Showing Posts For TsukuZankaze.6951:
My First impressions:
The Good!:
*Hammer feels great. All skills have a purpose, and they mesh well together in combos.
*Medic Gyro is actually useful! Especially the Toolbelt, Combo that toolbelt with a Rocket Charge for some great heals.
*Traits are great! some need some tuning though.
*Great synergy with power builds.
The bad:
*Function Gyro needs either a smaller cooldown, or a seeking AI for stomps/Rez. I feel 30 secs is too long for a remote stomp or a super quick rez.
*Sneak Gyro needs some tuning. It needs a smaller tether, and a quicker pulse to be effective! Plus Irenio you put a player cap on the stealth man! let it be a SR that follows you for WvW!
*Rapid regeneration needs to stack with healing power.
*Final salvo needs to reduce Gyro cooldowns too, otherwise it doesnt feel GM like!
Final thoughts: Needs work, but it shines well right now. Played 10 games and won every single one due to that lockdown! This meta just doesnt have a solid counter for a CC Train like scrapper! Especially if u use them mines for stab strip!
On that topic of medkit, Med Blaster is broken. Single cast healing for way above intended heals. tested in pvp i was healing for 7k a cast. Probably should fix that before a couple of engi’s decide to mess up zerging in wvw by using that exploit.
While Druid brings healing, it does not bring any form of mitigation to the party or zerg. Tempest with Earth talent Elemental Shielding mixed with Tempestuous aria grants, on shout, Protection for 4 secs, 2 stacks of might for 12 secs, Aura based on shout, Weakness to Enemies in range and Healing for about 1500 on full healing setup. Water attunement camping would allow a party of 5 to have a permanent buff that ticks for 700 hp a sec if Soothing mists GM is taken. Overload water burst heals for well over 10k in 4 secs. Warhorn 5 to Dagger 3 combo is like 7k total over the length of the globe. Druid is going to have to bring at least TRIPLE the healing capabilities to overcome the fact that Tempest also brings a TON of utility for mitigation and healing.
Build i am basing off of: http://gw2skills.net/editor/?vFEQJBIhdSfJ05AWhJ4fJwhJWEBM306bNvSEB2AZxhAwAIBC-T1xDABMcCAIUJYvq/80+DXp8DP9AA8AAIFgf7tA-w
Take note of the Outgoing healing while calculating heals. At peak amount (full Sigil) thats a 47.5% boost in outgoing healing. Have a nice day Ele’s and Rejoice, your still op!
Im unsure how a druid would fit into raids due to lack of utility and damage if it goes full heal. Yeah, sure you might bring some dps to the table but is it really worth the spot, Idk yet. Beta testing should give the answers i am looking for. Remember there are other prof that bring healing to the table, and an elite that already puts out HUGE healing (If you dont know which one, shame on you.) And brings utility for frontline damage mitigation. GW2 has always been about mitigation first, healing second. Druid does bring some Condi mitigation, but its situational at best. As for WvW, sure a druid can be a zerg healbot but as with that other spec that will not be named because of all the hate it gets from its parent prof, you lose out on dps. Its an uphill battle for you Rangers, and trust me i understand your pain. I main engi, and we get pounded daily too.
Thats the whole point. The dev’s all wanted Druid to be the heal spec. but thats all its gonna do. Sure, you could go Apothecary shortbow/staff and do some condi, but thats not enough in my eyes to earn a raid spot. The healing tempest earns its spot for frontline AOE healing/cleansing while offering the utility of Protection/aura’s on command with shouts. Even the healing engi earns its spot because, like most engi builds, can turn on a dime from one thing to the next with kit swapping. P/P grenade medkit, elixer gun, elixer R with Mortar has cleanses, rezz, condi, condi converts, aoe healing and fields. Go Alchemy/Firearms/Tools or Inventions. Both of these specs earn their spot due to almost overwhelming utility and overall survivability. Druid right now just doesnt bring enough to the table.
Zerker is going to die. its been confirmed. However, there are stat combinations that go well with zerker or are Zerker like. Take Cavalier/Assassin sets. you get toughness, and you still have max Ferocity while maintaining decent power and crit. Cav/Assassin Warrior GS dmg is still pretty good. with buffs like Sharpening stones and power food you might as well be zerker.
