weird traits from a healer's view

weird traits from a healer's view

in Engineer

Posted by: tigirius.9014

tigirius.9014

So been toying around with the trait Kit Refinement as a healer and I find it really weird that the kit spell effect for the med kit is a small explosion. Really strange imo does anyone know why that is? It hardly does any damage and I can’t imagine it’s usefullness as it is now. Wouldn’t it make more sense if it put out an aoe field that was similar to fumigate that removed conditions from allies and put conditions on enemies inside the field? or put boons on allies and caused conds to enemies? That would probably make more sense imo….. a little confused about it. If it’s supposed to be enhanced by Elixir Infused Bombs I can’t imagine that being a very big heal at all even when spamming it as evidence by the grenades healing there’s not much healing there. (altho this is before they scale kits with gear stats so it might end up being a good thing.)

Also, Would love to see a slightly larger AOE field of packaged stimulants. You see it’s weird that they have such a long cooldown when in a situation where you have to throw some out to help out a buddy in the field. Why are they so tiny? Why aren’t we throwing like two bandages or three in an area with this trait equipped?

It would help if they had like a larger zone to fill or more of them sortof dispersed like the poison grenades disperse. I’d love for the elixir we use to cure conditions to break on impact with this trait so that it creates a condition removal zone instead of just affecting one person who picked it up and drank it while running by. It would be great if the stimulant did that as well with this trait equipped (not for the engineer persay but for the other members of the team and npc’s to temporarily move faster).

Just some thoughts on making the trait a more viable choice to make healing easier when these traits are selected.

Edit: Let me emphasize that I play only PVE.

Just thought of something, could we change the trait Juggernaut to include the Elixir Gun? It would be nice to offset the dps loss with a little more survivability so that we can handle the longer fights we have to deal with with the dps loss. EG doesn’t really do much damage right now even with the cond builds and with the cond armor/weapons. OR put that toughness bonus somewhere else that a healer might put it. Right now having 30pt in firearms doesn’t help us keep the essentials we need for adequate healing and survival mix.

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

weird traits from a healer's view

in Engineer

Posted by: Coltz.5617

Coltz.5617

I agree, med kits refinement skill – small explosion – is just as amazingly useful as necromancers jagged horrors.

However i disagree with everything else, med kits are fine the way they are, you just need more practice aiming. The skill req to be efficient healer is fun I think.

The juggernaut skill won;t work with elixer gun the feel should be completely different if they both have the same skill elixer won;t feel that agile and versatile anymore. Since people could just take / tank the dmg.

- I infract cause I’m passionate about the game-
“ALL IS VAIN”
https://forum-en.gw2archive.eu/forum/pvp/pvp/gf-left-me-coz-of-ladderboar/page/6#post3486969

(edited by Coltz.5617)

weird traits from a healer's view

in Engineer

Posted by: KirinDave.6451

KirinDave.6451

I agree, med kits refinement skill – small explosion – is just as amazingly useful as necromancers jagged horrors.

At least jagged horrors sometimes confuse opponent targetting.

weird traits from a healer's view

in Engineer

Posted by: NickDollahZ.5348

NickDollahZ.5348

Let’s not get too carried away here. I think the Medkit is best used before a fight. So you can set up the potions. You can set up 9 bandages before they start disappearing. I find using them like that makes them way more effective. Although I agree with the Radius of thrown elixir is very small. Doesnt help that most players dont know what the various potions do. So they will likely not even walk over them. Tossing them at people becomes very hard to do with the small radius.

Also I believe the kit refinement skill for medkit is out of place. Dont think E-gun needs to work with Juggernaut though. It is a support kit. Not really something you should get stacking might from but the extra toughness could help. Although the kit itself has very good range with the trait. So it shouldnt need that extra toughness where flamethrower u have to be in melee range. E-gun does very good damage with a power/precision/crit damage build. Especially since its a support weapon actually beats some kits in terms of damage namely Flamethrower but that is because it has its own problems with scaling and such.

weird traits from a healer's view

in Engineer

Posted by: Coltz.5617

Coltz.5617

I agree, med kits refinement skill – small explosion – is just as amazingly useful as necromancers jagged horrors.

At least jagged horrors sometimes confuse opponent targetting.

Oh, I didn’t know targets could get confused by it. I guess kit explosions are so completely useless it has its own standing.

- I infract cause I’m passionate about the game-
“ALL IS VAIN”
https://forum-en.gw2archive.eu/forum/pvp/pvp/gf-left-me-coz-of-ladderboar/page/6#post3486969

weird traits from a healer's view

in Engineer

Posted by: Halcyon.7352

Halcyon.7352

I agree, med kits refinement skill – small explosion – is just as amazingly useful as necromancers jagged horrors.

At least jagged horrors sometimes confuse opponent targetting.

Oh, I didn’t know targets could get confused by it. I guess kit explosions are so completely useless it has its own standing.

Jagged Horrors are way more useful than they get credit for. I can’t count the amount of times I’ve had them hold off even several mobs, buying me time to perform tasks for events (interact with objects, pick up allies etc). Just by drawing aggro for a few seconds is more than minion-less classes get.

The biggest issue with them at the moment is shared with all Necro minions – They have a mind of their own and tend to attack targets on a whim, sometimes even going out of their way to pull several mobs. Or, they just sit there and do nothing.

As for Kit Refinement’s Medkit ability… It honestly does just seem like Anet was lazy and recycled. But I guess it’s better than nothing at all… or something… Yes, something unique to Medkit would be nice.

Tarnished Coast Engineer and… general alt-o-holic.

For the toast!

weird traits from a healer's view

in Engineer

Posted by: tigirius.9014

tigirius.9014

So, just rebuilt my engi, have most of the karma healy gear been running around Orr trying this stuff out, it’s quite fun now seeing those hoards of risen trying their best to kill me and failing HA!

There’s a serious issue that needs to be addressed underwater not sure if it’s a bug but neither the medkit nor the elixir gun have their abilities fire off underwater when equipped while using the Kit Refinement trait equipped. I had heard that there are some underwater fights in dungeons, surely this can’t be a standard practice with underwater fights being a thing.

Someone should look into that because that’s basically the bread and butter of the healy engineer on land is the ability to AOE like crazy and the EG extra field helps alot!

I’ma search and prolly add this to the bugs list.

Balance Team: Please Fix Mine Toolbelt Positioning!