Face it, the naga razer is the only thing that makes this class bareable
in Engineer
Posted by: PotatoOverdose.6583
in Engineer
Posted by: PotatoOverdose.6583
The ad bots have gotten smarter. SkyNet must not be too far off…
(This message was typed on a Dell POS Keyboard. POS, for when you’re just too dam lazy to get a better keyboard.)
I used healing turret for awhile and the bugs with it make med kit a better choice. Regen will bug at 5/tick often and the condition cleansing often doesn’t work. Theres always the times you forget to blow it up right after and you find you need the heal and it’s not available. It may work well for turtling up and zerging, but it certainly does not offer the mobility and utility for skirmishing and added escape potential. I want to like healing turret more, but it’s current bugs and the chance you forgetting to blow it up downgrade it. If you’re wanting to zerg support than switching with mortar heal round and elixir gun provides more stable healing without the chance of somebody getting 60s of 5 tick regen.
Ok, I cannot UBER-emphasize this enough. If you’re using healing turret for regen in pvp, you’re doing it WRONG.
Go into heart of the mists. equip healing turret. Press 6. Wait a tiny bit (bout half a second). Press F1. Watch an INSTANT Burst heal get applied to you and all nearby allies. So you get two instant heals, two LARGE instant heals.
I run a roaming build. When a thief or warrior attacks me, the first thing I do is activate my stun breaker because, lets face it, spvp and tpvp is full of stuns up thekitten
But, the second thing I do is drop healing turret and detonate it.
This accomplishes 2 things. It out heals their burst putting me at full health (because of the added aoe combo-field heal). And it knocks the offending thief/warrior/whatever on theirkitten Because I have at least 20 pts in explosives. And then I do MY burst. And they DIE.
There is no turtling, there is no being stationary. Dropping healing turret and detonating takes HALF OF A SECOND. Ok. I’m done.
But that requires you to get 30 points into explosives and then waste a trait slot at either master or grandmaster for the AoE knock back.
Medkit you don’t have to put points into anything for the benefit. the tools trait line just gives it more percs.
the amount of time it takes you to set up healing turret and then detonate it (which requires you to stand still while setting it up) can somewhat be more dangerous than using medkit and just running.
Not to mention INERTIAL CONVERTER the burst heal resets. So you’re looking at more Heals as you approach danger zone compared to Healing turret. Not to mention traits in tools gives you a much needed speed boost to get yourself out of those situations
it’s just like Cyricus said.
Lets face it. when an engineer gets downed, he’s dead. I’ve survived more with med kit than healing turret
and detonate healing turret? Lol you don’t even have to. It dies in pretty much 1 hit anyway.
Wrong. 20 Points in Explosive (most Condition builds go 10 for the burning trait anyway) gives you AoE knockback. My healing skill gives me 70% more healing every 20 seconds than medkit or elixer H. My Healing skill gives me an AoE knock back almost equivalent to Big Ol’ Bomb every 20 seconds. My healing skill heals ALL of my allies, —>Instantly<--.
Oh and there’s a trait at 15 Invention that resets healing turret just like INERTIAL CONVERTER. When you get to 25% health you heal. When I get to 25% health I heal for more than you, heal all nearby allies, and knock all of the melee (thieves, warriors, guardians) way back. See the difference?
And it takes half a second to setup healing turret and detonate it. Press 6 —> F1. So easy a caveman can do it.
Edit: I’m not saying healing turret is always better than med kit. But even un-traited the Heal+AoE Heal makes it a very useful alternative. So the OP, when he claimed that healing kit was the only heal skill that should be used in PvP was wrong. We can debate which skill is better under which circumstance until we’re blue in the face, but they’re both viable. And that was my point.
(edited by PotatoOverdose.6583)
The turret itself does not provide a water field and has not provided one, if it ever did, for a long time. It’s the toolbelt skill that provides the water combo field.
Wrong. Equip Healing Turret. Press 6 (Healing Turret). Wait Half a second. Press F1 (Detonate Turret). Enjoy Blast + Water Field combo.
Each has it’s place. Healing turret is good for group support/bunkering down in a spot. Medkit is better for mobility and skirmishes where you need to constantly move around. And the elixir is good for an alchemy build, outside of that, the others are superior I think.
Sigh, people still don’t understand combofields.
