Legendary Sigils and Healing Power Changes

Legendary Sigils and Healing Power Changes

in Guild Wars 2 Discussion

Posted by: Bengrey.2790

Bengrey.2790

Q:

Recently I’ve been raiding more and just realized that healers don’t even need Healing Power (Druids just use Berserker set and that’s not so diverse from a Dps). And I can see why healing isn’t fun, cause beside Raids there’s no really use of healing and healing power.

So why can’t be thing that changes your heal effects so it can target enemies (most of the healing effects are Aoe), but instead of healing them, it would deal damage scaling with your healing power. And just to balance it, your heal to allies are reduced by 50%.
Something like this already exist in game: Necromancer’s Transfusion Trait, which add healing effects to Shroud skill 4 (Damaging skill). The difference is that it’s reverse.
It would make healing and Healing Power more rewarding not just in Raids, but in PvE and PvP too.

But something like a trait that uses this kind of mechanic wouldn’t change much, just one profession.
So here comes the idea of Legendary Sigils. It would make “Negativ Healing” available for every profession and if u would need full healing capability, you just need to swap your weapon (back to 0% negativ heal and 100% regular heal).
So what do u think?

But of course it wouldn’t be fair to others if just healers got Legendary Sigils, so here is some ideas:

-For Dps:
The idea is that u have a sigil in your weapon that gives u a new buff that stacks over time, until it reaches 100% charge. Than at 100% it increases your crit chance by 50% and makes your next attack dealing bonus damage (something like Maniacal Persistence in the Revenant traits and similar to Statikk Shiv from League of Legends).

-For Condi:
Similar to the previous sigil, it uses the same stacking mechanic, but instead of giving u a buff, it gives your opponent a debuff that charges if u hit the enemy. Every hit on that enemy gives them a small percentage and at 100% it activate, appling non-cc condition on foe and removing all the stacks to start over the process. The idea is that u can apply every damaging condition on foe, but just a few stacks (balancing reasons).
(Similar to Chak’s slowing/stun mechanic and Fenzy from Bloodborne)

-For Tanks:
I thought a dying mechanic, like the one that warriors use. If you about to take a lethal blow, instead of just dying, you gain a buff that makes u invulnerable and you counter all melee attack (not condi and ranged), and you deal damage around u the amount u would take. It would work like a last resort. It could be useful, but it would have a long cd and if it’s necessary, you couldn’t get healed, while u are in this state. (I would compare this mechanic to Unholy Sanctuary from Necromancer traits)

Please tell me what u think! It would be great if we could have this sigils with the mechanics that almost already exist in game.

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(edited by Bengrey.2790)