Tempest heal potential is already massive. Engi can pull off a Hybrid condi/heal build like a boss. Guardian heal is the most reliable due to survivablity. Druid is just going to add another spec for healing. Drew up a Tempest’s heal potential on a notepad. Yeah, its broken. Passive heal with max heal possible including benevolence boosts (Outgoing Healing effectiveness for those not aware) Soothing mists with boosted GM trait: 731/s. Regen 500/s Overcharge water: 4 pulses of 702 and a final of 6615. Wash the pain away 6000 on a 360~ radius. Water Warhorn 4 3163 heal, Warhorn 5 —> Dagger 3 healing blast combo total heal (all pulses plus blast) 7610 heal. As you can see, Druids not the only healer. Engi isnt nearly as effective, but offers more cleanse and converts, while putting out dps. Guardian gives Control/Healing. I really dont see Druid being the End all Be all healer.
You could probably get away with using a Cavalier Amulet in pvp with a Firearms/Inventions/Scrapper build. Grab an Accuracy sigil/Energy on your hammer with a precision rune set for about 20-25% base crit, +10% while bleeding + 10% while up close and then 20% from No Scope Fury. You would probably hit like a person wearing a Marauder amulet but have toughness of a knights.
Our new Mechanic i think is great! its Niche yeah, but hey, Toolbelt is WAY too awesome as it stands to change. id take Toolbelt over Chrono shift anyday of the week. It is the first of its kind after all, a Ranged stomp/rez on F key
Remember the livestream? The idea of stealth gyro is to stack up bout 20 secs of stealth and then detonate for superspeed. it requires Final Salvo but hey its a combo better then SR and Veil. as for depending on them verses kits, yeah i dont get it, i main engi and i use only 1-2 kits depending on build, and i can see myself using a Gyro (I mean literally all of them fit one way or another.) Take a Bombkit/Shredder Gyro. Smoke field plus Gyro will send blinding bolts out that burn down break bars. perfect for raids. Gyros should be targetable, and the Scrapper needs to be aware of this. But hey we are still pre BWE3 so things could change.
A 20 sec cooldown would be alright, anything less and we are going to be a little overpowered in longer team fights. Remember the Gyro spawns at the location of your target and performs stomp/rez. Example 2v2 Scrapper + teammate vs 2 others. Teammate goes down and you use Function gyro to rez while dropping a thunderclap on his body. using hammer 3 charge in the field and keep the daze up while rez happens. Teammate rallies and you both get might and superspeed via 2nd minor and resume kicking kitten . the timer needs to be higher then 15 secs due to the fact that you could potentially prolong a 2v2/2v3 for way too long. Yes our job is lockdown but there is a limit that needs to be imposed.
Elixer S plus Function gyro = double safe stomps. Just stealth your Gyro with toss and use the actual utility skill for yourself: double stomp. The purpose of the Function gyro is to stomp that way you dont have to (Kinda obvious but hey, no one notices). Your priority if you take scrapper should be lockdown and harassment. Dps should come second to lockdown.
As for being immune to damage and conditions, Why should they? Name one AI with immunity to both. Everything needs a weakness and a counter, that way we dont produce another Celestial elementalist issue. Hammer doesnt need to repair the Gyros. Maybe toolkit could get that functionality but not hammer. Hammer is meant to beat people into the ground so they dont get back up. And from the looks on its skills, it does just that. Now as for AoE all pets should receive a 50% dmg reduction on AoE based skills, Except for mesmer clones, as they provide distraction rather then utility. Would be pointless if you could just cleave and recognize that one is taking less then the other and target the weaker one eh? I stand by the idea of every pet getting a flat amount of the master’s stats as their own, the more toughness the hardier your pet is, the more ferocity the more that big cat smacks you with when it pops out of stealth.
I have a feeling this is just going to be a QQ thread due to someone not getting an OP Elite spec. Im sorry, But Gyros are currently targetable and killable. Until we know otherwise we shouldnt flame down the Scrapper just because its utilities are AI based. What were you expecting when you saw Scrapper? Flying drones dealing over 1 mil dmg/sec? never gonna happen. Engi was well rounded, so they gave us a spec we really didnt have, and that was Lockdown and Breakbar management.
