![]() Elixir R is extremely useful in getting a group that died together up or when the situation is too dangerous to enter. Elixir S is more for drink, allowing me to go invulnerable whenever it's up, which can really save yourself, but it can also be used to revive player in a dangerous situation. I use everything I possibly can to provide healing or better healing for my allies. If you have any further questions, feel free to contact me/message me. He agrees he wouldn't be able to get away with it without the constant med packs. ![]() I primarily run with a entirely glass cannon melee (with some use of range) thief, base health, 110%+ critical damage. But with my constant regen and high healing power-empowered F1, I am able to keep myself alive without having to use my own bandages, keeping plenty around for my party. I'm working toward apothecary gear, right now my high toughness is generally causing me to take agro, if there isn't a tank-spec'd guardian or warrior with us. Condi also continues to deal damage while you're throwing out heals or other support skills. This aids in teammates that aren't condi (And let's admit it, very few people prefer condition over raw power) to deal that much more damage. Another effect is chance to cause vulnerability. They recently buffed the explosions cause bleed trait to 15%, meaning 3 grenades each having 15% chance to bleed for a few seconds, with the grenade 2 skill being 15.5s with the condition duration traits. I recommend grenades paired with healing power/condition because of the traits and base effects of grenades. I personally use grenades, traited for 3 and 25% more range (1500 range is no joke!!) and I also traited the throwing med kit skills to support well from range. Indeed I have tried it, mostly in sPvP though, the heals maxed out at about 300~350 with the healing power in sPvP. Most of my gametime now is spent running Fractals, and I can tell you that everyone that I've run with, once they realize what those spinning, floating bags on the ground are, have been pleasantly surprised and survive a whole lot more. Healing Power really displays its use in a group setting and versus more enemies. Some things that should be mentioned is that Healing Power is actually probably the most useless stat if you're playing by yourself, just focus on raw damage (rampagers?) if that's the case, because it's easy to not die in this game, even versus a champion, as long as it's a 1v1. The only thing is the regen from the supply drop healing turret only heals for about 150 a tick. Not to mention my Supply Drop throws about a lot of 1400 heal bandages. Each bandage heals for 1600, I can throw (traited) three every 15 seconds and with Dwayna runes, I can provide regeneration (between 250 and 300) a tick every 10 seconds, since the med kit equip acts as using a healing skill. I run a healing power, condition engineer. Latest patch Dev tracker Official sub Discord Optional description Nightmode Lights on Content Filters
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