(edited by Paponzi.1637)
Healing Power is kinda... meh
Healing power scales terribly. This is to prevent people from going full healing spec, since they wanted to ‘remove’ the ‘trinity.’ I’ll take it as a bonus if i happen to want to spec into a trait that has it. I would never get gear with healingpower on it.
Spirit of Faith [HOPE] – RIP
Yeah, they wanted to remove the trinity, but why adding this stat then? I hope it’ll be buffed (even a little will do) or, if it’s really not possible, that it could reduce the cooldown or the casting time of the healing skill only.
In my book they should let healing power scale better but change it so the it doesn’t buff heals you cast but heals you receive. This way the stat would be more effective but at the same time you would not be able to create a healer or to force certain professions into that role.
Occam Pi (Ele), Acaena Elongata (Warrior), Finja Salversdotir (Ranger),
Bytestream (Engineer), Vim Whitespace (Thief)
I am a dedicated healer/group support, and yea, Anet suppressed my abilities to heal really bad, but in a dungeon, my heals spread out on 4 others, and on countless occasions, saved us from total wipes.
But anyway, yeah, it’s pretty meh if you go +heal equipments at all if you’re just healing yourself, it won’t guarantee survivability against those freaking champs that 2 hit KOs.
In my book they should let healing power scale better but change it so the it doesn’t buff heals you cast but heals you receive. This way the stat would be more effective but at the same time you would not be able to create a healer or to force certain professions into that role.
Anet is against ‘Holy Trinity’. But there’s significant numbers of people who wants to play different roles, being a healer isn’t a chore and I’m not being forced into it, I love it.
You’d be surprised what a healing specced water elem or mantra mesmer can do for the group.
Bookah Protector – Asura Guardian | Trapped Spirit – Asura Necromancer
In my book they should let healing power scale better but change it so the it doesn’t buff heals you cast but heals you receive. This way the stat would be more effective but at the same time you would not be able to create a healer or to force certain professions into that role.
Anet is against ‘Holy Trinity’. But there’s significant numbers of people who wants to play different roles, being a healer isn’t a chore and I’m not being forced into it, I love it.
I also loved to heal in other games, but that isn’t important. It’s a sad fact that as soon as there is a dedicated healer profession – or something you could turn into anything like that – people will get forced to play that role, no matter if they want to or not. This phenomenon is called metagame.
If the would change the system the way I suggested you would still be able to play something like a healer but since your effectiveness is not defined by you but by your party members you won’t have to have any specific stats, you could play the “healer” with any items you want.
Occam Pi (Ele), Acaena Elongata (Warrior), Finja Salversdotir (Ranger),
Bytestream (Engineer), Vim Whitespace (Thief)
You’d be surprised what a healing specced water elem or mantra mesmer can do for the group.
I’m in fact a mantra mesmer. I discovered just today that the difference in healing between me with an armor without +hp and me with and armor with + hp on every piece is less than 400hp.
I’m not saying that we should be able to keep the entire team up by ourself, i just think that for now this stat isn’t really worth the effort. It might be better if it could give a (little) critical chance on the healings, or, as i was saying, reduce the cooldown or the casting time of the healing skill.
Or it could be removed and integrated in the Vitality trait.
You have 916 healing power just standing there naked with no traits.
adding 300 hp increases most heals about 5%
adding 300 toughness decreases direct-damage about 15% (assuming medium full exotic) as your defense goes from 1980 to 2280.
/shrug
Well they nerfed healing even more last patch. This game really just boils down to pure DPS just like say Quake. Pray you pick the right class that gets a ‘rocket launcher’ and gets continous uneeded buffs like say I dunno, warriors.
But I digress; this is about the only thing GW2 is sticking to and that’s making sure that healing is not that good. I expect further nerfs in the near future.
Healing power as a stat is not really worth investing into. This is NOT to say that healing skills are useless, in fact quite the opposite. People have to be a little more self-sufficient compared to games which focus more on the trinity, that’s all.
