I’m just seeing how I can possibly get EIB back. The trait was fun and I think Bunker Down should be moved to the explosives line in the place of one of the other ones that are just not effective. I don’t completely agree that it is a very useful skill yet, but I will give it another test just to see if it has any use. I did have a bit of fun with bunker down before when testing, but I still want EIB. It would be nice to have them both.
On the issue of change, its great to see change, but it is also nice to have some things stay the same. I’m not sure this one was very well thought out before they changed it. I have yet to see someone show a reason as to why cleric’s armor is good for an engi. When you see someone come up with a decent heal build out of the trash they have right now for heals, let me know.
I’m not here to rip into celestial users, its just not everyone is going to be the same build or wants to follow the “meta”. Meta is great in its place, but I don’t want my engineer to be limited to a Meta box. If the engi is good at heals again, then that could be another type of unexpected frontline healer. Why not try to fight for something like that? Now when it comes down to the engineer regular heals on the other hand, they are very lackluster at the moment. I don’t need to go into too much detail unless its asked for because threads are beginning to pop up left and right about the poor healing of engineer. While turret is good, after it is popped thats all it has. The extra 250 points of healing mean absolutely nothing in combat effectiveness. Go look how much 250 points changes healing and you will see it is only by a few points.
I used healing bombs and won quite a few 1v1 battles. The trick was to use turrets with it not only for blast finishers, but for a little extra dps help. Add that to that 10% healing power to attack power and you had medium dps that when you were skilled enough, was more than enough to kill whoever you were fighting. And yes, it was full Cleric’s gear. Also they had that heal skill recharge as a PASSIVE and not active which made it an even more superior build.
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I don’t run celestial. People have been trying to argue the case against healing bombs, but unless you ran full cleric’s with it, you are missing the picture. Celestial seems like something you run when you are unsure as to what you want to be at the end of your game. Once you get skilled enough you then specialize in healing, crit, or condi according to which you are talented at using. Or you just stay there because you are not good enough to do any specific thing well, but are decent when you have those stats.
The healing bombs were designed in such a way that Cleric’s gear was epic to wear with it. I worked hard to get my full Cleric’s gear and now they change things up to the point where my entire ascended set has become worthless because of no healing bombs.
I really think that some of you are not support based and thats fine. Don’t talk down on the people who are trying to ask for more things to improve their support based builds. You can have your blends, its just theres alot of build selling going on vs giving people a more diverse option to do things.
Also comparing apples to oranges? An entire set of armor and ascended accessories was WASTED on cleric’s gear because they decided to get rid of healing bombs. Forget the other stuff, I want a replacement set of gear if they are going to be going to these kind of extremes with movesets. Next thing you know they will bump the bomb range back down to 120 or even 90. Its more than healing bombs, but its stability all around. If the game keeps changing certain things around, your equipment goes from being the best at endgame to absolute trash like my Cleric’s set. I’m keeping hold to it because maybe someone might turn healing bombs and the other trait back on. Every class loses when they make these kind of changes that completely cause players to have to resort to getting an entire new wardrobe because of these drastic changes. I wonder what will be next? Maybe they will nerf celestial engineer? Lets roll the dice to see what armor I will need to replace because of the new changes.
Medkit seems…. pretty lame. What is with that 1 skill?
Whoever thought of the idea of this new medkit was definitely not in favor of helping out the engi. If this person also thought it would be better than Elixir Infused bombs, they should be defenestrated and beaten with a Giver’s Pearl Rod until they understand how bad the medkit really is. Also still want the healing bombs back.
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One would think that it would, however we shall see if they actually respond to you saying this. I really don’t think they pay much attention to these threads unless you get over 100 posts or something like that.
you 3 guys above necroed this 2 months old thread. Gz
But necros are an appreciated class, unlike engineer at the moment. Nearly every zerg we go to people frown on having engineers around to some extent. Add that to them losing Elixir Infused Bombs and you have even less reason to have engi participate in zerging.
