Monk/Ritualist/Healer/Healing Options

Monk/Ritualist/Healer/Healing Options

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Posted by: Bast Bow.2958

Bast Bow.2958

I see a lot of people asking for a monk, or ritualist with healing options.

Wasn’t GW2’s strenght that the holy trinity was gone?

What does it mean that people are asking for a healer-type profession?

Options:

1 These people don’t know about the fact that GW2’s strenght was to get rid of the holy trinity and are looking for a dedicated healing profession. While there isn’t one and the creators didn’t intend to make such a profession.
- This will mean that a part of the community still has to know that there won’t be such a profession and they simply will have to learn and deal with it.

2 People die too fast.
This could mean that
A People don’t play together enough. This does mean and indicate that when you play with a few people or party you have enough healing/protection (what you want to call it) to keep you on your feet. When solo-ing it’s hard to do enough damage and still keep enough survivability…?
Ab Why don’t people play together so much and solo a lot?
B It is hard to spec your character in such a way to do enough damage but also keep your survivability high enough.
C Anet intended to make all professions in such a way that when playing together, everyone could fullfill the role of tank, dps or healer. Since people are asking for a monk/healer, Anet’s intentions are not working?

3 People actually miss the dedicated healing profession because it was fun to play. Which may result to the conclusion that the holy trinity wasn’t a weakness at all…?

What do you think?

(edited by Bast Bow.2958)

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Posted by: jiverooster.7134

jiverooster.7134

this new system of individualism really falls apart in a team fight situation, in smaller fights it works out cuz its reasonably even, however in a team fight ex. the full weight of the enemy team on one is unbearable and really the only thing you can do there is backup out of range (these are generally the same range control and movement tactics like MOBAs), hence the team dynamic is much weaker, people just dont feel like team tactics matter that much

its like in GW1, the standard ranger archetype like cripshot ranger is an incredibly strong solo character – cripples, interrupts, healing, evasion and elemental armor make a hardy and versatile character for ganking or something. however if you had 8 of those vs a balanced team you would lose cuz 1 would get focused and the other 7 cant do a kittenhing to save it, compare that to a balanced 8 team with specialized units and monks that can pretty much protect the ENTIRE team instead of themselves, you have perfect working machine that works off each other

that machine just doesnt feel that well oiled here

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Posted by: Kerri Knight.3168

Kerri Knight.3168

I think it is more proper to say that the intention was to have it so your class didn’t determine your role.

Mix that with a little bit of moving “healer” to “support” and “tanking” to “mob control.” Providing buffs that reduce incoming damage (which is a form of “proactive healing” so to speak) or allow your team to drop enemies faster (again, reducing incoming damage) or moving faster to avoid hits (again…you get the point?), etc are all examples of “support.” On the other side, you have a variety of snares, roots, stuns and other conditions for controlling the encounter that mean you can rely a bit less on aggro control and adapt to a dynamic situation rather than a static one.

With more focus on evasion than mitigation, this also loosens up the traditional idea of a tank, as well. Rather than absorbing damage while holding aggro (and being healed by dedicated players), the idea is more generalized to “get the mobs attention and don’t let it kill you.” Kiting, ping-pong and control conditions require a fair deal of tactical concerns that “face tanking” doesn’t. That’s not to say more or less of them, just different ones. Chances are in most encounters, everyone will spend some time dealing with aggro concerns. If you have a really good team that has some synergy in their builds instead of “OMG big critz” max DPS with no concern for others then everyone is doing a some damage, some mob control and some support.

Monk/Ritualist/Healer/Healing Options

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Posted by: kal.4350

kal.4350

In my opinion, taking away roles is taking away game content.

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Posted by: Bruno Sardine.2907

Bruno Sardine.2907

Could just make +healing more useful…. No one invests in it mainly cause it adds nothing. Seriously, I’ve had iterations where I’ve added +1000 healing to only buff my direct heal by 200 additional points…. You put 1000 into any other stat and it would be infinitely more useful by comparison.

Heals are already on cooldowns and not everyone is rocking +healing or multiple healing options so why do we have this stat that’s been trivialized?

Monk/Ritualist/Healer/Healing Options

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Posted by: Pikafan.3792

Pikafan.3792

I see a lot of people asking for a monk, or ritualist with healing options.

Wasn’t GW2’s strenght that the holy trinity was gone?

What does it mean that people are asking for a healer-type profession?

