Little late for this post, but just to put my 2 cents in… I play a bunker engineer for PvP, and I prefer the medkit over the turret for survival. My setup is p/s, 10/0/30/30/0, elixir C, toolkit, and bomb kit. with shamans talisman, and forge runes. Since my defensive amulet supports condition damage, I make a good round of conditions, but the majority of that damage is my 12 stacks of confusion + burning. In most situations, I work on stacking those 2 conditions, and maintaining spot heals on myself while they tick. Mostly because the pistol doesn’t do a ton of bleed damage overall. I can easily maintain myself while using the medkit, and be able to do decent damage.
Now as to why I prefer it over the Turret. Yes the turret has a water field, but with my setup I also bring in fire and smoke fields from the bomb kit. Healing overall for the turret is about 8750 over about 25 second period; This includes the short regen from the turrt + one water field blast. While using it at one point I could also time the toolbelt skill with the Big ol’ Bomb for another blast, as well as the shield 4 key for another healing, so if I were to pile these heals up all together, that about 11750 healing. Now this assumes that I don’t have any other fields in the way. And this is where I have my problems.
Since I’m running bombs for point support/bunkering I can often have fire or smoke fields up, which can get in the way of the healing, so I’ve often come across that I need
a big heal, but can’t muster it due to the other fields in the way. However, with the medkit I lay my pack preemptively as was suggested previously, so I usually have many ~4500 heals lying around in case the person I’m fighting pulls me down. This usually saves my main heal, which is nice. I also like the medkit for kite healing, glue bomb + kite and kit works out rather nicely. Also, the usually healing with a kit rotation + toolbelt skills is about 10500 healing, which is nice, since it’s reliable. imobilility is an issue no doubt, but with toss elixir C I can remove it if it really is in the way.
This does come with a downfall, is less condition removal (if you’re not runed for it), as you can only cure 1 condition with the 4 key. However, I think it’s a nice tradeoff, since you’ll have more reliant heals during condition stacking against you and you have cooldowns.
Reading some of the other posts, I do have some comments on somethings:
- As mentioned at one point was kit refinement. I don’t use this trait very often, unless I’m running a solo kit. The main problem is that the traits for it tend to be very situational, and switching between kits a lot tends disallow cycling of the trait in good order.
- As for elixir gun. I used to use this for bunkering at one point, it’s a nice heal and puts on a nice few conditions, however I find it lacking in many points: It doesn’t mesh will with the turret, as it has a light field that lasts for 10 seconds, and can easily get in the way of your water fields. The 4 key sends me flying, and the distance and time that I’m away from point they can get it to half neutral. The 3 ability is nice still, stacking poison/vuln is great support when your team is around. The 2 ability is rather unreliable. While it does cripple my opponent, the bouncing usually doesn’t hit me when I need it to. The auto attack isn’t bad, I like it rather, however when bunkering it cripples the damage that I do to use it frequently. I would rather use a grenade/eg build with the rampager’s talisman to do plenty of condition damage, good attack, and maintain weaknesss on specific targets. But I would rather use toolkit for the blocks, and added confusion/control for bunkering.
- For Agnima’s post, I think changes like that to the medkit would be amazing. I’m not so much for making the medkit more for support, rather than personal survival, but some ideas may be a channeled “bandage party” skill which can a small aoe heal, as well as another stimback to give a different boon. I would personally like stability, considering as we only have 2 ways to get stability; Ones chance, and the other lasts about 1 second. Medkit as it stands is not a bad ability, just lacks group support, even when upgraded with the trait. I personally do not like the trait myself, as it then takes time to throw it at the right direction while healing myself. As for my suggested bandage skill, I liked the empower skill guardian’s have for their staves, and I thought it would be an interesting channel heal to add to help support the party, while laying down packs to help in case they needed. This would also free up the engineer’s time to return to doing damage.
Anyways, sorry about the long-winded post, just thought I’d put some practicality behind the kit, and a small analysis as the advantages and disadvantages to things.