If Elementalist gets “Water Blast” which heals while they attack (To include self healing) then engineer should get back “Elixir Infused Bombs”. If we can’t have that back, then take away Elementalist’s “Water Blast” ability.
Anyone hear about this coming back too as a passive? I am hoping this does come back as a passive. This is what made your cleric/healer engineers hit so hard and hold so well. The newer passives are kind of weak and not efficient. I’d give up Cleansing Pulse for that or Energy Amplifier as a passive. 250 healing doesn’t do you good when you don’t have enough healing skills to spam constantly to warrant healing power.
Sobin, you are awesome for asking that question. The build I go for has explosives, inventions, and firearms.
Inventions gives you mecha legs which is perma swiftness. You can pick anything else in this category besides that because all the other skills you can personally do without and don’t make any significant improvement in combat.
There are a few firearms crit specials that you will already see such as No Scope and High Caliber.
Explosives for that quick recharge on bombs, glass cannon, and modified ammunition.
Here is the trick to the build though. Out of all the zerker, replace all the zerker accessories with Power Toughness Ferocity until you get 2600 Armor. That is the magic number. You can survive as frontline and drop bombs that hit 5 people constantly for 4k-5k damage with REGULAR bombs. Hence why Elixir U is a very potent combination with bombs. Its even more fun when you run bombs and stealth so you pop in on people like a thief and kill 5 people at once. You must be flexible with your traits though and change things out according to the situation you are facing. I like changing out that invis elixir for a turret or mines every now and then just to support a zerg or self with blast finishers. You also have a built in Fury from the build given that is applied immediately once you start bombing.
Let me know how you like it. I have only found Power Toughness Ferocity with ascended gear so far. It may possibly be on exotic, but I highly suggest all ascended of that type. I also switched out the ascended neck for knight’s (Power Toughness Precision). The magic Ferocity number is 210% crit damage.
I normally talk about healing bombs alot because I had another build that was capable of killing people as a whole and 1v1 pretty easily by doing Elixir infused bombs. With enough points in it, you were able to stand still for part of the match and drop bombs until your hp hit a certain point. I wish they would put the heal recharge back as a passive though cause that other skill “Cleansing Pulse” is quite useless as it’s first passive. You already get 2 conditions cured by your turret and if you pay attention when you get a ton of conditions on you, smartly wait 3 seconds, and then drop the turret cause many of the conditions don’t last past 3 seconds.
I would take Elixir Infused Bombs over Bunker Down if I were wearing Full Cleric’s Armor and accessories. If I’m not wearing that, I’m definitely not seeing how bunker down is really helpful when compared to the older evasive poweder keg. All it does is partially make up for a bomb that used to be there but is not. It doesn’t even do full damage of a bomb.
I like the new range that they are proposing for bomb kit. Its perfect. Only thing they need to do is make sure that it is hitting properly and then it will be golden. They have the animations down correct from the looks of it , its just making sure that it hits is the biggest problem I see here.
This nades vs bombs thing is no contest. Nades are awesome for you condi users and bombs are awesome for power builds. I just recommend mortar if you use bombs cause mortar has superior range compared to nades and it makes up for killing things on the wall. Also that Orbital strike does not support condi users, but power users. Go heavy power and watch orbital strike do wonders for you. I’m not missing nades one bit because there are a bunch of other moves you have such as the Rocket from rocket turret, Mine field from the mines, and Big Ol’ bomb from bomb kit. If you aren’t looking for damage I choose that wonderful elixir U to moa people who love their lich form.
The above is a way to make your Bomb build more balanced so you aren’t lacking when in combat. You must be skilled in both close and far combat because the classes you face definitely deal in that. Mortar has a talent of taking out those rangers by use of that light field that blinds people. Its a wonderful new thing that they added.