Same could be done with Turrets like how Gazlowe gets on HotS.
Lol when your in the mix with a frontline yeah it will, at least if in pvp. WvW idk yet.
My opinion comes from the fact that its a ranged Rez/stomp mechanic, most ranged rez utilities have high CD and long cast times. this mechanic is the first of its kind to not only rez at range but stomp at range allowing you to stomp backline while focusing the front line. it needs at least a 15 sec cooldown.
Personally i think as a Grandmaster competing against Adaptive armor and Hammer trait it needs to have CD reduction on Gyros.
If someones a zerker and is pounding on the brick kittenhouse that you would be, that also means with your power and crit and remaining 2 utility slots and elite you could shut them down. Supply crate—→Grenade barrage—→Thunderclap—→Rocket Charge—>Electro Whirl—>????
I highly doubt both Medic and Purge will blow up in a few marks. If they do then they are garbage, plain and simple. Also i do agree that Medic Gyro needs a boost, But we dont know how it scales yet. What if it scales 1 to 1 with healing power on pulse? 1600 healing power plus 820 healing base. even if it scaled half of that its not even that bad. 1600 a pulse every 3 sec for a bunker build. Comparing HT to Medic Gyro is stupid anyways they function differently, ones a heal over time, ones a burst heal. as for Blast Gyro, its a Fire-And-Forget mechanic, yeah it can be cc’d go right ahead and waste it on the Gyro not the Scrapper. Bulwark is only going to be at 20k max otherwise you could literally do a 3v1 for 20 plus seconds before retreating if you have high toughness + Adaptive Armor. 3.7k armor in knights gear with Adaptave armor? yeah go right ahead and smash some zerker fools. Lemme shoot some numbers at you: Full glass thief backstab at 3.7k armor is 3.5k with a crit. With a CRIT! cut that in half please. 1,750 damage? it would take 5-7 backstabs to kill the gyro by attacking the scrapper. Hell you could even go further by having protection. Yes, i do think it needs more hp, but not 50k, no it needs to be realistically 20k-25k MAX otherwise in pvp its just going to be OP 1vX. So lets try to be optimistic about this before BWE3. Im not trying to disregard the fact that Gyro’s could suck kitten . But we have no idea quite yet on Co-efficients or real battle application. But what we do know is basic effects, and the combos we can use with it. With your point of Elixer C, yes its great BURST condi removal but not great SUSTAINED condi removal. thats where Purge Gyro comes in. HT is great BURST healing thats where it plays, Medic Gyro is great SUSTAINED healing, so thats its job.
Did you read the changes i porposed or not? i said invulneruble until they got the defiance bar…and they explode whenever the bar is broken….it means that in a fight they can be easly destroyed , before they finish their job.
And i also suggest to reduce a lot the fuel duration (otherwhise they would become OP in 1vs1 ) …so where did you read about the bullwark gyro invulnerable for 20 seconds?!?
Actually no i was writing my response when you put suggestions up. i was doing some number crunching and fine tuning details. I like only to speculate on current facts and not “What If” scenarios. My point was if i am not mistaken is a 3v1 for 20 secs (15 secs under the effects of Bulwark, if it survives bursts) was possible due to high armor values. The build i would have used would have been Knights/Dolyak with Rapid regen and bunker down PLUS bulwark Gyro. also using HT just because i dont know co-efficient on Medic Gyro. its not invunerable but have fun trying to burst down something with that high of armor and a 50% mitigation Gyro attached to it. Im not trying to invalidate your changes though. they sound alright on paper.
Bulwark cuts damage in half on a E-Spec that revolves around being up close and personal. iDefender is on a class that 90% of the time is attacking from range or different angles with ample clones for distractions. Different class concepts so iDefender kinda falls out there. Bulwark’s lifespan is going to scale with your toughness. The more toughness you have, the longer and more effective it will be. i ran some numbers with this and a Dolyak/Knights scrapper in Firearms/Inventions/Scrapper will have 50% crit, 3900 armor (full adaptive armor stacks) and 2200~ power with mass momentum. at 3900 armor zerkers are not going to hurt that much, and add the 50% from bulwark (and maybe even 33% from prot) have fun trying to burst that down with power damage. At 3900 armor a full glass thief backstab deals 1.3k damage without a crit. with its like 3300. if prot is up its 2200, and if bulwark is up its like 1100 damage from a high damage attack. it will probably force the enemy team to focus your gyro instead of you because of dmg mitigation.
