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)