Ok, Healing Turret does not compromise Mobillity. Why? Because Proper Healing Turret Usage is 6 —→F1. You drop Healing Turret. You Press F1 to Detonate Healing Turret (Combo Finisher: Blast). Since Healing Turret Creates a water field when dropped, you activate an AoE Combo Heal with blast which gives a significant hard heal (roughly 70% of your standard heal depending on your gear) to you and all nearby allies. So you effectively get 2 heals. With Proper Traits, you also get an AoE knockback from Detonate Healing Turret that is almost as strong as Big Ol’ bomb.
>You do not sacrifice Mobillity.<————
You Drop Turret, receive the standard heal effect, blow up turret, receive AoE effects (Healing and CC if traited). The whole process takes less than a second.
Elixir R: Drink Elixir R to recover from stun and refill your endurance.
————-Toss Elixir R: Toss Elixir R, curing conditions and reviving allies.
Elixir C: Drink Elixir C, converting all conditions into random boons.
————-Toss Elixir C, converting one condition to a random boon for allies.
Are you tossing or Drinking Elixir R? Although I would save Toss Elixir R for reviving myself or allies, you can use it as an 85 Second condition removal, although you might be better off going with Elixir C in that case.
An example of Bomb kit combo field:
Smoke Bomb + Mine Field (toolbelt, drops 5 mines, 45 second cooldown).
15 Seconds of Invisibility on a 45 Second Cooldown.
A neat little parlor trick, though I still prefer grenades.
Edit: There’s some serious misinformation in this thread. Grenade kit has AoE Blind, AoE Freeze, and a Poison Combo field. Also, I have my doubts about bomb kit being the highest damage kit. Use Elixer U + Grenade 1 and finish off with Grenade Barrage. Fully traited with the extra grenades from Grenadier I’ve had better results against the heavy training golem and against players with grenades rather than fully traited bombs. Remember that Grenades do 3x tooltip damage because each grenade attack launches 3 nades, not one. Also make sure to have fast AoE casting enabled for max damage with nades.
Not trying to take away from bomb kit, but some of the info in this thread seems a bit…exaggerated.
(edited by PotatoOverdose.6583)
Ummmm….No. Healing Turret has a combo field, medkit does not. I drop healing turret, I get healed for 6-8k depending on + healing gear (same heal as Elixer H or Medkit btw). Then, I self-destruct the turret almost immediately, activating the blast combo finisher on healing turret’s water field. This causes an AoE heal for 4-6k and regen for me and ALL of my nearby allies.
If I take Accelerant Packed Turrets, Every time I use the combo finisher (which is every time I use the heal – every 20 seconds) I get a large AoE knockback almost equivalent to using Big ’Ol Bomb.
So to some up:
Healing Turret (20 s recharge)
-Standard Heal Amount
-AoE Combo-field Heal (roughly 70% of Standard heal for you and ALL nearby allies)
-AoE Knockback (If traited with Accelerant Packed Turret)
-Recharge at 25% Health with 15 in Invention.
Healing Kit (20s recharge)
-Standard Heal
-3 Weak 1k Single Target Heals
-Remove 1 Condition
-Swiftness
-Recharge at 25% with 15 Points in Tools
Personally, I like having my mandatory healing skill do double duty as an excellent CC. I also like being able to activate a combofield to give a significant heal to ALL my allies.
So Accelerant packed turret. Whenever one of your turrets is destroyed, it does an AoE knockback.
Healing turret. 20s cooldown. If you destroy healing turret the moment it pops, you get the initial burst heal, and the combo water field + blast AoE heal for you and all allies nearby.
Put the two together, and every 20 seconds you get a Heal, AoE Combo Heal, and AoE Knockback, all from just your slot 6 healing skill. As an added perk, it is hilarious to use supply crate on a point, and have the enemy team aoe said point, and then enjoy the repeated knockbacks.
So the question: Why haven’t any of the posted builds (well, explosives builds anyway) on these and other boards used this awesome trait?
I play on sorrows furnace. If I’m looking for a guild, I’m not looking for a guild on henge of denravi or stormbluff isle or sea of sorrows.
It does not make sense to have a guild organization or recruitment forum that forces you to wade through a mess of threads that do not (and cannot) apply to the user.
So, a simple suggestion. Divide the guild forum into subforums based on server. Organizationally, it would look something like this:
[Guilds]
_[Sorrows Furnace]
—————-[Threads relating to Sorrows Furnace guilds]
_[Henge of Denravi]
—————-[Threads relating to Henge of Denravi guilds]
_[Sea of Sorrows]
—————-[Threads relating to Sea of Sorrows guilds]
_[Crystal Desert]
—————-[Threads relating to Crystal Desert guilds]
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