Damage for damage, bombs are just flat out superior. I love nades for that grenade barrage that I sometimes replace my mines for, however ultimately if you want maximum dps, you go bombs. After assassinating 5 people with that elixir U combo with fury, I don’t think there is much more to be said there. The bombs beat nades because the accuracy of the weapon kit. Bombs are more of a direct fire weapon than nades cause nades are constantly changing in direction and distance while bombs are steadily in the same spot every single time.
I took it and ran with it the second someone frowned on it. I like larger bomb explosion radius. I just think we need to closely check the doings of this patch to make sure it is the same with all bomb skills and that nothing got left behind like last time. This thread is a celebration for them getting something right, not a frown on everything else we would desire.
Just for the record, I didn’t see anything about you wearing full cleric’s or similar.
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anet thanks for the bomb radius again at 240
for healing bombs, consider if that “Soothing Detonation”
When you trigger a combo using a blast finisher, allies near the effect are healed.isnt only for allies but for engineer + 4 allies. then its much better than healing bombs.
i think explosives is much better with bombs-mortar or nades-mortar (i usually wvw) bombs-rb-eg – mortar or crate depends – but the pressure with explosives and bombs – in melee is nice – especially if with evasive powder keg that is a blast… so healing – might – etc etc
bombs can be used defensively (stack might – stealth) as offensively (54321) – or in disengaging (escaping) dropping 32415 if someone is next to you
and with vulnerability they have the pressure if 5 targets or more are on u – someone will die in that group
firearms-alchemy/inventions – tools is perfect for condition-hybrid builds-power – in pvp (a nice burst of bleeding – critical hit – incendiary powder on critical – basically in a 1 vs 2-3 at the most (this is ofc my opinion)
but explosives and mortar => gain a ton of damage – vuln aoe in wvw fights
Its all or nothing. If I go heal mode engi, I want heal mode engi and not this fake healing that some of you are trying to support. Your builds are not designed for going full cleric’s gear. Right now if you go full cleric’s unlike before, you WILL die in a 1v1 battle unlike before where you could both zerg and 1v1 very well. Not only do you die faster, but you also do subparheals with nearly every squeezable point in the healing tree. Its as if the armor I worked hard to get together has instantly become useless with all these new “changes”. My point here is that there is no heal engi anymore, its either DPS or go home. By them making these new changes, my cleric’s gear is now worthless and I severely doubt anyone else that is saying things on the other side has ever worn full cleric’s gear or goes full heal mode. Unless you are wearing full clerics or similar, I don’t think your input on anything that has to do with the healing tree of Engi has any credibility.
“Soothing Detonation” is a half-hearted skill that easily got smoked by healing bombs because it is too low HP for heals. Instead of a constant stream of healing, it sucks cause once you blast, its over for about 20-30 seconds. It in no way defeats healing bombs because even with its “subpar healing” I got at max about 450 hp per bomb. You added that to Elixir U and you have not only a constant stream of bomb explosions that hit people for medium HP damage, but a ton of heals in one area that make up for those combo fields that lack in speed. Healing bombs healed 5 people without the use of a combo field constantly with damage enough to get people to back off of you cause it would hurt. Part of that was also due to the 10% Healing power to attack power conversion which made healing bombs hurt.
Honestly who pays attention to blasting a combo field damage? People most of the time do not blast combo fields in a fight directly on top of a zerg, but in preparation to go back into a fight and pursue the zerg again.
If you feel the need to argue healing bombs more, get an full set of cleric’s or similar armor and accessories, and then come back and tell me why it is better.
The best thing you can use for both Mesmer and Thief is utility goggles. The utility goggles breaks you free from stuns such as basilisk venom, grants you fury and blindness immunity, and gives you a skill that reveals them for 6 seconds. The skill also stacks about 10 stacks of vunerability on them too allowing for you smart crit based people to quickly end them within the 6 seconds of reveal. If you are condi based it will take a bit longer.