I highly doubt both Medic and Purge will blow up in a few marks. If they do then they are garbage, plain and simple. Also i do agree that Medic Gyro needs a boost, But we dont know how it scales yet. What if it scales 1 to 1 with healing power on pulse? 1600 healing power plus 820 healing base. even if it scaled half of that its not even that bad. 1600 a pulse every 3 sec for a bunker build. Comparing HT to Medic Gyro is stupid anyways they function differently, ones a heal over time, ones a burst heal. as for Blast Gyro, its a Fire-And-Forget mechanic, yeah it can be cc’d go right ahead and waste it on the Gyro not the Scrapper. Bulwark is only going to be at 20k max otherwise you could literally do a 3v1 for 20 plus seconds before retreating if you have high toughness + Adaptive Armor. 3.7k armor in knights gear with Adaptave armor? yeah go right ahead and smash some zerker fools. Lemme shoot some numbers at you: Full glass thief backstab at 3.7k armor is 3.5k with a crit. With a CRIT! cut that in half please. 1,750 damage? it would take 5-7 backstabs to kill the gyro by attacking the scrapper. Hell you could even go further by having protection. Yes, i do think it needs more hp, but not 50k, no it needs to be realistically 20k-25k MAX otherwise in pvp its just going to be OP 1vX. So lets try to be optimistic about this before BWE3. Im not trying to disregard the fact that Gyro’s could suck kitten . But we have no idea quite yet on Co-efficients or real battle application. But what we do know is basic effects, and the combos we can use with it. With your point of Elixer C, yes its great BURST condi removal but not great SUSTAINED condi removal. thats where Purge Gyro comes in. HT is great BURST healing thats where it plays, Medic Gyro is great SUSTAINED healing, so thats its job.
Alright sir calm down, we have not even got a chance to play it yet. That being said improvements can be made. Function gyro on a 15 sec cooldown would be better yeah. Considering the fact that scrapper by design is close range, 750 is not bad, and it appears at the location rather then yours, So its ok in my opinion.
Shredder gyro: well you know what happens when you drop a smoke bomb and this at the same time? its called Blinding Bolts, and for the record they do hit often especially in pve. Raid boss decides to have break bar? smoke field plus shredder says no.
Purge and Medic gyro: They need an upgrade yeah. however, purge isnt as bad as everyone makes it out to be. 2 condi’s ever 3-5 secs will shut down any condi build. Medic gyro is the followup to Purge Gyro because its a heal over time, canceling out any damage over time. We as engi’s dont necessarily take a utility for the utility rather the toolbelt skill. the 2 toolbelts on these skills are good in my opinion. both have great synergy with hammer and can lead to some pretty good plays if you know what your doing.
Bulwark Gyro: key factor to notice about this guy, the higher toughness you have, the longer it lives. Example : low armor engi gets hit with rapid fire, 10-13k damage, so the Gyro takes 5-7k of that away, not that bad considering. now High armor engi gets hit with rapid fire, 4-6k Gyro takes 2-3k away (Or you could be an kitten and reflect it all back with its toolbelt, Just saying) at 13k (i would prefer 20k max) it has decent usage. great for mitigating huge bursts. also dazing everything in range upon death.
Blast gyro: Lets face it, its a homing verson of throw mine with more damage on a higher cooldown. its best usage is probably a point blank GTFO on a water field for healing plus the damage and knockback. Toolbelt can be a good aoe interrupt on pvp point canceling out rez/stomps. lightning fields synergize great with hammer.
Sneak gyro: Alright am i the only one that thinks this is great? yeah it sucks at following you but can receive boons. someone just pop a swiftness on it and it will tail you way better. And just a hint: You probably stealth it with other means. Mesmer veil in zerg? Shadow refuge gets popped? put a gyro on it for superior stealth stacking. its not all bad.
