Well written!
What personally struck me was that the numbers weren’t really impressive. I wanted to calculate how effective A.E.D. is in comparison to our other heals, since I first figured that A.E.D. ought to have good potential sustain, if you manage to use the skill properly. Say you forget all about how it offers zero condition removal and group utility (when all the other heals have a means to offer some). It becomes obvious quite fast that currently A.E.D. is not designed for sustained fights at all. I was very disappointed. Apparently using A.E.D. requires a very specific build/philosophy to fights. (unless you have permanent regen and guardians saving you perhaps? They would probably not like you using A.E.D. instead of HT.)
Let’s compare our heals for sustained fights, with 0 boon duration, no additional blasts for healing turret, no traits for anything but AED, not taking toolbelt skills into account for HT. (Elixir requires traits so not considering that right now)
- CD-traited A.E.D. (12280 (1.7? scaling), 32 seconds)
Theoretical maximum base HPS 384, 0.053 HPS/healing power
Impossible to pull off
- Healing Turret pick-up (5040 (1.0) + 5s regen 650 (0.625), 15 seconds)
379 HPS, scales 0.108 HPS/HP and scales with boon duration and blast finishers
- Healing turret blast (5040 (1.0) + 5s regen 650 (0.625) + 1320 (0.2), 20 seconds)
350 HPS, 0.091 HPS/HP, scales with boon duration and blast finishers
- Med Kit (4920 (1.0) 20 sec + 1000 (0.5)*3 12 sec)
Base HPS 496, 0.175 HPS/HP, scales more with traits, requires activity
A.E.D. does not scale with…. anything really. It doesn’t even scale well with on-heal effects. And to top it off, these calculations do not take into account the facts that A.E.D. theoretical HPS does not “start off” until you first use it and that you have to take damage to proc it. It is true that A.E.D. offers heal when you most need it, but that does not make up for the downsides.
Now when you ask how plausible it would be to slot it, I say extremely unlikely for sustain. Considering the group utility, condition removal, potential different gameplay possibilities (preparation-mode, heal amount scaling to needs, etc.) of both Med Kit and Healing Turret, A.E.D. seems extremely lacking.
How would I use it?
A.E.D. negates one attack, the one that would kill you. That, the toolbelt and the bursty healing on a long CD points to a hit-and-run static discharge style. So somehow you need to be able to evade damage with A.E.D. and play bursty and fast.
Or perhaps if you can guarantee yourself dying before 25% so you can double-use it once.
Or perhaps with Elixir R…?
A.E.D. burst heal doesn’t really secure anything, and as the flowchart points out, it has multiple ways of counterplaying it. I might still not use it even if it was instant, although it would “only” leave poison and condis to use against it in the hands of a perfect engineer.
Gadget traits would be awesome, yes. Other than that, perhaps lowering the risk of using A.E.D. a bit would help – such as triggering the heal at 10%? It’s still low and doesn’t remove the counterplay but increases your chances of survival post-A.E.D. This is especially important in PVE where the heal is probably unusable.
(edited by skube.9850)