-speed on Blast/Leap on Lightning Fields.
Recovery Matrix is superior to the other two traits imo. It will be balanced with the sledgehammer pretty soon. ICD + highly reduced duration I assume. Cause that’s what happens to Engineer’s shinies.
Recovery matrix will probably only work for your F1 skill and not equipping your kit.
Regardless of what the tooltip says at this point in development, I think it’s pretty safe to say it will have an ICD.
Jade Quarry
It literally just got a skill re-haul.
There is an upcoming trait from Scrapper that will make it Interesting.
Recovery Matrix: Using your heal skill will temporarily reduce damage you receive. (This grants protection for 5s).
IT HAS NO LISTED INTERNAL CD.
Med-Kit + Recovery Matrix = 100% Protection up-time.
May it be noted that you miss out on the other traits in this tier: Stability for your function Gyro and Super-speed on Blast/Leap on Lightning Fields.
In the Core Specialization patch when Med Kit went from under-tuned to unusable (PJSalt), the skill that is considered the ‘healing skill’ for ‘on heal’ procs was shifted from the Kit to the F1.
So all on-heal effects are gated by their ICDS and the CD of Med Kit’s F1, which was one thing the Med Kit had going for it – being able to use on heal effects on cooldown. RIP.
I think not having an ICD on the protection from Recovery Matrix would be nice. Cause it’s no longer abusable by Engi, but might result in a double shot of protection if used with Automated Medical Response from Inventions.
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(edited by Chaith.8256)
Also: Hilarious interaction. Because Bandage Self is now a heal skill, it doesn’t receive the CDR from the tools trait line
Pre-rework you could bring it down to a 14-15 second cooldown, making it slightly faster than the HTs and Elixir H’s 20, but now it sits at 17 with no way to reduce it any further.
Bravo, anet.
Also: Hilarious interaction. Because Bandage Self is now a heal skill, it doesn’t receive the CDR from the tools trait line
Pre-rework you could bring it down to a 14-15 second cooldown, making it slightly faster than the HTs and Elixir H’s 20, but now it sits at 17 with no way to reduce it any further.
Bravo, anet.
It’s supposed to be a 14.75s CD with Tools, it’s currently bugged. Yeah just making Med Kit more of a joke.
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I have spent around 2500 hours with medkit and used a lot of combat log to analyze the effectiveness of it and many other skills.
In my opinion medkit got worse in Jun 23 patch. Medkit #1 heals way too little and since it doesn’t heal the engineer at all, it always a better option just to use other skills, like attack the enemies, than waste a lot of time doing tiny heal and nothing else. Either the healing needs to be increased dramatically (making it potentially too powerful with high healing power) or should affect the engineer as well (and heal at least 200 hp/s with 0 healing power).
Throwing the vials is clunky and even after 200 h of usage it is still easy to miss the vials in the heat of the battle. Sometimes you run over the vial and it still doesn’t activate. This is highly aggravating and has happened to me hundreds of times and caused numerous deaths. It seems there is like a tiny delay before the vial activates. All these delays MUST be removed.
The group support idea: throwing the vials for your buddies simply doesn’t work, especially in unranked spvp, where most team mates wouldn’t even understand that the tiny vial is the one which might cleanse your condi.
There are few ways to solve this:
1) Medkit #2-#5 should work like medkit skills before. dropping the vial at your feet, cast time 1/4 s (preferred choice, but would make it completely solo usage)
2) Medkit #2-#5 work like now, but reduced cast time 1/4 and no after cast (least preferred)
3) Medkit #1-#5 all work at 360 radius around the engineer, affecting up to 4 allies + engineer, 1/4 s cast. This would make it much better for group support (preferred choice, would also give a reason for people to choose for WvWvW zerging etc. instead of healing turret)
Alternative solution:
Revert all the old medkit behavior, but make medkit “drop antidote” also give 4 s resistance (boon). This choice requires least of amount of programming as the code is already there.
Arenanet might also think about lowering the activation time of medkit toolbelt skill “bandage self”, as it gets interrupted all the time (one major reason to choose healing turret is the much faster activation time, plus the utility, plus condi removal, plus waterfield).
Arenanet should also decide whether stowing medkit counts as a heal or not. Now it counts as a heal on WvWvW and pve, triggering runes like Lyssa, Altruism etc. which give great synergy and makes it a unique among all heals in the game, but it stopped working on Jun 23 in spvp. This is really weird as there was never complaints of medkit being too strong in spvp.
For some reason many traits think that the F1 medkit skill is not a regular toolbelt skill (Mechanized Deployment won’t work it), but a healing skill Automated Medical Response works with it)!
(edited by Deniara Devious.3948)
A simple increase of healing outsourcing from Med Kit 1 could make this far more interesting to use.
A simple increase of healing outsourcing from Med Kit 1 could make this far more interesting to use.
Slight increases like 30% more heal to allies using medkit #1 won’t make it still even remotely viable, as in it’s current form it doesn’t heal the engineer. The healing is simply too little to counter any sort of decent pressure. Guardian’s Virtue of Resolve + Absolute Resolution + Battle Presence is tons better, because it allows the guardian to use other skills, attack etc. at same time. Thus being twice more productive at same time. Battle Presence has 600 radius in a 360 degree angle. Even Superior Sigil of Water is in general more usable than medkit #1 and it allows attacking at same time.
The problem is they cannot make medkit #1 heal too much, especially with healing power, as it could cause some problems as well e.g. two medkit engis could then tank too much. I see that the only viable option to make medkit #1 affect the engineer as well or do some minor damage, like elementalist water staff #1, water blast, does. I would argue that ele water staff #1 is much better than medkit #1 in most cases and nobody has claimed it would be too powerful.
For comparison Water Blast does:
Damage Damage: 112 (0.30)?
Healing Healing: 372 (0.25)? (heals near by allies and self)
Number of Targets: 5
Radius: 180
Range: 1,200
Either of the above, turning medkit #1 into decent self-heal or making it like ele water staff #1, could then at least see some niche uses.
It absolutely needs a buff. My thoughts:
1 – same heal, buff the numbers or range.
2 – castable water field
3 – PBAE condi clear
4 – PBAE stability
5 – PBAE stun break and 1s prevention