Healing Signet change not a nerf?
I suppose, you talk about WvW, as the ferocity changes wont affect spvp?
Ofcourse its a nerf, Warriors will be easier to kill by builds that do not rely on crit%. And there are quite a bunch of those around, for starters every condition build.
However, its only a drop of water on a hot plate. Warriors excessive survivability comes from far more then Healing Signet. Baseline high toughness and vitality contribute, as does easy access to stability and condition clearing, aswell as high mobility to get out of a bad spot.
Healing Signet wont be brought in line with a minor 8% nerf, and i find it highly questionable that abilities (and professions) in a worst position are getting a far more severe nerf.
Dont forget that ferocity also change warrior damage and they will do less damage to you too, with the exception that your heal will be 10% stronger against critical damage.
It may be true but only warrior have a passive heal that cancel your progression at no cost.
That means a base 22% buff for healing signet against any counter warrior has in www.
I m saying it since the ferocity annoucement.
Anything under 40% nerf will be a buff for warrior passive survivability.
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.
I suppose, you talk about WvW, as the ferocity changes wont affect spvp?
It will affect sPvP. The PvP jewels have far too much crit damage and will be hit hard. The amulet part on the other hand will get more crit damage. The combo of the two will remain the same.
But you will still lose 10% crit from the trait line.
That is a good news …
It means we won t have to wait 6 months before they notice what they have done….
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.
say you take all your trinkets and weapon and put crtical damage (ferocity, -10% updated), the gain is more then 40% crtical dammage.
while for the same invesment you gain less then 8% to the healing sig if you take healing power instead.
lastly: there is a simple way to counter healing sig(any healing for that matter), you just apply poison, making it 33% less effictive, why wont you?
there is no need to nerf it if anything it should have a better modifier from healing power.
lastly: there is a simple way to counter healing sig(any healing for that matter), you just apply poison, making it 33% less effictive, why wont you?
there is no need to nerf it if anything it should have a better modifier from healing power.
You imply poison lasts until a person cleanses it, or that everybody can consistently spam it. Neither is true, and the signet goes off every second, as long as it is not used, no special thing needing to be done to keep it healing. This is compared to every other signet that heals HP in the game, btw, all of which have a requirement for the healing. Here’s the list of signets that heal passively and what they require.
Signet of Malice: Heals HP when you hit an enemy
Signet of Restoration: Heals HP when you use any kind of weapon skill.
Signet of the Ether: Heals HP every 3 seconds when an illusion is out, more powerful with more illusions.
Signet of Vampirism: Heals HP when you’re hit by an enemy.
Compare all those Signets to Signet of Healing, and you see the problem, they all have a requirement to gain access to that healing, something Healing Signet does not. If it wasn’t for the existence of Adrenal Health, I’d say have it passively heal based on the amount of Adrenaline you have.
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald