Healing power is not viable
It’s intended, otherwise people would just corner classes like elementalists in the “heal bot” role and de-facto restore the holy trinity.
“Yes but then elementalists would stop being useless” is not the counter-point I want to read, ok?
i think it is ok for a full support spec but otherwise its very crap
Did an experiment. Took my power/vit/tough Guardian and switched her into green +healing power armor… the healing difference was literally a couple hundred points on a skill that heals for almost 9k.
Broken stat is broken.
I would like the see it removed. It is pointless in a game where everyone hasto care for himself. Mack selfheals scale with main stats like power con dmg etc and every heal of the class scales witha diffrent stat. Of course the scaling would be just as bad as healing power atm but it would be much better to use.
I’ve never used healing power as a Guardian and never will, unless it actually becomes useful. If Arena Net doesn’t want to update the stat to make it useful I agree that it should just be removed altogether.
I think ANet will get around to it. I mean, NO ONE is investing in healing power, and if they are, it is within the nicheiest of niche build. As others have said, the game is suffering from major playability issues right now, and I doubt there is time for major balance overhauls.
So many of the item vendors, especially the Karma ones, feature items with +healing. I agree the stat needs to be made more useful, eliminated or replaced.
Maybe if +healing had other effects like helping us resurect faster. Still, yes it would leave the door open to the return of the trinity.
It works. My guardian heal on dodge heals for about 500 with very little healing power, a buddy of mine is getting around 1800 per dodge roll, and he’s stacked in healing power gear. It’s also great for regeneration. Regen going from 100 per second to 160 per second is a huge difference in the end.
Healing power is indeed garbage. All heals that don’t specifically target the player using them are also painfully bad. I feel this was on purpose, but I also feel that it should just be removed from the game if they’ll allow it to be this bad. Its a slap in the face.
Elixir/Elixir gun build on my engineer which relied on the large amount of healing skills that are given to me, overall I’d heal about as much as….1 backstab from a thief, This is having popped about 6 or so healing skills, mind you. NOT okay.
Helping anybody but yourself is against game design, I guess.
There is no way a dodge roll heals for 1800. Although tbh I haven’t tested it. But I did test a couple of things.
The standard regen on guardian that ticks all the time seems to gain 5% of your healing power per tick. The final mace smash gets around 16% or so, skill 4 on the staff that has a 15s CD gets 100%. I tested this just by switching the signet that gives healing power On/Off.
For the 1800 healing on a dodge to be true it would have to get 100% as well, seriously doubt it does. But perhaps I’m wrong. Most heals don’t get anywhere near that much.
(edited by Mikki.5370)
It should grant passive regen for the player. Otherwise it is a completely wasted stat. For instance Toughness, Precision, and Crit are all used regardless of play abilities. As are all the others. Healing power is completely useless unless the player uses a heal.
I really don’t think there is anything wrong with the “holy trinity” if every class can perform each task in some manner. I’d like my ranger to be focused primarily on group healing. I actually have made the “mistake” of focusing my buffs on healing… of course, as a ranger, even if I am not in a group, I still get to heal a pet as well as myself and a helper if my pet can summon a helper. That means that even when soloing I am healing “myself” for 2-3x the healing amount— not really so bad.
But clearly conditional damage and healing builds were two things not particularly carefully considered. And one can absolutely spec their character to be a “tank” or focus on DPS anyway. So 2/3rds of the “holy trinity” are already in the mix. They may as well let all classes spec to being good healers too.
Cleric armor on Warrior is very viable.
With healing signet + healing shout + high toughness. You will be very hard to kill.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
“Cleric armor on Warrior is very viable.
With healing signet + healing shout + high toughness. You will be very hard to kill.”
Incorrect. Cleric armor only adds less than 30 regen at 900 points of healing.
This is less than 25% The increase toughness you can get with Knight’s armor is a much better stat. Plus you get precision for free. The signet by default gives +200 healing. You would be better off with any +toughness or +power armor.
These items are essentially useless when compared to counterparts and need to be fixed.
Healing power isn’t bad at all, however it does require heavy investment, on my support/heal guardian my heals went up by about 600-1k depending on what skill. Healing in this game isn’t about keeping your allies HP bars above half, it’s about mitigating what damage you can so you and your allies last longer than the opponent to win out, that is why there is no dedication on any class to pure healing.
I wouldn’t say it’s useless, it’s just a stat that requires a certain kind of play style and needs.
Kittens, Kittens everywhere!
From what I understand. HP was better in the beta builds. But since it was working a little too good they reduced it`s effectivness. They want you to dodge instead of heal through damage. Too much healing ability makes the game too easy. I think if they ever did increase the power of HP, they would enable every single mob in the game the ability to one shot you so you couldn`t take such advantages of the HP bonus.
The heal on dodge talent does actually benefit a lot from healing power, tried it but still to heal 1800 on a dodge you would need close to 1800 healing power. It get’s roughly 80% of your healing power and your base heal for dodging with the trait is around 362.
So maybe I was wrong not sure how much healing power it’s possible to get.