OhBoyKIttens
Elementalist elements
OhBoyKIttens
Me too. I really want to heal in this game. My 2 water skills heals are kinda blah.
Wait, I’m confused, you’re asking for Elementalists to be able to do what they already do?
I’ve seen the heals a water Elementalist can put out and they’re already pretty good, especially considering you get a 5 trait point passive heal, everyone has their own heals as well in addition to combos to water fields healing people too.
Also, I doubt they would add a dedicated healer after developing a system that doesn’t need it.
Kaimoon Blade – Warrior
Fort Aspenwood
The game could really use a dedicated healer
No. It doesn’t.
…or is it couldn’t? How do you negate that, anyway?
If CoF could be done with 3 warriors, and two thieves this game does not need dedicated healers. Just skills, and know-how. Just how it should be.
The most powerful healing ability in the game is the Dodge/Roll.
I understand completely where the OP is coming from: Gamers just like to be a Main Healer in a group; or go around throwing them out wherever they go.
It’s more to do with that than any changes to Elementalist to heighten healing [although if any class should heal to a standard, it would be the Guardian].
Arenanet should stick to avoiding class specifics roles and they are trying hard not to allow you to stay rooted in one place.
If anything should be changed, Dodge/Roll’s energy bar should allow for three moves and not two; with the same slow refresh to the third bar.
[…]The game could really use a dedicated healer […]
Looks like someone arrived late to the party…
http://www.arena.net/blog/?s=trinity
The game will NEVER have a dedicated healer.
It was one of the worst mistakes they had in GW1. Dedicated healer created a boring gameplay focused on looking at healthbars, and an arms race that increasingly pitted healing against spike damage, until there was both too much damage and too much healing, and balancing the kitten thing became hell.
In GW2, builds do not have a fixed purpose. They can’t do everything, but they can do a few things.
If you set yourself to water, it won’t be just to heal. You will always damage, and then there’s some water ‘snaring’ and crowd control.
I believe that one of the reasons the attunements were never meant to be pigeonholed like you are proposing is because of the fact that we don’t have weapon swaps.
While in combat, we need our elements to give us the diversity we need, even it not being in the form of different combat ranges.
Every element has a concept skills as well as generic ones, to give us enough cooldowns to do our job. Some of them could be improved, but I trully don’t believe the class needs to be redesigned at all.