Final statements: its a WIP, seriously. Whining before we receive our first chance to play this is downright childish. The Gyro’s, Hammer and traits match up really well, they just need fine tuning. Remember you dont have to use gyros if you don’t want to. its not the end of engi as we know it, just a change of pace. Try to cheer up folks.
Gyro has a secondary purpose, its called daze. Sure, charge right in and try to melee a gyro and see what you get from that gyros big daddy. Even if they manage to kill Medic gyro, they still took time out of their fight just to kill AI, as for aoe, dont use it till aoe have cleared. thats why you have that toolbelt skill, protection plus waterfield, hammer 3 is going to heal you for 4k in that field plus you get protection to survive that aoe burst. thats when you pop medic gyro and hope it dies 6 secs in for a aoe daze to start that CC train.
Gyros are total crap. Completly useless crap. Shredder gyro is only decent imo.
Shredder gyro would be the most useless one in pvp.
Depends on team comp. Dark field + Shredder might be great for lifesteal. Poison bolts from poison field might be ok. Condi builds will love Napalm into Shredder Gyro, literally setting a point on fire in pvp. ethereal with a mesmer might be funny consitering all that confuse stacking. Its a very combo field oriented gyro and as such is situational.
Bunker spec and has synergy with hammer 3 with its toolbelt.
The only Gyro’s you should be using in WvW zerging are the Elite and Bulwark. all the others are more for PvP.
After thinking about it, I still think Medic Gyro will still be near useless by itself in most of the game, but for PvP, In a 1v1, 1v2 or maybe even 1v3 setting with the engie as the bunker, Medic+Bulwark might actually be very good in combination if the two gyros are capable of healing and protecting each other. They might be able to keep each other alive long enough to give you some extra sustain.
Possible, but remember you kinda want a person to destroy your Gyro’s. when it dies, it dazes, and thats kinda our job. Its going to be fun trying to figure out baiting tactics with gyros due to the fact that their is a consequence for focusing and killing it in team fights. Bulwark is definitely the best Gyro by far due to that daze mechanic anyways. Pop bulwark gyro when bursted, it dies causing aoe daze, possible lightning field, thats your signal to start the CC train. Medic Gyro is more of a bunker idea anyways, heal over time with other passive or active effects like Super elixer, Elixer shell, Backpack regen Ect. will act as a good sustain system for a bunker scrapper. i see that spec going Inventions: 2-3-2 Alchemy: 2-3-3 Scrapper: 3-1-(1 or 3) depending on needs. as long as superspeed/regen/swiftness are up your probably not going to die.
Gyros are situational, depending on your needs. Yeah it kinda sucks they have hp. Our job as engi’s at this point is to work around this. Gyros are not meant to be out constantly. They do their job, then you detonate them for daze. Remember if someone decides to melee a gyro and destroy it it dazes them as a result. no one in their right mind is going to focus a gyro in melee without wasting precious stab to ignore the effects. ranged fighters might choose to burst a gyro down, but at what cost? ignoring the scrapper and effectively let it do its job, which is AoE Shutdown and harassment. A Smart engi knows how to use this to our advantage, Got a full glass thief on you? use bulwark gyro to suck up damage and then pops with that daze on the thief, if traited with that nice lightning field for a Rocket Charge combo. bye bye thief. Also if you have a Gyro out, how bout you DONT walk into that nice big red circle, your Gyro will thank you. Use the Gyro’s smart and you wont have problems. We are not MM necros, so we dont get semi-permanent pets, sorry.
Not true at all.
-Reconstruction Field: AoE Protection + Water Field
-Defence Field: AoE Reflect
-Bypass Coating: AoE Superspeed
-Space Capacitor: Damage + AoE Stun + Lightning Field
-Chemical Field: AoE Poison + Poison Field
-Detection Pulse: AoE RevealOnly the bolded two need serious work.
I wasn’t so much speaking on the usefulness as the “work” and visuals.
Almost all of those toolbelt skills recycle visuals from other skills and have no new animations, so it smells a little bit of Dev Crunch Time.
