question: overcharge healing turret
Overcharging provides about half the healing Healing Turret has to offer. If you’re not overcharging your healing turret right after putting it down, you’re seriously missing out. After you overcharge, you should either pick it up to reduce the turret’s cooldown to 15s, or detonate it for the extra ~1k heal from blasting its water field.
Overcharging should theoretically give precisely half the total personal, non-Regeneration healing of the Healing Turret. If actually doesn’t quite do this, due to a bug in the Overcharge making it not scale at all to Healing Power.
But, to answer the question: You get more healing if you use Overcharge.
Overcharge scales perfectly with HP afaik. Never heared about a bug. Can you explain this further?
OT: Put down the HT heals you for 2500~, activate it heals everyone for 2500~ destroying it right after activating it heals everyone around YOU for 1300~.
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To notice the missing overcharge scaling you need to have increased healing of course (base is 0). From the numbers you gave it seems like you have none in your build (2520 is the base heal @ lvl 80).
It is quite easy to test it, get some cleric gear (in PvP if you don’t want to spend gold), put 6 points into inventions, then get a npc to hit you.
Now compare the green numbers when placing and overcharging your turret, the difference will be half your heal stat. For the overcharge only the tooltip scales with healing.
That’s one of the reasons why you should never leave your HT out, always pick it up or detonate it right after placing & overcharging.
Bill Kilgore – [BIER] –