While I play mostly DPS oriented builds I do have some interst in supportive builds.
While support isn’t limited to healing, healing is by far the most unrewarding
While I do not want to consider HEALERS, I do want to talk about healing.
I’ll try to be clear and constructive I hope you can do as well.
1st: Healing can be usefull (combined with condition removal) in high dmg area’s, these can be very limited in game, places where I find my healing builds usefull: WvW in large encounters, Big PvE events with large amounts of pressure (Temple of Balthazar) some other temple events and wordbosses, and occasionally in casual dungeon runs (mostly 1st timer or starter support)
2nd: Healing is more then just healing skills, healing influences: ALL HEALING SKILLS, WATER BLASTS, REGENERATION, Any LIFE-STEAL/VAMPIRIC Fuctionality (runes/traits/skills), TRAITS (Virtue of resolve, adrenal health, soothing mist)
3rd Scaling is EXTREMELY unrewarding: In most cases the influence on these skills is precentages or promilages of the healing attribute and the base values are HIGH. this makes for things like regeneration scaling rediculously little… All ingame functionality providing healing has scaling running from 0.0-1,0 (in extremel;y rare cases 1.25 times healing power)
Major ascended 1381 pts, minor 961 pts
Comparison:
- full secondary toughness provides a significant % dmg removed from all physical attacks
- full secondary vitality provides + 9610 health, base is limited per class butt varies between 11k and 19k
- full secondary precision provides +46% crit, chance base is +4%
- full secondary ferocity adds +~60% added critical dmg, base is +50%
- full secondary power provides 961 power, base is 1000 almost doubling base damage
BUT
- full secondary healing provides 961 healing with a maximum multiplier of 1.0 ( in rare cases 1.25) your secondary healing will ad a maximum of 961 (1200) health to your healing skills provided you reach this multiplier!
Scaling is always very limited, health pools are between 11.8k and 19.7k on armor with no added vitality….
e.g. Necro has way less effect from healing…
Heals scale bad… I understand heals could get overpowered easily, but most of these skills have cooldowns… These skills will sometimes not benefit more then the base value, or scale horridly. This is as most people do want a decent heal but will not invest in healing as a stat.
No healing skill will scale more then 2732 healing points due to the maximum scaling being 1.25 cosidering you bring a 1381 healing from main attribute, 180 for a available signet (guardian only) 175 from healing runes, 100 from utility food and 100 from actual food 1936 , you’ll need to add a sigil of life (250 added at full stacks) for a whopping total of 2186 healing power when fully focussing your build, giving you 2732 added healing to your healing skill… (Well with 1.25 scaling of Signet of Resolve you could, else you are out of luck you’ll end up with way less. any other build woul want power as main, could use food, buit use different skils and runes ending up with 1061 healing…. scaling 1.0)
- Vampiric isn’t even listed in the wiki, but does scale: the effect from healing at 0.04
- Virtue of resolve doesn’t scale accoring to wiki…
- Regeneration scales 0.125
Weapon Skills
- Life siphon (Necro dagger2) 0.04
- Empower (guard staff 3) 1.0
- Orb of light (guard staff 2) 0.2
- Detonate orb of light (gard staff 2) 0.6
- Faithful strike (guard mace1) 0.18
- light of judgemnt (guard trident1) 0.1
- water blast (ele,staff1,water)0.25
- geyser(ele, staff3,water)0.75
- water trident(ele, trident3,water)1,0
- tidal wave (ele,trident5,water)0,1
- cone of cold(ele,dagger2,water)0.32
- cleansing wave (ele,dagger5,water) 1.0
UTILITY:
- guard: merciful intervention scales 0.6
- guard: bow of truth command 0.05 (skill hits max 40 times on area but anyone could tell you you only get hit limited amount of times if you’d get hit 20 times the scaling actually doesn’t change)
- guard: sanctuary 0.05
- ranger: signet of the wild: pet 0.25, self 0.06
- thief: shadow refuge, initial scaling .9, pulsing heals .18
Elite
- guard:Signet of courage 0.5
- ranger spirit of nature: 0
- ele (water): glyph of elementals: Crashing waves: 0 according to wiki fixed heal.
Questions:
- Would a doubling of all healing multipliers help to resolve this imbalance???
- Would decreasing base healing create more need for healing in builds?
- Would creating good scaling for vampiric and life draining traits resolve this imbalance?
- Would adding BOON DURATION scaling on healing make a difference?
I’d suggest A-net to review all multipliers WITH ALL HEALING AND REGENERATIVE RELATED SKILLS/TRAITS to make an attempt to resolve the horrid scaling and the unrewarding attribute HEALING.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)