Showing Posts For Chupa.2035:
Thanks for posting this.
The healing turret and healing kit have same stats on their big heals. Healing kit also has single target conditional removal. a buff for crit and swiftness and you drop bandages that anybody can heal with. The healing turret has a toolbelt skill that gives regen and a water field, the overcharge ability gives aoe heal plus cleanse on 60s cooldown and every time the turret refreshes the aoe regen it gives a water combo field for a second that you can use to make a aoe heal. They are both good in different situations. You have to try both and see which fits you better.
Thank you Mura this is some good kitten information. I was doing my testing just to get the ratios so I don’t have battle tested info like you also I mostly pve.
Here is a list of the other finishers we engineers have and I am sorry I don’t have the info about them as Mura had with blast finishers.
Leap=Rifle 5-Jump shot
Projectile=Pistol 1-Explosive shot,Rifle 1-Hip shot, Elixir gun 1-tranquilizer dart,
Tool kit toolbelt skill-Throw wrench, Personal batering ram toolbelt skill, Rifle turret toolbelt skill-suprise shot
Most people already know this but this is for those that don’t.
(edited by Chupa.2035)
Thank you Kryptorchid I was able to do it. My method was just a way for anybody to be able to confirme that it works and I used it for reliability to test it over 10 times to be sure.
Now some facts I did and didnt put in my original post since i don’t know how to edit.
Healing turret
-Water field blast combo base heal=1320, Ratio is 1 Healing power=0.2 Health
-Water field leap combo base heal=1300, Ratio is 1 Healing power=0.5 Health
-Water Field projectile combo base regen(2s)=130 per tick,
Ratio is 10 Healing power=1.2 Health
Traits
Kit Refinement-Creats a spell when you equikittent.
Equipping Elixir gun gives a super elixir with the same stats as the original one and they stack for some reason. Just tested all of this to be sure the wiki wasn’t wrong.
I have just tested it out and you can get a water combo field. Using mines for blast you time them to blast when the white circle from the healing turret appears and in that second you blast and get the water field combo. Not easy to get but possible. I suggest using the toolbelt skill for more reliable effect.
And thank you Kryptorchid for showing me this, and since it is a combo field it should have the same ratios as the one i stated.
I have and you are right Kimbald. I edited my post as soon as I saw yours but it didn’t work. Thank you for the information and contribution to this topic. My greatest gratitude for not having to test it now.
Kozai you got me on this one. I have only tested water field with myself and only the aoe heal(blast finisher) and not the solo heal(leap finisher)or regen(projectile finisher).
I think it would be logical to use the ratio from the one who made the combo field but I don’t know since i havent tested it yet. Will bug a friend to help me test it soon.
Also I have just found this wiki page with the ratios for Water combo field so will also have to check if they are right. http://wiki.guildwars2.com/wiki/Water_Field
And if you didn’t know the toolbelt skill of healing turet makes the combo field.
(edited by Chupa.2035)
Oh and if you mouseover your regen buff that show next to your health when you get it it will show you the source of your regen. This work with all other buffs also.
No problem I don’t offend easy. Regenaration work in a way that it stacks duration so if you get regen from multiple sources it will stack duration. Then the regen is applied in order of the strongest to weakest. So first ticks the strongest regen for it’s whole duration then the weaker one, and if the stronger is refreshed it starts ticking again first. So there should be no problem with having smaller regen.
I have tested this extensivley in the mists and pve using 0,100,1000 healing power as reference to get the ratios. And for the regen my friend helped me him having higher regen and me lower and it worked like i wrote in here.
But you don’t have to trust me just go to The Mists were you can respec for free while in there and check your tooltip of healing turret with and without healing power and see if it changes. Also I know how you feel since i did this test because the info from forums felt wrong and now I know it was(mostly).
This is a short guide on engineers and healing power in which I will write the basic stats of their healing abilities and ratios with healing power. All the stats are for
lvl 80.These are not speculations but tested and proven numbers.
Healing skills
1.Elixir H
-Base heal=5560 health ,Ratio is 1 Healing power=1 Health
-Base regen(10s)=1300 health ,Ratio is 1 Healing power=1.25 Health
Toss Elixir H-Base regen(10s)(aoe)= 1300 health ,Ratio is 1 Healing power=1.25 Health
2.Med Kit
-Drop Bandages-Base heal=1000 health ,Ratio is 1 Healing power=0.5 Health
-Bandage self-Base heal=4920 health ,Ratio is 1 Healing power=1 Health
3.Healing Turret
-Base heal=4920 ,Ratio is 1 Healing Power= 1 Health
-Base regen(8s)(aoe)=1040 ,Ratio is 1 Healing power= 1 Health
-Cleansing Burst-Base heal=1302 ,Ratio is 1 Healing power=0.2 Health
-Regenerating Mist-Base regen is 2 ticks(3s)(aoe)=780
Ratio is 1 Healing power=0.75 Health
-Combo field Water-Base heal(aoe)=1320 ,Ratio is 1 Healing power=0.2 Health
Utility skills
Elixir Gun
-Super Elixir
-Base Heal(aoe)=380 ,Ratio is 1 Healing Power=0.2 Health
-Base regen(10s)(aoe)=140 per tick ,Ratio is 1 healing power=0.1 Health
Healing Mist
-Base regen(10s)(aoe)=1300 health ,Ratio is 1 Healing power=1.25 Health
Traits
Elixir-infused Bombs
-Base heal(aoe)=136 Health
-Ratio is 1 Healing Power= 0.13 health(75 Healing =10 health more healed)
(but since you start with 300 Healing power because of the trait it will be 176 health base with no healing power except from the traits.)
All bomb heal for same amount, except Big Ol’ Bomb which I didn’t test enough.
Big Ol’ Bomb-Base heal(aoe)=151 health with 300 Healing power
Backpack Regenerator
-Base regen=125 Health per tick (Not influenced by healing power at all, but stacks with Super elixir regen and normal regen)
Low heath response system
-Base regen(10s)=130 Health per tick ,Ratio is 10 Healing power=1.2 Health
(You need to be hit under 25% health to active it, not get to 25% health.)
Fun facts are that normal regen stacks with super elixir regen and backpack regenerator, and all healing skills except backpack regenerator are influenced by healing power.
I hope this helps somebody and comment if you find I calculated something wrong
because I am not very good at math.