Them elixir infused bombs keep being brought up left and right. I hope they bring them back. On top of that since almost every other class has all these different converters, why don’t we get back our healing power to attack power converter? Forever rule healing bombs!
i think healing bombs has always been a bad trait. I really don’t miss it but i prefer actual bunker down , so please no healing bombs again …
Healing bombs was a skill that was used by engis who did medium dps and yet wanted to heal people in the crowd without the use of those lame waterfields that take forever to recharge. Bunker down, while in some cases may be ok, I haven’t seen to do a significant amount of damage enough to make a real difference in combat. If it did full bomb damage, I would be all on board with it, but since it only damages about as much as mines, I don’t find it very useful. If you are having trouble with thieves and mesmers you should probably go for the utility goggles that break you free from thief basilisk venom and render them unstealthed for 6 seconds. For the mesmer you just time the person right to render them unstealthed.
I’m still not feeling this celestial mickey mouse stuff. Where is the all or nothing 210%+ Ferocity build? These other celestial things include too much condi base and not enough hit someone in the face base. Call me when there is something in here about roughing people up with ferocity over 210%.
This is a step in the right direction. All we need now are some healing bombs back, and then I will just about be sold on playing engi again. Just for the record, Autodefense Bomb Dipsenser is a piece of trash skill that should be replaced with something far more useful. Something such as Deployable Turrets or something.
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I’m sorry that you can’t group heal by spamming your autoattack. Times must be hard. I’ll see if I can find you guys a Zima.
Since your sorry to hear it, I guess we can assume you would appreciate the return of the trait as well?
Thank you for your support on the matter.
Elementalist get to do it without a trait just be spamming auto attack with staff when in water attunement.
As well, you appear to be a little confused about how it functioned. It was not a trait that was relative to your group. It was AoE, not group restrictive.
Not only does elementalist spam a healing and attack at the same time for auto attack, their auto attack with BARE MINIMUM points in Healing power healed more than healing bombs near max healing power. So I don’t think people should be finding fault with healing bombs. They were still the most awesome thing for survivability for the engineer.
Someone must have not got the memo that healing bombs were very pro. The so called support from traitlines falls short. Explain this “support” and I may be inclined to believe it. If I cannot use full ascended cleric’s accessories and armor to beat ONE person on the WvW map cause of it’s currently low damage, I can tell you straight up there is a problem with the traitline.
I spy elixir infused bombs’ dissappearing as a problem.
I like that Elixir U and Elixir B combo. One, you can moa someone in the face when they go into things like tornado and lich form. Two it brings the pain swiftly if you have a rifle equipped with the proper amount of Ferocity and crit chance.
I rock 2.6k armor in a zerg as crit damage engi. Without stacks I notice numbers such as 4k show up when I drop bombs in an area. If I go stealth, I can down 5 enemies super fast with only 6 bombs if they all critical hit. I have done that before and it was comical and sucked for the guys on the other end.
Im still not impressed yet. Someone show me a good zerker/ Power Toughness Ferocity build. I dispise shield unless I am running condi. Pistol damage sucks even with full attack power. We have countless condi runners at the moment but people have been sucking at bringing up a solid power engi that smashes things with critical hits and has decent survivability. Pistol is awesome with condi and sucks with power builds as is the same thing with shield.
How do you handle the mesmer is the question?
To handle a mesmer with this build is a very simple, 3 step process:
1) see the mesmer
2) turn around
3) GET AWAY FROM THE MESMERHaha in all seriousness though, this build does not do too well against mesmers. It’s primarily single target and lacks blocks so I’ve found that I’m unable to quickly clear clones and it is difficult to avoid shatters as well. I have found that using Elixer S optimally can really help in those fights, but that is the keyword…OPTIMALLY.
Ive figured it out. We can use your build to take down a mesmer efficiently. Goggles to remove the stealth, Net turret to hold him in place, and elixir S to drop the pain on him. I am liking your kitless engi.
So just to clear things up, are healing bombs coming back? People spreading rumor that we getting that skill back when they come out with the new engineer. I want to make sure that this is solid and we aren’t being hassled.
