http://dulfy.net/2013/11/01/gw2-dec-10-class-balance-patch-preview/
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http://dulfy.net/2013/12/05/gw2-new-healing-skills-for-next-patch/
Ranger Water Spirit -> Aqua Surge
Base heal is 810 or so. Spirit has a chance to heal (35%, can be increased via traits) every 10 seconds. Spirit lasts 60 seconds and broadcast radius of 1000. Using it give you the Aqua Surge active skill which has an initial self heal and also cause the Water Spirit to do an AoE heal (2k heal with a radius of 240). If you trait with Nature’s Vengeance (Activated skills of spirits are larger and trigger when the spirit is killed), the self heal won’t trigger again but the spirit’s AoE heal will trigger again. .
Warrior: Defiant Stance
All stance traits will affect it. Convert all incoming damage (both physical and condition dmg) to heal. Base duration is 3 seconds (3.75s if traited). Small base initial heal so if you do mess up using it, you still get healed a small amount. Agony and fall damage will go through this. Don’t use Endure Pain and Defiance Stance together.
Necromancer: Signet of Vampirism
Signet of Vampirism. Passive – you get healed everytime you get hit with 1s internal cooldown (around 300 heal per hit). Active put a 25 stack siphon debuff on the target that lasts 5 seconds. Any ally that attack the target will siphon life from it (also 1s internal cooldown). The debuff only lasts for 5 seconds so the maximum you can siphon yourself is 5 attacks. The siphon also deals damage so it is a nice added DPS boost. Target has a mark on their head so you will know if you get this debuff on you.
Mesmer: Signet of the Ether
Mesmer – Signet of Ether. The passive does not heal you if you don’t have illusions out. it is a 3 second pulse. Passive is weaker than healing signet but active is stronger to make up for it. 5500 heal for the active and very useful for phantasm builds since it reset all of the phantasm skills (i.e. phantasm berserker, duelist etc).. At 250 heal power. 1 illusion – 350 heal every 3 seconds. 2 illusions – 681 heal every 3 seconds. 3 illusions it is ~1000 heal every 3 seconds. Active also recharge your utility phantasm skills, allowing you to get a couple of illusion defenders out.
Guardian: Litany of Wrath
We didn’t want to buff tanky or support guardians that much. This is mostly for DPS guardians. ~1640 base for the first heal but 20% of the damage you deal is returned to you as heal for the next 6 seconds. If you trait for Meditations you get ~4000 for the first heal. Stuns/blind can counter this heal.
Engineer: A.E.D. Toolbelt: Static Shock
Engineer: Gadget skill.Base healing if you don’t reach the lethal damage is ~4300. Lethal damage heal is ~12,000. Static shock for F1 skill (stun them for 1s). Coooldown is 40s but you can use Speedy Gadgets to lower the cooldown a bit (down to 32s). There is also a trait that recharge your skills when you drop below 25% that is good to go with it.
If you see an engineer with AED buff, stop attacking or if he takes lethal damage he will heal for a large amount.
Scales good with healing power, can heal for 16000 in a full healing build if you take lethal damage.
You can do interesting combos like use it before you hit the 25% mark, take lethal damage, “die”, proc and your heal will be reset.
Falling damage will still kill you.
Elementalist: Arcane Brilliance
Arcane Brilliance. 3600 heal base (if you hit no target). You can hit up to 5 targets and it will raise by 20% per target (7200 HP with 5 target). Blast finisher. This skill is a PABOE with a cast time (so it doesn’t bypass CCs). Arcane wave is made into a ranged ground target as we didn’t want these skills to be too similar.
0.75s cast time, 240 radius. 25s recharge and work with Arcane traits. Players can counter this heal by blinding the ele, causing them to only heal the base amount. You can also interrupt the heal.
Zerker eles hit around 800-900 dmg with this skill.
Scales up with healing power and the 20% healing effectiveness per target scales both the base heal and the healing power effectiveness.
Thief: Skelk Venom
Skelk Venom. 4300 initial self-heal and 685 heal for every attack for the next 4 attacks. The heal for every attack can be shared with allies. Quick Vendom will bring it down to 36 CD. Leeching Venom allow you to heal even more. Warrior can get about 20% HP from this shared heal (5.4k HP or 7.3k HP if you equip cleric amulet on the thief).
(edited by Burnfall.9573)