(edited by Nova Stiker.8396)
Boon Augment
I agree, healing power is probably the most useless stat in the game, They should really do something about it. The only thing that i could think of, is to remove the cooldown from sigil of water, this should make healing power a viable stat.
The only problem is having Boon Augment would make bunker builds nearly impossible to defeat, however like confusion, boons should have a PvE/WvW/sPvP split.
Which quite possibly fix the overpoweredness of bunker builds in WvW/sPvP.
When it comes to supporting builds the best way to support others and yourself is with boons, not healing power.
I wouldn’t mind if they made equipment that boosts Boons, but I don’t think it should replace healing entirely.
Sounds like it would just support boons in addition to aiding heals.
no no no no
my build is around healing power, and I like it very much.
I just had a thought for healing power…
What if healing power scaled your conditions and cleanses up? Namely, their stickiness and ability to remove them?
Might require a tad bit of rework but, with no healing power, you could apply your conditions and remove them like currently. WITH healing power, there’s a chance conditions you apply will not be cleansed (they’re passed over and remove other conditions on the list or only partially remove the condition) as well as having a better chance of removing ‘sticky’ conditions (applied by others with healing power) or removing an additional condition with your cleansing abilities.
For instance, if you’re a necro with lots of healing power, those cleansing elementalist/warriors with no healing power might remove 1 or even none of your conditions depending on the difference between your healing powers and the magnitude of the cleansing skill.
Another example, if you’re a guardian with high healing power and a thief with no healing power starts stacking blind, cripple, bleed and poison on you, your Signet of Resolve might have a chance of removing 2 of those conditions instead of just 1 (because it’s a low magnitude cleanse) while Purging Flames may remove 3 conditions on the first pulse.
TL;DR: magnitude of cleanse (and corruption/steal/transfer/convert) is how many conditions the skill affects and healing power basically gives a %chance of +1mag and healing power improves that chance on cleanses while also introducing a %chance of -1mag for your conditions.
That would make Healing Power still kind of useless Leo G. Investing in Healing Power just for a chance to remove an extra condition is completely useless. Not to mention it will make bunker builds all the more viable in sPvP if they naturally remove extra conditions being stacked on them.
Thane you have a build based around healing power?! No offense but I cannot see that to being as useful as other builds.
(edited by Nova Stiker.8396)
Well it’d be a build around conditions. Like I said, healing power would also make whatever conditions you apply that much harder to remove. In a PvP environment, it’s effectively pressuring foes to use their cooldowns more. And the builds with no good source of healing power (so practically non-bunker) will be kittened.