Healing Options for the Warrior

Healing Options for the Warrior

in Profession Balance

Posted by: Mr Selfish.7329

Mr Selfish.7329

Hello everyone I just want to start out by saying that I main a warrior, and I agree with the 75% of the community that says that we are a little too strong right now. Many people attribute this to the Healing Signet passive effect which I tend to agree with. Of course there are many other factors that add on to our insane survivability, (Cleansing Ire for example) but I think that after the Healing Signet nerf (around 8%, it really isn’t anything major) Arenanet should look into more healing options for the Warrior profession in general. I apologize in advance for the amount of time that it will take to read this, but I believe that communication and healthy discussion is the only way to tackle issues like this.

As someone who actively participates in PvE, Spvp, and WvW I could say that I hardly find any use for any other healing skill in any of the above. Usually when I theory craft I will automatically select Healing Signet as my healing skill because it is too good and the other heals just aren’t really up to par.

Some may call me crazy, but I believe that when the balance patch hits the passive effect of Healing Signet should actually be decreased by 12%. I know the warrior community may be a bit skeptical about this statement, but lets take a look at the actual numbers here for a second. A level 80 Healing Signet passive heals for 392 per second, or roughly 7840 hp every 20 seconds. Keep in mind this is before Healing Power. This means that it is healing more than the Mesmer’s Ether Feast (assuming it has three clones out) being at 7480 hp, and it is definitely healing for more than the Ranger’s Heal as One skill, which starts off at 6520.

Healing Signet after an 8% nerf will heal for around 361 per second before healing power, which means that after 20 seconds the warrior will have received 7220 hp. While after a theoretical 12% nerf it would heal for 345 per second, capping out at around 6900 every 20 seconds. Lets take a look at other healing options and how they could be improved.

Healing Surge – Very susceptible to counter play, heals for comparatively less than 30 seconds of a Healing Signet passive. I recommend making this skill add 2 seconds of rejuvenation per bar of adrenaline spent. This maintains counter play while not punishing the warrior too hard for taking this skill.

Mending – Not even a competitor when it comes to Warrior Healing skills. I recommend making this skill a 600 radius instant cast shout (category) that heals the warrior for 4436 (1.00) and grants regeneration for 5 seconds to its’ allies and the warrior. This would definitely raise the bar of this skill while still making it susceptible to being a victim of “Skilled play”, which is the ultimate goal.

Defiant Stance – The cast time and glow of this skill make it very easy to counter. In a game that promotes skilled counter play both of these factors have no place in a skill like this. I recommend removing both of these while keeping the rest of the skill in-tact. I feel like this would further balance the skill and promote more usage.

I apologize again for the long read.

(edited by Mr Selfish.7329)

Healing Options for the Warrior

in Profession Balance

Posted by: Soilder.3607

Soilder.3607

In regards to healing signet, I don’t think the skill should be defined by its passive. It’s cheap and unfair when considering other healing skills that can be interrupted and require skillful timing to get their best benefits (such as ether fest or even adrenal surge).
The active effect should indeed be buffed to something very useful. I have no idea what that would be but a-net is a creative bunch and can probably work up something nice. The passive effect should be nothing more than a small bonus over the active and should be reduced to around 200hps or so. Now, I know all you war lovers are having a heart attack right this moment, but this is the change that needs to happen. Healing Signet is probably the most overpowered passive ability in the game right now. Its just ridiculous how good it is for zero effort at all. But keep in mind, this should only happen if the active receives a good buff. Look at the mesmers signet of the ether. It has a good passive effect that isn’t too powerful at all in conjunction with an active that, when used properly, can be very powerful as well. That is how the skill should function.

Stormbluff Isle

Healing Options for the Warrior

in Profession Balance

Posted by: Mightymealworm.8409

Mightymealworm.8409

Your mending is way too strong a group heal. How about it converts up to 3 damaging conditions into 2 second stacks of regen (6 seconds max) for self and up to 5 allies at 600 range. Heal part stays the same and self only. Conversion effects allies.

Healing Options for the Warrior

in Profession Balance

Posted by: Mr Selfish.7329

Mr Selfish.7329

I like these ideas, I’m also a fan of creating an interesting active for the Healing Signet, could anyone think of an interesting alternative?

For example: 200 (.125) hps passive for Healing Signet, increase active heal to 5640 and spread the Healing Signet passive to allies around the warrior for x amount of seconds. It sounds like a cool concept and promotes team play and counter play.

Healing Options for the Warrior

in Profession Balance

Posted by: Mr Selfish.7329

Mr Selfish.7329

Your mending is way too strong a group heal. How about it converts up to 3 damaging conditions into 2 second stacks of regen (6 seconds max) for self and up to 5 allies at 600 range. Heal part stays the same and self only. Conversion effects allies.

I’m sorry for not making myself clear here, the heal was meant to be for the warrior alone, while the additional effect was for its’ allies and the warrior. I love your idea as well.