I will disagree that that the Reconstruction field doesn’t need work. Between that and the actual gyro, they’re already woefully underpowered next to the healing turret. (again…) Note that when Jebro made a build he went right back to the healing turret. It’s got a longer water field than the healing turret, which is nice but you have the same longer water field on the Mortar, and you still get the protection on the healing turret with the trait, so you get just as much if not way more out of the turret on a lower CD.
Turret wins. I wish it didn’t though.
The lightning field and stun are useful as heck though, I’m not saying it isn’t. And the reveal on 20 seconds will shut a lot of things down.
The spec itself will grant engineers the ability to do EVERY field/finisher combo in the game solo with the sole exception of dark fields so it’s pretty powerful.
*Basically, what I’m saying is some of the new toolbelt skills are indeed very useful, but none of them are terribly impressive. *
I suppose that is true if your put their utility aside.
As for the healing gyro, well, that one was doomed from the start. It is almost impossible to introduce a heal skill more effective than healing turret without it being overpowered.
While Medic Gyro does have its downsides, it has its ups too. its toolbelt combined with Rocket Charge is a 4k heal on top of protection. 2 its a heal over time and effects allies. In theory, it could tick for 6.5k on a 30 sec which isnt bad, but for what its worth, is ok. I personally think it fits scrapper if your going for a sustain type of build. backpack regen, rapid regen, dolyak runes, bunker down and regen might be good with this. potentially a passive regen of well over a thousand at peak and burst healing might top you off pretty easy.
Did some looking at the POI, bulwark gyro has about 13k hp. im assuming the rest have about 8-9k. A little weak yeah, but the only 2 i see myself using are stealth and bulwark anyways. Maybe blast gyro for daze/knockback.
Chemical Field i think is in an OK spot. PvP wise, Chemical field into Rocket charge or Electro whirl. or if you have Shredder Gyro use that. Poison is very undervalued, and poison fields more so. drop this on a point, and anything unlucky enough to get downed on that point will be harder to revive and easier to stomp via Funtion gyro. Bypass coating should either have a small oil slick for knockdown, or maybe a 1-2 sec evade due to the “Bypass” in its title.
Honestly? Function Gyro seems pretty good to me. Why would a specialization revolving around locking enemies down want to sit there and stomp/revive? Sure, we could have gotten a fuel mechanic or a “Drone Bay” instead of a toolbelt when spec’ing into scrapper, but Function Gyro fits the purpose of Constantly putting pressure in a fight. I mean i have speculated about a Apothecary specialization with a Apothecary Satchel kind of mechanic, but the same type of mechanic here would be dull in my opinion. Scrapper fits the bill because normally we go in for “Safe Stomps” which require time and effort to set up, this way, we can “Safe Stomp” using a drone (Which can be traited with Stab) while we pound faces in and lockdown other would-be revivers or stompers.
You could potentially even stealth the Sneak gyro. Throw an Elixer S on it and it should in theory get stealth. Run it through a veil? should receive stealth. While i dont think its going to be OP for WvW or pvp, it might be a game changer if the engi can utilize other stealth sources to keep it and yourself hidden while stacking stealth duration.
Looking at this from a WvW perspective you could use Rocket Charge with the Bulwark toolbelt to charge in a zerg. Evade plus reflect? not OP at all. add on top of that after you land, use that actual drone to mitigate 50% of the damage for the first few seconds. From that point just use Hammer 2 to reflect some more and go ham, preferably with FT or Bombs considering you will most likely have Superspeed at this point so just start dropping bombs or Flame Jet cleave them.
MDF has a 5 sec ICD for a 12% extra healing upon heal. the main problem is that its ANY healing that you get, not when you activate a healing skill, so a guardian running battle presence will most likely always be forcing you to proc it for like 20 extra hp on a 5 sec cooldown. While they were making the trait they probably overlooked the infinite healing feedback loop until 30 secs from launching the update and slapped a cooldown on it until they decided to fix it. Considering the feedback it gets, and the fact that they sorta botched medkit too, they will fix probably after HoT releases.