Spirit of Faith [HOPE] – RIP
I love healing power, and frequently play with builds over 1,700 on it (up to 1804, and maybe a bit more currently, but not necessarily at all.) All my accessories are Exotic cleric’s (save that storyline green backbrace.) While it doesn’t make me a true “healer”, it does help myself and others survive quite a big deal, from personal experience. To be honest, healing power isn’t for everybody, because it will never be “uber” ala GW1, but to those who enjoy the Healing Power playstyle, it’s really, really fun to invest in it, while it makes me feel I am actively contributing my allies’ efforts.
DPS is not for everybody, nor should it be forced down anybody’s throat either. I don’t think DPS is wrong at all, but IMHO, Healing Power is a very viable way to enjoy the game and help your allies.
Hmm, I have full out cleric gear/full healing line but runed more for more toughness; I have about 1384 heal. If I go full out runed healing, I could get up to maybe 1450 max. So I am assuming that to get over 1.7k; you have the +10 heal per kill sigil to reach that high, however if you get downed once it’s all gone…
Hmm, I have full out cleric gear/full healing line but runed more for more toughness; I have about 1384 heal. If I go full out runed healing, I could get up to maybe 1450 max. So I am assuming that to get over 1.7k; you have the +10 heal per kill sigil to reach that high, however if you get downed once it’s all gone…
It’s hard to down me, though, save for one shots, or less than a second multishots that down you in a hurry. Still, the healing at your level or 1,500 is quite nice, even without that 250 boost (yes, I do use a Sigil of Life on at least two of my weapons.) It’s just fun to play that way for me, and though I have some toughness, healing has come through for me quite often.
It’s possible to surpass 1,800 with Signet of Mercy on top of that. It’s a bit too much even for me, but I can’t say that it’s a hindrance in any way (the regen skills and self healing power is just ridiculously good.) Sure I could hit harder, but it’s ok. I may get/craft another more offensive armor set in the future, or just relent such duties to my female Charr Warrior in due time (the healing above is for my female human Guardian.)
In my book they should let healing power scale better but change it so the it doesn’t buff heals you cast but heals you receive. This way the stat would be more effective but at the same time you would not be able to create a healer or to force certain professions into that role.
Anet is against ‘Holy Trinity’. But there’s significant numbers of people who wants to play different roles, being a healer isn’t a chore and I’m not being forced into it, I love it.
I also loved to heal in other games, but that isn’t important. It’s a sad fact that as soon as there is a dedicated healer profession – or something you could turn into anything like that – people will get forced to play that role, no matter if they want to or not. This phenomenon is called metagame.
If the would change the system the way I suggested you would still be able to play something like a healer but since your effectiveness is not defined by you but by your party members you won’t have to have any specific stats, you could play the “healer” with any items you want.
Apparently Anet made a lot of promises when they tried to sell the game, and one was ‘no gear grind’, and one was ‘no holy trinity’. And so, healers are being treated like a gay community around here, we have to keep quiet and be satisfied with what we got, or else we’ll be witchhunted and burned.
It’s hard to down me, though, save for one shots, or less than a second multishots that down you in a hurry. Still, the healing at your level or 1,500 is quite nice, even without that 250 boost (yes, I do use a Sigil of Life on at least two of my weapons.) It’s just fun to play that way for me, and though I have some toughness, healing has come through for me quite often.
It’s possible to surpass 1,800 with Signet of Mercy on top of that. It’s a bit too much even for me, but I can’t say that it’s a hindrance in any way (the regen skills and self healing power is just ridiculously good.) Sure I could hit harder, but it’s ok. I may get/craft another more offensive armor set in the future, or just relent such duties to my female Charr Warrior in due time (the healing above is for my female human Guardian.)
Ah I see, I play Ele; the most nerfed class in GW2. I think they just nerf us out of spite or maybe because it’s funny.
My ‘level’ is 80 with full out exotics, btw.
So essentially other classes do more dmg, have better utility, more life, have more survivability, AND get 300+ more healing on top of it all. Meh.
(edited by fixit.7189)
First they broke the trinity by giving everyone the ability to fill any of the classic roles.
Then they reduced the ability to heal, to get away from tank and spank in both solo and group.
And to further solidify the message they made the aggro mechanic opaque and different from mob to mob. Meaning that there is no surefire way to hold or trade aggro.
