healing traits and healing turret

healing traits and healing turret

in Engineer

Posted by: funghetto.1584

funghetto.1584

hello.

i found out recently that healing turret isnt working properly if traited with “inventions” core (amr-mechalegs-bunker down).

in a celestial build – with 520 healing power (boosted up to 770 from minor trait regen up gain 250 healing power) works like this:

no regen on:
around 2780 healing turret (gain regen – healing power 770)
around 2520 Cleansing Burst

where is the stack of healing power?

similar situation:
regen on: (healing power 770)

around 2850 healing turret
around 2520 Cleansing Burst

water field stacks up with healing power- so goes from around 1300 to around 1450

similar stuff is with AMR:

sometimes it recharge healing turret and cleansing burst – sometimes you have only healing turret

whats the point then of having this nice trait if it doesnt work?

“There’s no such thing as balance, fairness or honor.”
a Fissure Of Woe player that has no home.

healing traits and healing turret

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

We need a good solid thread on healer ability of engineer. I’m looking for all the people who play to participate in this. Hoping we can have a really good turnout so we can fix ALL of the healing problems and not just one or two here and there. I hope to put more input on healing whereas at the moment I just set up a character for the maximum healing points possible just so I can rightfully dispute the problem with healing engineer.

healing traits and healing turret

in Engineer

Posted by: coglin.1867

coglin.1867

I was actually going to make a thread today asking if anyone had taken all of the healing traits, just to see how they actually effected the output with all the possible traits taken in one build. I have yet to test it myself, so I was rather curious.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

healing traits and healing turret

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

I am working on that at the moment. I am even going to the point of creating all ascended Cleric’s armor just to see if I can break even with 2k attack power. So far I am not impressed at the amount of reward a person gets for going full healer mode. There is not enough heals in the healer mode at the moment to keep it going for long period of time. That and with that dip in power, which they replaced with “Medical Dispersion Field” which does nothing in comparison to some good ol “elixir infused bombs”. That was the healdps for a good while.

healing traits and healing turret

in Engineer

Posted by: Chorazin.4107

Chorazin.4107

I was actually going to make a thread today asking if anyone had taken all of the healing traits, just to see how they actually effected the output with all the possible traits taken in one build. I have yet to test it myself, so I was rather curious.

I took them with monk runes and delicious rice balls, the Soothing Detonation(SD) is ok at best, Medical Dispersion Field(MDF) isnt even worthy of being a minor trait.

I crunched some numbers on SD, 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 healing = 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).

For me however 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?

Maybe the radius is a decision based on it’s usefulness/OPness in sPvP? But in the open world of chaotic large scale combat that is WvW where people are a little more spread out it is useless.

On top of this it should add something like 2seconds of regen/vigor per engineer blast, or clear 1 condi per blast for the group. You are giving up valuable blast abilities that you could be using later in the fight. That magnetic shield reflection, those rocket boots to break a long immob, so it really has to mean something.

Chorazin
[lion]~ riperonis
[tRex]

healing traits and healing turret

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

On top of rocket boots for immob breaker, if you are a crit damage kind of person, I like using those utility goggles. They not only give you fury and break stun, but also prevent blindness for a few seconds and unstealth those pesky thieves and mesmers so you can kill them faster. Its 6 seconds of time you get to lay into them with all the fury you can before they go invis again.

Besides this, I am have decided to try to go the extra mile. I have all ascended accessories in clerics, but not all ascended clerics armor. I am using exotic at the moment.

It costs approximately $390 gold in order to get this full set of ascended armor with heal upgrades. It is expensive, but I dare to aim for it. I just hope I don’t spend this gold to find out they are not bringing back healing bombs or giving us back our 10% healing power to attack power conversion. It is the ultimate test to see if I will be interested in playing engi for the long run. That weak 12% healing to allies is not worth it compared to getting attack power from heal points.

(edited by paladinecho.3024)