Healing Power, is currently a ‘wasted’ stat. Now, this is not my opinion, it seems to be the collective opinion of all non guardian players. However, there is a simple fix, that would make the Meta accept this, because what I propose would allow players to, theoretically, carry their 25 stacks of might around for awhile. And before you say, “But that’s to strong! They should have to work for their 25 stack of might!” They all do. every ‘Zerk build worth its salt brings a fire field, and blast finishers. People are spamming aoe might stacks so fast, that there is only a short ramp up time in each fight. Only ’trash’ mobs don’t experience a full 25 stack.
“Well, you have my attention…. what is this simple fix your talking about?” you ask….
‘Healing Power’ is rescaled to include ‘Boon Duration’,
…So a player, such as a Nomad Guardian, gets rewarded rather than punished for bringing ‘sub optimal’ DPS to a group… and because they can maintain a higher boon stack for longer, not everyone needs to bring fire fields and blast finishers. They can concentrate on say, laying down 31 stacks of bleeding… (Lookin’ at you sword/sword warrior in sinister gear.)… or focusing on keeping the target, stunned, dazed, knocked down, or whatnot… (Lookin’ at you lightning hammer elementalist)… perhaps your ranger can work on keeping up perma fury on everyone, rather that bringing a torch (condi weapon, if the tooltips are to be believed) in a ’zerk build, just to help everyone blast more.
Now, I understand that not every Meta build has this problem. ‘Zerk Necro for instance, can keep 25 stack of might on itself, and 25 stacks of venerability on the enemy… but people don’t like necros… why? Not because they do crap DPS… in fact they do great DPS (see what mine does to the ‘Elemental Source’ for instance.) But they don’t help others do it better.
All that gets thrown out the window if ‘Boon Duration’ gets added to ‘Healing Power’ now the Zealot elementalist can have the ‘Fury’ on attunement swap trait from arcane last long enough to cast ‘Churning Earth’, or Resistance could last just a few seconds longer than (The warrior heal that does that… which escapes my mind at this moment)
Now, of course, each boon should have its duration scaled differently. For instance,
Might should be affected most, and Stability and Resistance the least.
These all already have unique algorithms for that, as traits and runes that buff specific condition durations already attest.
Now, I know some of you are thinking, “but now I’ll never burst down a bunker guardian!” or “but that means whole zergs will be carrying perma might, fury, regen, swiftness, and stability!” which is only partly true. What this does, is it makes stripping boons much more viable. And also increases build diversity. A Nomad guardian will last forever, but do virtually no damage…. and he will get face stomped (face step let down) by a properly kitted Necro. this changes nothing about the rock paper scissors element of PvP. Especially if the skills that currently provide boons are reexamined after the initial ‘Healing Power’ + ’Boon Duration" patch.
So in short, this idea encourages build diversity in PvE, and will upset the balance in the short term for PvP…. no worse than the introduction of the Revenant… probably less.
I’d love to hear the thoughts of the community here, but especially the thoughts of the A-net balance team.