Now we are left with a game that at least in PVE favors glass cannons, as player “skill” (more accurately, split second reaction times) have a bigger say on defense than gear and character skill. So you pile on power, precision and crit damage with the aim of delivering as many strong crits as possible (with enough crit damage percentage you can almost triple the output of any direct damage attack).
Sometimes when i see thieves in action i feel like renaming the game “devil may cry, the mmo”…
You have 916 healing power just standing there naked with no traits.
adding 300 hp increases most heals about 5%
adding 300 toughness decreases direct-damage about 15% (assuming medium full exotic) as your defense goes from 1980 to 2280.
/shrug
You have 0 healing power naked with no traits.
You start wtih
916 Power
916 Precision
916 Toughness
916 Vitality
4% Crit chance (further precision will improve this)
And some amount of base health based upon what your class is
Healing Power does scale terribly with many things, your #6 skill gets the most benifit
Water eles in thier water attunement with the passive aoe regeneration is actually fairly awesome, it ticks every 1 second like a normal regeneration does (compare to 3seconds with a guardians virtue of resolve)
Healing Power is a personal stat, so if you get the regeneration boon, it uses your personal HP, not the person who applied it, however direct incomming heals, such as a water ele or a guardians spirit bow, is dependant upon the casters HP
While the trinity is ‘broken’, you are required to bring some things to get through the more difficult content
Tanky characters, everyone being glass cannon leads to insta wipes
Defensive support, protection, weakness, blind, cripple, immobilize, HEALS, CC
Offensive support, might, vulnerability, damage, CC
(edited by Taerik.3405)
Just a question, what healing runes do you guys use? I’m planning to use s. rune of dwayna for the regen bit. Would you recommend something else? I’m a bomber eng btw
I sometimes play a bomber eng, but I also use elixer gun with kit refinement in the same build. Dont foget you also should try to do some amount of damage or debuff (bomb confuse/blind) as well.
I played mine like, bomb in melee range, if conditions got tough or if I needed extra heals, id switch to EG (which with kit refine drops a super elixer, a healing field and cures a condition), cast another super elixer (more heals, more condition remove), and then fumigate if more conditions needed removed, finaly use the #2 skill as it hits fairly hard, and go back to bombs. I didnt worry about dying much because I was in the front with a guardian playing a permanent symbol of protection build, sometimes I wouldnt even heal Id just spam the EG weakness.
http://filebin.ca/N4Gl0RUy1Tp
That should help you out, someone is trying to make a webbased version of it
Pure stat wise divinity runes are king, because they flesh out everything, you can get more than enough healing power from dungeon armor heal, prec, vitality gear.
Healing should simply scale as a % of the outgoing heal, always. I found out that on my warrior, each point of healing power simply does +1 to every heal. This is terrible at high heals like Healing Surge. For example, going for +300 trait healing power gives you roughly 300/8400 = 3,6% increase in your heal. Which is a ridiculously low amount. I think a 10% increase should be achievable with traits, at the least.
The problem with +heal is that with no tank classes and the spastic aggro model, mobs are forced to do very limited levels of damage so that any single player can self mitigate them regardless of class. Even a small increase to +heal scaling would greatly improve players survivability in all areas.
The problem with +heal is that with no tank classes and the spastic aggro model, mobs are forced to do very limited levels of damage so that any single player can self mitigate them regardless of class. Even a small increase to +heal scaling would greatly improve players survivability in all areas.
I don’t know about other classes but on my thief if I get 1k healing power my on hit heals me for 150 instead of 100. My regeneration will heal for 255 a tick(iirc). With just my on hit heal and sigil of blood I cannot even outheal my own bleeds I would apply with a single Death Blossom. It would take 10s of regen to mitigate an average hit(2.5k) and 62s to regen my entire health bar(16k).
Healing can safely be buffed. It will make a healing build actually survivable. Remember that by stacking +healing you’re losing other stats. People might last a lot longer but they won’t have nearly as much damage.
I guess the problem is that you can’t really build a gear system that can sort between quick reaction and slow reaction on the player side, as anything that favors the slow will also favor the quick. Any increase in the frequency of dodges to compensate for wasted or bad timing will allow quick reactions to walk all over the mob with dodges to spare. A similar increase in healing or damage mitigation will allow quick reactions to walk thru fights unharmed.