My opinion of MDF is that it can be fixed, since as of right now if it had no ICD 2 engis could potentially ping healing infinitely between themselves, which would of course break the game. Now, a couple of possible fixes include making it only effect when the Engineer with the trait is the only one who proc’s the ability, like if he activates healing turret 12% of that healing goes out to our allies, but if another engi throws their healing turret down, the first engi does not proc the extra 12% outgoing. The other fix, and seems thematically correct, would be a passive healing buff that heals for a solid % of our healing power, say 20% per sec to allies. at a solid 1500 healing power thats only a 300/s heal, but with the bonus of benevolence could reach about 450. This would also stack very well with the medkit as well. With Raids coming soon, medic roles will no doubt become commonplace, unless Raids are pushovers like dungeons ( I REALLY hope not.). Elixer infused bombs was a great trait in my opinion, i used to run it, but it does promote a kind of mindless heal-bot mentality on our part, i want healing to be much more active and strategic rather then pressing 11111111 all fight. With buffs to Soothing Detonation and MDF, i think we would be in a good spot. I would also like to add that the Elite specialization has yet to be revealed, and might have some kind of support-like trait for hammer, since Anet has had a trend of having Offensive, Defensive and Support lines in the elite specs so far. However my prediction is that we will get the break bar trait rather then any heals from our elite spec.
So i thought i should clear some stuff up. Our job as a medic is burst healing, there is no other way to put it. Yes we can spec into using Med Blaster to put out a reasonable amount of healing, 700ish at max per cast, but we shine best with our burst healing, take our Soothing detonation, on a water field its putting out 3000 healing with just 1450 healing power AND 32.5% outgoing healing (look up that stat if you dont know what it is or what it does,) that means heal turret will put out 7240 health to allies when used. sure thats great healing for a 1.5 sec rotation. but we get SORELY outdone by the 10 sec mark by Medic ele and Medic guardian who have PASSIVE healing effects which we lack. Ele if spec’d right can camp water attunement and put out 720 hp/s. you read that right almost a thousand hp a sec on ele, but their price for power? conditional healing. they have to be in water, which means wet noodle status on damage, same with guardian, if they spec for healing, thats ALL they do. we on the other hand can heal, condi cleanse, condi convert, dps and control at the same time. take a burning build with Rabid/Apothecary gear. enough crit to rock IP but enough healing to use Healing turret, or even Med kit. 1200 healing with 32.5% outgoing healing is great for heal turret, and if you take med kit you will have 47.5% outgoing healing on your med blaster if you take health insurance trait. if you manage to blast water fields in medkit they also benefit from the boost! at the same time, you can have +50% burn duration, and the ability to put down at least 10 stacks of burning! thats 3000 dmg a sec! no other healer can perform both healing and hurting but us, try to keep that in mind when playing medic engi.
Build for burning: http://gw2skills.net/editor/?vdAQJAqalsThatY7WwvLQ7FLsFF4HWiBQYKuivm4LGjPBA-T1hAABlp8DU1f4a/BAOBAFqHohHAQjKBJFgfjtA-w
Goodluck, have fun!
This:
http://gw2skills.net/editor/?vdAQFAUlsTh+sY7WwyKQ7FLpFV4LGj1mYNejVx3GGAhIA-T1xDABMcBAIUJYlq/80+D4pDAgHAQoK/IFgfjsA-w
Notice that stat called “Outgoing Healing Effectiveness” try to add that into Soothing Detonation and Med Blaster. Initial results are as follows:
Med Blaster No boons: 581~, kinda sucks but its aoe heal.
Med Blaster 3 boons: 770~, pretty good.
Med Blaster 5 boons: 900~, kitten fine healing on a 1.25 cast.
Soothing Detonation on Water Fields: 3300~ PER BLAST, Nuf said.
Regen Outgoing: 460 a sec. On Elixer gun’s toolbelt its got a long, LONG duration.
Super elixer Impact and then pulsing: 1900 impact, 516 per pulse.
Elixer Shell: 975 per pulse.
If Medic engi died, i sure as hell missed it. Id also like to add that there are 6 Blast finishers available, 4 Med kit abilities that i didnt talk about, And the fact that this build actually puts out damage with a nice crit rate and bombs when not on healing.
Incendiary Ammo seems to be procing 2 stacks of burn over 3 attacks, it should be 2 each attack if im reading the tooltip right.
