(edited by jayson.6512)
healing signet suggestion
you want to have 900 hp per critical hit? permantly?? with cleave this would be insane let not even speak about rifle piercing, greatsword 100 blades. And to add protection as well?
Bad idea. 15 char.
Sounds bad kitten . maybe that’d make signet warriors challenging
It should be the old passive heal, and when activated gives you the base heal as is + 10 seconds of the current regen.
That way at least you choose between having a small regen, or having the larger regen for 10 seconds and then 0 regen for 10 seconds.
Better idea: give all classes the exact same healing signet.
Honestly, I kind of wish that all signets were standardized across all professions. Would make them more “signet”-like.
Passive heal for 200hp/s
Active while signet is on cd gain 5% of your current health every successful critical hit and gain protection if you use your burst skill and successfuly hit a foe.
This idea made me laugh so hard….. This guy must be a troll, I can’t possibly believe this is a real suggestion….
You think warriors are unkillable now. If this was to be implemented no one could ever play another class in PvP or WvW ever again.
Phoenix Ascendant [ASH] | Rank 80
Better idea: give all classes the exact same healing signet.
Honestly, I kind of wish that all signets were standardized across all professions. Would make them more “signet”-like.
How would this work? Engineers do not have signets at all. As well they probably never will, because signets directly, and specifically go against the lore of the engineer.
https://www.youtube.com/watch?v=6q3em9s5I4c
Given the ranger cdi thread and how anet wants to bring all the other classes down to the Ranger’s level, I say drop HSby half, let it heal for 5k on activate, and double all weapon skill cooldowns. Should be good to go then.
Ill agree with the passive being nerfed that much.
Nerf passive heal(~300), increasing passive healing power scale, drastically bump the active heal base and healing power scaling.
Idm a regen warrior doing well at regenerating, what I do mind is 0 investment into healing power and they get near 400 hp/s. Makes it far to easy to spend stats elsewhere.
break. I feel like they should be back by now..”
Healing Signet suggestion: Remove passive healing.
It’s utterly skill-less, healing is supposed to be a skilled aspect of the game, both for the player and attacker.
Make the passive effect a bonus to something else like the other Signets. Or at least make it like the Elementalist’s Healing Signet.
To remove the passive effect, make it something like.
Passive: gain health when using a burst skill something like 2500 health per burst skill.
Active: gain 800hps for 10 seconds
cooldown 25 seconds
If i remember correctly a warrior can get off one burst skill every 8 seconds. That makes it 325 hps if used well. Then the active heals 8000 health. This is still a lot of healing overall. In say 26 seconds the warrior could get 10500 health which is a lot and still more than healing surge.
extra dodges, real stability, mobility skills,
burst skills, sustain, or good support. GG ANET.
To remove the passive effect, make it something like.
Passive: gain health when using a burst skill something like 2500 health per burst skill.
Active: gain 800hps for 10 seconds
cooldown 25 secondsIf i remember correctly a warrior can get off one burst skill every 8 seconds. That makes it 325 hps if used well. Then the active heals 8000 health. This is still a lot of healing overall. In say 26 seconds the warrior could get 10500 health which is a lot and still more than healing surge.
As a little change make it hit with a burst skill and up the healing a bit to 2750~3000. It adds a bit of counterplay to the skill.
Better idea: give all classes the exact same healing signet.
Honestly, I kind of wish that all signets were standardized across all professions. Would make them more “signet”-like.
I don’t see a problem with other professions getting Signet of Illusions, tbh. :P
I don’t see a problem with other professions getting Signet of Illusions, tbh. :P
Yeah, it would require a decent chunk of work to standardize them. If it were me, I’d have 4 signets that were the same for all classes (1 heal and 3 utility) and then one “Signet of the [profession name]” that does something unique for each profession.
How would this work? Engineers do not have signets at all. As well they probably never will, because signets directly, and specifically go against the lore of the engineer.
Like I said, a decent chunk of work since you’d have to replace a lot of utility skills for Engineers.
BTW: I mained a ranger in GW1, so after playing GW2 I am immune to arguments of lore. You can thank ArenaNet for that :P
To remove the passive effect, make it something like.
Passive: gain health when using a burst skill something like 2500 health per burst skill.
Active: gain 800hps for 10 seconds
cooldown 25 secondsIf i remember correctly a warrior can get off one burst skill every 8 seconds. That makes it 325 hps if used well. Then the active heals 8000 health. This is still a lot of healing overall. In say 26 seconds the warrior could get 10500 health which is a lot and still more than healing surge.
As a little change make it hit with a burst skill and up the healing a bit to 2750~3000. It adds a bit of counterplay to the skill.
And then you would see everyone complain even more about hambow.
Honestly, the last thing we need is more skills that require a burst skill to actually hit. CI is already suffering enough with blinds.