Engy currently has the highest sustained DPS in the game, (using bombs actually)
With Bombs? Based on what? The entire explosives (bar short fuse) is balanced around 3 nades vs 1 bomb.
Bombs are so win. The mortar kit makes up for our ranged problem so we don’t need grenades as much unless you just want the power.
Now it would be nice if we could give healing bombs back to that “sustained DPS” because they gave alot of survivability in zergs and 1v1 fights. Add that to that healing power to attack power conversion and we have a much more stable engineer that doesn’t die instantly when hit by a zerg. Alot of good high dps does when you are throwing rocks and junk on the ground because you don’t have the heals and attack power to back you up.
Wit the lack of healing Bombs engi sure has lost lots of frontline viability.
But on the flipside they can serve as pseudo ele thiefs. With fields and blasts for the zerg as well as pulls and grenade burst for focus.
Engi is trash without healing bombs in the frontline. It would be nice if people would get on here to fight to get that back along with that 10% healing power to attack power we had. They replaced that with a ridiculous “Medical Dispersion Field” 12% of healing to player goes to allies. It doesn’t even work with that abortion called “healing blast”.
I’m curious to see if they will even listen to us about getting back the healing bombs and attack power from healing power conversion. I would gladly give up “Overshield” for the attack power conversion and “Medical Dispersion Field” for healing bombs. Edited this because “Protection Injection” does the same thing for yourself that “Overshield” does.
Overshield forces you to have to use a shield and be a condi person because pistol does not do any significant damage even with your attack power over 3k. While it effects 5 people, on the frontline we need more of the attack power. If Engi is suppose to be DPS, wearing a shield holds back that regular DPS ability. I like condition damage engi, but lately our zergs have been lacking the hard punch or regular DPS. There isn’t enough love for regular engi DPS to do its job when you force it to wear a shield.
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On top of rocket boots for immob breaker, if you are a crit damage kind of person, I like using those utility goggles. They not only give you fury and break stun, but also prevent blindness for a few seconds and unstealth those pesky thieves and mesmers so you can kill them faster. Its 6 seconds of time you get to lay into them with all the fury you can before they go invis again.
Besides this, I am have decided to try to go the extra mile. I have all ascended accessories in clerics, but not all ascended clerics armor. I am using exotic at the moment.
It costs approximately $390 gold in order to get this full set of ascended armor with heal upgrades. It is expensive, but I dare to aim for it. I just hope I don’t spend this gold to find out they are not bringing back healing bombs or giving us back our 10% healing power to attack power conversion. It is the ultimate test to see if I will be interested in playing engi for the long run. That weak 12% healing to allies is not worth it compared to getting attack power from heal points.
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I am working on that at the moment. I am even going to the point of creating all ascended Cleric’s armor just to see if I can break even with 2k attack power. So far I am not impressed at the amount of reward a person gets for going full healer mode. There is not enough heals in the healer mode at the moment to keep it going for long period of time. That and with that dip in power, which they replaced with “Medical Dispersion Field” which does nothing in comparison to some good ol “elixir infused bombs”. That was the healdps for a good while.
After careful observation, it seems that getting real help and changes requires a really good team effort. If we don’t tagteam the issues we are having, I don’t think it will produce good results. I need help addressing every single problem with engineer healing. Looking for bugs and plain problems such as the skill is not performing good enough to be effective.
I will start out the list from borrowing from previously gained information from some of you awesome thread posters.
1. Where did my Healing bombs go? Can we get them back?
2. Why is healing blast so terribly weak? Is this an attempt to make the kit better cause it does not work.
3. The med kit is not a constant stream of helping others out, but a solo kit for one individual where the skills are now worse than what they were before.
4. Where is the healing power to attack power conversion? Can we get this back?
If there is anything else you can post about the wrong part of the healing at the moment, please do because every single bit helps.