When running dungeons on an engi, i usually go for the healing/support style build. Not only can you splash heals all over the place with the new Healing turret Overcharge, but spamming your blast finishers can easily get your people back up to a survivable level of health. My engi, When traited and equiped with Clerics gear, can heal for roughly 8k on myself with a 5k~ aoe for the team just with a healing turret rotation (Rotation is Healing Turret—→Cleansing Burst——>Detonate Turret, once Cleansing burst goes off). Also your Toolbelt skill for your turret can be paired with EG #4 to create a water field blast finish whenever the team needs, and gets you out of close range.
Weapon Skills and Utilities: I go for Rifle on this build just in case i need to chain cc a mob from the group or just to interupt skill use on mobs. The damage is Meh for this build on it. Runes: Leeching or Energy, depends how you work.
Healing skill: Healing turret: Since the new update on its Overcharge lowered its cooldown and gave it a better heal its a viable team healing skill. Used correctly you can heal nearby teammates for 5k~ 2 waterfields built in (A must have for this build)
Utility 1 Bomb kit: Your main source of damage upclose, Conditions like Confusion rock when facing groups of mobs, Smokebomb is alright but BoB is where its at. Not to mention with traits right you have an active 300 heal every bomb, stack that with your regen, Backpack trait, and Super elixer pulse, you can easily heal up to 1.2k a sec. (Slightly OP in pvp).
Utility 2: EG all the way. Starting off its auto attack which inflicts Weakness and bleed every hit is just awesome in my oppinion. #2/#3 skills are supportive for teammates and detrimental to mobs, Win/Win. #4 is your Oh kitten button when too close to boss/hard hitting mob, It gets you out of there, and if used correctly, Just healed your melee fighters (Regenerating mist—→Acid Bomb). Last but not least you got Super Elixer, While not OP, can contribute to the build being slightly OP. Ground targeting heal/Light field, pair that with EG #4 now anyone around you just got Retaliation. All in all a good kit.
Utility 3: Your Choice. Ive used Elixer R for full support because of toolbelt, but i have used other utilities instead before, notably Elixer S and Elixer B.
Elite: Supply Crate, ’Nuf said.
Armor/Runes: I tend to run Clerics but it does work with Apothecary equip (hurts your wallet though, plus you swap out rifle for p/p or p/s with this set.) Runes i either run 6/6 water or Flock, depends what you want.
Traits: I go a more supportive less DPS build style, but still manageable dps when it comes down to it.
10 in Explosives for both Evasive Powder Keg/Forceful Explosions.
30 in Inventions for Low Health Response System, Protective Shield (Adept), Automated Medical Response (A must have in pvp/Fractals, that kitten agony ticks hard when you have no AR) Elite Supplies (Master) for those extra bandages/rifle turret, Performance Enhancement for extra power (Energized armor works well with this if you don’t like Protective Shield) and Elixer infused bombs for extra heals (Good but not a Must have if you want another 10 points somewhere else.)
30 in Alchemy for Hidden Flask/Self Regulating Defenses (Adept), Transmute (meh) and Cleansing formula 409 (Master), Energy Conv. Matrix (Meh, dont notice it, probably goes well with HGH builds) and Backpack Regenerator for my Grandmaster trait spot.
How this works: Essentially you have 2 waterfields, 4-5 Blast Finishers (P/S #4 for that extra Blast Finisher) 2 AoE heals (Cleansing Burst and Super Elixer), Multiple ways to lay down regen, Elite with 8 2.4k heals on the ground/healing turret regen. You have Bomb kits AoE conditions, namely Confuse, Immobilize and Knockback, Blind is ok too. Elixer gun has perma Weakness, Cripple, Condi removal and escape, plus ground target aoe healing. Rifle works well with this because of Overcharged shot and Net Shot for some extra CC.
Pros:
-Great for keeping yourself and your team alive and happy.
-Lots of Condi Removal
-Lots of Combo’s for your team to capitalize, (Fire,Water,Smoke,Light)
-Aoe Damaging conditions and Aoe healing at the same time, Great for helping any melee fighters out of the front line.
Cons:
-Low to Medium DPS capabilities
-Chain CC will hurt you, so watch out for knockbacks and such.
-Depending what gear/runes you go it can hurt your wallet pretty bad to set this up.