Healing power is odd just because this game has no dedicated healers, only dps.
Most say it scales bad because of this, but I think it actually goes against this very idea either way:
1. To get a noticable increase in healing, you need to take a lot of + healing stat.
2. to get any significant ammount of healing power, you need to sacrifice a LOT more dps.
3. Dps scales higher than + healing
You swap one stat for the other, but the dps stat you lose scales a lot better than healing power. So you end up losing more than you gain.
Very bad in a game where everybody is dps…
I think + healing has no place here as a stat.
Healing could come from major traits that give you + healing based on power or condition damage.
And it has to be in those traits that offer your best dps options as well.
It HAS to be a choice between dps and healing, but not one where you kitten your gear.
And it has to be a more fair trade-off seeing the little gain from healing you get.
The thing about DPS is that at least direct damage have the crit percentage. Go heavy there and you can double or nearly triple your output (meaning that +1 power can see perhaps +2.5 in damage output with a crit). You can’t crit a heal by comparison so the increase is much more linear.
The thing about DPS is that at least direct damage have the crit percentage. Go heavy there and you can double or nearly triple your output (meaning that +1 power can see perhaps +2.5 in damage output with a crit). You can’t crit a heal by comparison so the increase is much more linear.
good point.
Heals working on precision would go a long way in making + healing better.
It’s mostly the loss of dps when taking healing stat for me.
I understand you can’t have both at a great level of course.
But currently taking + healing is too big a sacrifice in a game with only dps’ers.
Ive ALWAYS played a healer in other MMOs, and I love that theres no “healer” role in GW2. I still play support oriented characters(Engineer main), but in GW2 the job to keep you alive is on yourself.
I have never before in any MMO seen players quickly get themselves out of AoEs and actively try to keep themselves alive in PUGs – this is the sort of thing that only ever happened in raiding guilds. Usually, if I were a healer, all I would be doing is standing there healing people while I watch them eat a bosses cleave and then be expected to compensate.
What making Healing Power more effective would do is create a “Healer” role, and that would just mean groups would demand always having a healer and content would have to be designed so that having a healer wouldnt trivialize it. Basically I think it would ruin the game.
I like being a support character, I do not and have never really enjoyed playing a role in which its my job to make up for other peoples mistakes.
On my Engineer I can cure conditions, have nice crowd control with snares and knockbacks, and get a lot of nifty HoTs to help people who do make mistakes. I still support others but I dont feel as if its my job to play nanny to a bunch of children.
Thats just me anyway. If the Trinity was “Tank, Damage, Support” I would probably enjoy the role more in other MMOs, but “Tank, Damage, Healing” is bloody boring. So I much prefer GW2 way of handling supportive abilities.
A friend of mine runs a healing power/tank guardian. We take him on every dungeon clear we ever do. He runs mace/shield/greatsword usually, and while it doesn’t exactly offer the most healing ever, since we run multiple melee, and he has the AoE virtue regen as well, it leads to situations where between him and a banner regen warrior, we simply can’t die on most pulls.
It’s not the most powerful stat in the game, sure, but it’s impact is very much there, and at least amongst the group of friends I play with, we’re very thankful for it.
But one reason why it happens in other MMOs is because each class have certain skill sets, and the “tanky” ones have to rely on consumables or outside assistance to heal. In GW2, we all have a designated slot for healing skills.
But one reason why it happens in other MMOs is because each class have certain skill sets, and the “tanky” ones have to rely on consumables or outside assistance to heal. In GW2, we all have a designated slot for healing skills.
not sure what MMO’s you refer too, but we call it simply ‘defensive cooldowns’ and especially the tanks have a ton of those…
Healers can only help that much, no healer can keep up a tank not using his defensive cooldowns, or any dps for that matter.
Not in challenging fights.
People have a very limited and static view on this trinity I think.
I haven’t been in a raid fight where part of the strategy wasn’t to help yourself instead of relying fully on the healers.
As said: it depends on the MMO I guess.
GW2 is more dynamic in terms of self-healing, but that doesn’t make ‘other MMO’s’ static. Not by a long shot.