I am liking the way this is going. The main thing I have an issue with is for people to show more love to what engineer is good at, DPS. DPS doesn’t mean condition damage all the time. While engineer can stack a ton of fire on someone in a split second I don’t think zerker/PTF (power toughness ferocity) gets enough love from any build. I’d like to see more dps focused builds as a whole that use crit damage and win in 1v1 battles. Alot of times crit damage seems like it is only good for zerging unless you are skilled enough to fight with it.
We need a good solid thread on healer ability of engineer. I’m looking for all the people who play to participate in this. Hoping we can have a really good turnout so we can fix ALL of the healing problems and not just one or two here and there. I hope to put more input on healing whereas at the moment I just set up a character for the maximum healing points possible just so I can rightfully dispute the problem with healing engineer.
Mortar kit is love. You can pvp someone with that too. That 100% projectile finisher makes the mortar make up for its slow attack. Pop an ice mortar on the ground and fire a bunch of ice shots into someone to see them really slow down. The only thing mortar has the problem with is your timing .
You have to constantly get your timing right as to where a person will be and not where they are. If you can master that, it seems that mortar is pretty fun and you can bag a few 1v1 battles in wvw.
Do they just hate engineer or are we seeing alot more problems coming from these “changes”? I liked the throw turret skill alot for clearing walls of those pesky players and arrow carts. I hope that if they make turrets mobile that they make them have the ability to stay in place or be mobile. Throw turrets kind of fixed alot of problems we had with engi and now without them they have heaped even more problems on the class.
I’ve figured it out. It is the 10% of healing power converted to attack power that kept engi healer in good standing in WvW. Since they took that away, its been way too tough to 1 v 1 people in WvW. In zerging you hit like a wet noodle rather than doing medium damage.
Its bad when you go full healer and only get an extra 700 points of healing for 1504 +points you have in the healing circle… Thats when you use the turret. The turret heals for 2,520 and with the 1504 healing it heals for 3272. Before we had a nice boost to heals that gave us attack power for healing points. Now it just sucks because the attack power in full heal mode is now 1964. What are you going to kill with 1964 points of attack? Thats worthless pve material trash.
They don’t give credit to healers and nerfed the healer attack power and healing point effect. You don’t have spammable skills like before with healing bombs and the one spammable skill they do have “healing blast” is so poor that it couldn’t afford to pay for a free lunch.
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How do you handle the mesmer is the question?
LoL at waiting turn while being condi to death by a necro. Engi is a fun class, however it is lacking in survivablity in the realm of healing. In other words all of the engi healing sucks at the moment.
I don’t understand what the big deal is about that medical kit, but it absolutely sucks and is blocking cool things that we had like healing bombs. I hope that the focus for healing gets as far away from that healing kit as possible because that healing kit is only designed to handle one person at a time. Healing blast is worthless in comparison to that staff ele water toss that not only hurts the enemy but heals allies at the same time. I definitely dont want that added to the healing kit unless it has a similar effect and damage.
The other heals do not spam fast enough to warrant going full heal gear anymore. Full heal gear at one point was pretty awesome for zerging, but now its reduced to foolishness. I will be running tests on the healing one more time at full healing power, after that I will be concluding the facts of the healing engi again. It needs to be brought up now because it is affecting a combat style. Also other healing tree passives are still garbage compared to healing bombs.
I didn’t hit him at all and got alot of damage. I am just saddened at the overall value of toughness now. Its as if toughness does nothing for you as a stat like it used to. Survivability seems to be greatly reliant upon blocking with the toolbelt shield or dodging attacks altogether now. I have yet to run into a successful engineer on here in a long time. Although Poe did post some good information rather than hoping on the attack. I definitely will be more watchful for the guardian burn. That advice was actually quite valuable.
I actually had a little fun on condi engi today. It actually does pretty ok in the fighting realm, however, needs some tweaks. For the primary tweak, they need to fix toughness so condi is not just as squishy as zerker. I was killing very fine until I got touched by peeps, and it seemed like condi with a glass cannon. Condi is one of the few saving graces for engi at the moment. Alot of the other aspects of engi at the moment are unsatisfactory.
