For a tankish build
If you run WvW I’d suggest you run toughness.
This as it will aid in removing dmg from all PHYSICAL DMG. condition dmg ignores toughness, and armro for that matter COMPLETLY…
To compensate for condition dmg you will need condition removal this can be self or aoe or through combos’s
Healing is at present the most useless stat in the game
This as healing only has a very small influence on heals
(About 50-80% of heals is non healing power related and only based on a fixed numer, completely destroying the value of healing power.)
Also due to a lot of healing being only on #6 skill you have cooldowns to consider. making healing in practice a garbage stat.
Healing will affect lifesteal, heals and regens and water&blasts… but sometimes it will only scale as low as 4%, so for 100 healing in Attributes you will only see 4 healthpoints added…
lowest scalers are 0.33 and highest is 1.25…. highest maximum healing is aroun 2200 on guardian… levaing you with a maximum added heal fo ~2750.. on the highest modifier, while the specific healing skill will do 8250 healing as base heal.
so with 2200 healing you will gain 11000 health with 0 healing you’ll gain 8250.
putting those 2000 points in thoughness will reduce ALL incoming dmg by almost 45%… which can be a couple of thousand points per hit…
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
Thank you so toughness is more important than I thought. I thought it only decreased damage a little but the difference number you pointed out being such a high number is just wow.
Thank you and I will look into more toughness than healing thanks.
Both and. Toughness and Healing Power Synergy pretty well. So if you have a build setup that can make use of multiple instances of HealPow then it can work decently. But it also depends on what you play.
in PvP for example Cleric Amulet is still popular for "bunker" type of characters, usually warrior or guardian.
In WvW most people doesn’t use much Healing Power, but it can still be useful. Clerics again can work for some builds, especially for zerging. Guardian and Warrior again can make good use of it, probably some others as well.
In PvE, while it isn’t popular, a cleric build guard/warrior can pretty much walk through most mobs and not have to worry at all, since few mobs uses any condition damage worth mentioning. On the other hand, you will kill things slowly. So this isn’t very popular.
You can do this with other classes as well like Elementalist. The clue is that these classes can keep multiple healing abilities going at the same time.
Guardian can use Absolute Resolution to increase the base healing of Virtue of Courage, keep Regeneration and Protection up most of the time, combined with high armor (less damage taken), staff #4 for more healing if needed, Shelter for blocks and heal on fairly short cooldown. There isn’t much in PvE less than champions that is going to touch you.
Warrior can do the same, Signe t of regeneration, regen boon, trait that heals on shouts (good ratio of healing power), combined with high armor/toughness and dolyak signet. You can stand in front of most mobs and autoattack them.
The largest problems with this play style is that 1: it is much slower than just using berserk to kill everything faster. and 2: It really doesn’t teach you to use your active defenses, which is what will keep you alive in this game when you start meeting champions or other group content, or heavens forbid, other players.
TL;DR: If you’re going to use healing power, it synergy with Toughness, and use 3-4+ different things that makes use of it. Instead learn to dodge and use Aegis/Blind.
“Understanding is a three edged sword: your side, their side, and the truth.”
“The objective is to win. The goal is to have fun.”
I’ll be honest I do not run toughness that much on my characters nowadays unless they need to fighting under HUGE pressure. Huge pressure wil be WvW and the few times I run PvP
This means in PvE I Ignore most defensive stats completely.
So in PvE I will rely on:
- Reflects (ranged attacks will be reflectedi)
- Blinds/Aegis (1st attack will miss)
- Stuns/Dazes (no enemy actions)
- Invulnerability & Dodging , ~1.25 secs of invulnerability
- Occasional Condiclears (Cleanses)
and to a lesser extend:
- Interupts (very tricky but will work sometimes e.g. Igniters: flamethrower infantery)
- Chills & Slow (lower attack rate)
- Protection/weaknes (lower enemy dmg)
With practice this will remove all damage sources in PvE (exploration and dungeons/fractals) so you can focus on 100% offensive based stats ( zerk/sinister or any other for that matter) With the introduction of critical hits on world bosses not long ago and the removal of condition caps… I could say htis would be better in hose cases as wel l but it’s too easy. triple trouble and Tequatl have quite a high AOE spawn and tend tofavor some toughness if you are not very experienced,
In the end you’ll notice mosty content in vanilla gw2 can be done with glass (zerker.sinister) gear
Been There, Done That & Will do it again…except maybe world completion.