[PvX] Healing Signet active?
Making the active worth using doesn’t actually specifically require changing the active itself. As an example …
Healing Signet
Passively regenerate 300 health per second (Yep that’s a nerf technically)
Trait Adjustment Signet Mastery
Signet passive effects recover at 50% of the cool-down.
Just how I’d approach the problem. Basically the hps would remain the same overall but only when you’re using the active portion when needed.
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”
Active: converts 100% of base condition damage into power (15 seconds).
Dunno just thought of the first interesting mechanic that popped into my head Xd
Phaatonn, London UK
The problem is that I’ve started to see a pattern of promises and lack of delivery.
I can think of a couple of other things too : precursor crafting, fractal weapon boxes, fractal leaderboards and the list could go on.
My question is why is all this happening?
Also feedback on what possible actives we could have for HS is always welcome.
Well, I’m thinking that the active won’t be reworked this round. Even if they left it, it’d still be better than what HS was 2 iterations ago. (Pretty much anyone but 5 sig wars found it garbage.)
In its new state, it’s still usable in passive form even with the slight nerf. So they will likely be taking the time to brainstorm something to make the active worth pressing.
I don’t think its off the table, but they never gave an ETA when this change would come.
Healing Signet active: “Heal yourself and gain 5 seconds protection. (Instant cast, breaks stun)”
Problem solved. The protection and stunbreak could easily make up for the lost healing, if timed correctly.
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.
That could work.
Healing Signet active: “Heal yourself and gain 5 seconds protection. (Instant cast, breaks stun)”
Problem solved
. The protection and stunbreak could easily make up for the lost healing, if timed correctly.
yeah right, an uninterruptable get ouf of jail card with a 20 sec cooldown…
the point of the changes is to force activation of the skill to give a chance at interrupting it. the effects are fine, they should just increase the active effect and reduce cast time to 3/4 – 1 sec.
the 8% nerf of HS is compensate by the 10% overall dmg nerf. so there is no change overall. sry, i had to say that. i complain sure, but there is no need for an change of HS active effect then
and anet hopes that no one will say anything after “balancing HS”
for me, i t doesn’t matter how much HS heals you as long as i can still kill HS-warriors =)
have fun with the game
the 8% nerf of HS is compensate by the 10% overall dmg nerf. so there is no change overall. sry, i had to say that. i complain sure, but there is no need for an change of HS active effect then
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and anet hopes that no one will say anything after “balancing HS”for me, i t doesn’t matter how much HS heals you as long as i can still kill HS-warriors =)
have fun with the game
The thing is, with the 10% critical damage nerf, ALL heals will be 10% stronger than before against physical critical damage, with the exception of HS. With the 8% nerf healing signet will be 2% stronger against critical physical damage but 8% weaker against condition damage.
As all classes, warrior will also be affected with the critical damage nerf so warrior will do less damage than before.
Warrior will do less damage and will have less sustain.
As for the buff to HS. I believe they said that any nerf bigger than 8% would have a buff to the active part.