So running along doing the normal thing in wvw, then BAM my HP drops from 20k to 3k almost instantly. So im aggravated and confused as to what is going on. Look around to see if there is a zerg or group on me, and no, its a single guardian that hit me for with a Shield of Wrath for 7k followed by some other skill that hit really hard. The attack says only 700ish hp for damage and it hits me for 7k at 3.1k armor. What is wrong with this picture?
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Lets hope that will change with the expansion. Until then, it looks like Vitality, Healing power, and Toughness are just about worthless stats for the engi until further notice. Its a kill or be killed game at the moment with the stats. Pure offense or you are going to get whacked.
Is there any way that reflection can do double to three times damage back to the user? I find that kind of fair when you have a ranger picking people off to 0 hp at lvl 80 within less than 3 seconds constantly. Its become quite annoying and to see reflection do so little damage, it be nice to see it actually do something useful.
I agree with your saying. Wish they would get rid of the trait all together and replace it with a better bomb radius. That or give the better bomb radius under the grandmaster trait to replace one of those useless things that they have there now. Id take the older trait over the newer one. At least with the older grenades you could do something without hugging a wall whether you had grenadier or not.
That kinda sounds like ‘healers go do something with yourselves’ and we only want people who can crit and condi in the game. If that is the case, lets post that and come out and say that all other armor and whatnot in the game is worthless unless its zerker or some other condi related armor. Really narrows down the engineer quite a bit.
I beat quite a few people using the healer engi before. It was tanky and had the power to kill, but not anymore. This seems like they have made all the specs to where its strictly fight, not tank or heal. (Ive also tested the tank, it fails at the moment because it makes you a walking target.)
As cool as 20-30 seconds is, I did like my virtually non-existent cooldown. I like the idea of Celestial, but Clerics used to be absolutely pro for the healing engi build til this new system. Removing the physical attack power and healing bombs was pretty dreadful blow to the Healing Build. Starting to lean more towards celestial with how terrible they have made crit builds atm in comparison to condi damage. Condi damage kind of has out-dpsed all the crit builds. If not so much as out-dpsed, it also outclasses the crit build because most of the armors include toughness and conditions have a guaranteed application vs crit which only has the superior sigil of intelligence that can offer your 3 guaranteed crits. What this has to do with healing? Alot. Everything at the moment is out-doing all the healing builds you can think of for engi.
The better news is that I saw over 600 tic healing for 5 seconds per second in the mortar field (3k hp), but 30 seconds and the fact that field cannot move around with you makes it less effective. At least the bombs you could bomb with your heals right next to you all the way.
Healers still don’t get any EXP, love, or real recognition for being a healer.
I went back to test the blast field and yes, it heals, but it’s heal is not enough to warrant going full cleric’s gear. None of the Engineer moves are like that anymore.
They took healing power to attack power conversion away from the tree too so you not only hit like a wet noodle, but none of your heals keeps you alive long enough in battle to be effective. At least with the power conversion instead of that lame “Energy Amplifier” you had some kind of bite to your heals. Id get rid of that “Thermoberic Detonation” thing too and replace it with something that really matters like blast radius for healing too.
Healing Combo fields disappear and have to be recovered after a certain amount of recharge. Healing bombs had virtually no long recharge and healed you. Have you seen the 30 second cooldown on your mortar round?
After current tests, you may as well run zerker or heavy condi because all the other stats do not matter in any fight long or short term. Its as if Vitality, Toughness, and Healing power no longer mean anything as stats. You put a zerker anything against people who specialize in these stats, and they will die more than likely in a fight. At least with older specs I could fight, kill, and heal without dying all the time like now. This game does not have any healer love being that healers get shafted in the EXP area because they have to damage everything on top of heal people in combat. If you do your job somehow very well, even though they have made it alot harder now, you would get nearly no exp. They really need to review this and fix something here.