Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |
Crazy idea, but what if Healing Power could determine Boon Duration in the same vein that Ferocity determines Critical Damage?
Would that make Zealot gear more viable in PvE to certain classes? (Such as Guardian and Elementalist) or would the merge simply add too little to make a difference?
Would this make Bunker Guardians in sPvP way too OP? Would a different scaling between PvE and sPvP fix this? Or would it only necessitite more use of Boon-stealing/Ripping/Transformation (And subsequently, making such skills more readily available to more professions)?
Discuss away.
Here’s a question: is this an alternate account of Zevix.1479? Because your idea is identical: https://forum-en.gw2archive.eu/forum/professions/balance/Buff-Condi-and-Healing-Pwr-for-Duration/first#post4535927
That’d be incorrect, because under no circumstances would I want to see Condi. Damage and Duration under the same banner, considering what that’d result in. I guess I just didn’t check enough of the latest threads before I posted.
Also, comparison to Ferocity makes no sense, Ferocity increases only critical damage, nothing more.
Boon duration on the other side does it’s job itself, so that would be “two in one” scenario if merged with healing power.
I think that the game has much more severe problems and do not need any immortal builds to be created….
I think we have too many damaging stats which work too well together, right now, and now enough non-damaging stats which work well.
Plus, most of the non-damaging ones we have are simply variants of EHP increasing stats.
In short, I’d rather see healing power being made more useful as a focus stat.
While it would be nice if healing power for some abilities/traits/spells scaled better, merging healing power with boon duration would not be an ideal way to do it.
What I wonder is
What if they allowed some traits/spells/abilities that heal to critically heal ?
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