Options:

1 These people don’t know about the fact that GW2’s strenght was to get rid of the holy trinity and are looking for a dedicated healing profession. While there isn’t one and the creators didn’t intend to make such a profession.
- This will mean that a part of the community still has to know that there won’t be such a profession and they simply will have to learn and deal with it.

2 People die too fast.
This could mean that
A People don’t play together enough. This does mean and indicate that when you play with a few people or party you have enough healing/protection (what you want to call it) to keep you on your feet. When solo-ing it’s hard to do enough damage and still keep enough survivability…?
Ab Why don’t people play together so much and solo a lot?
B It is hard to spec your character in such a way to do enough damage but also keep your survivability high enough.
C Anet intended to make all professions in such a way that when playing together, everyone could fullfill the role of tank, dps or healer. Since people are asking for a monk/healer, Anet’s intentions are not working?

3 People actually miss the dedicated healing profession because it was fun to play. Which may result to the conclusion that the holy trinity wasn’t a weakness at all…?

What do you think?

You are just making all of this up, nobody in-game seriously asks for a monk or ritualist for clearing content. You just want an excuse, and a very poor one at that, to try and start yet another thread on the trinity.

Try harder, 1/10

Monk/Ritualist/Healer/Healing Options

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Posted by: Pradton.8576

Pradton.8576

The shortage of healers in the majority of MMORPGs that keep people from doing stuff for hours because they are nowhere to be found is a strong indicator that most people don’t like to heal. In the holy trinity setup groups HAD to include a healer or fail (in current relevant content).

Once something that even remotely resembles a traditional healer is introduced in this game everyone will want one in their group! It is just a bad idea. They need to make PvE challenging and rewarding around their current set ups.

Monk/Ritualist/Healer/Healing Options

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Posted by: Knote.2904

Knote.2904

Elementalist and Guardian sort of defeats the argument of “this game has no healers”, yes it does, they’re just not pure heal bots like in a trinity game. And really there’s nothing wrong with have a healer-ish/support spec/build in this game.

And speaking of Ritualists I would love to see that class here with a support/healer build similar to Ele/Guardian, simply because I love their style/aesthetics and would be curious to see how they translate them into GW2 lol.

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Posted by: Bruno Sardine.2907

Bruno Sardine.2907

Buff +healing…. you have this stat, but it does nothing right now because the effects +healing has on direct heals and HoTs is so minimal, there’s almost no point in having it.

You have cooldowns for direct heals and regenerate boons, there are passive regens that could get less of the +healing effect…. why is this stat even in the game if it effectively adds nothing to your ability to fight/survive?

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Posted by: Algreg.3629

Algreg.3629

no, we neither need trinity nor yet another trinity thread.

There are roles in this game, in fact fluid roles any class can adapt to.
Teamwork is in the game and you see it a lot when it is needed – or the horrible results of the lack thereof. If you think trying to keep a dungeon boss off your downed mate while another player raises him is tactically inferior to a system of one guy standing still for 15 minutes while some dude hits his keybind for heal spell then well, have it your way. Support play is very effective in this game too, if you do not see this happen, I suggest you try to get into the better teams.
There is a problem with healing, mainly the lousy scaling of the healing stat. But that is not an issue with having no healer class.

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Posted by: Phaedryn.3698

Phaedryn.3698

The issue is the whole trinity thing. They (ANet), and a large amount of the player base, thought it was a good idea to get rid of it. There is a reason that system has survived so long, it is actually very difficult to get rid of it unless you also dump all the game mechanics that depended upon it. GW2 tried to lose the trinity, yet keep the game play the same. This really wasn’t as good of an idea as many thought it would be, and now we are seeing the result.

Frankly, as novel as I thought no trinity was going to be I would love to see both healer and tank classes re-introduced to the game now.

(edited by Phaedryn.3698)

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Posted by: Seras.5702

Seras.5702

I don’t think we need dedicated healers. We’re all given a dedicated healing skill + loads of other ways to evade, mitigate dmg, or boon ourselves/party. I think if Anet added just a little more to most professions’ ability to truly craft support builds, more people would be happy. But just like every class in other MMOs couldn’t do every role (mage can’t heal, shaman can’t tank), some professions are just better at support types . Warriors are great team buffers, Guardians are great protectors, Necros are great at combo fields, Eles can heal, etc. If the support aspects of some professions are improved upon, the whole “holy trinity” argument might vanish.

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

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Posted by: Drunken Mad King.8193

Drunken Mad King.8193

Most of the people wanting monks have stated to bring them back as traditional fighting monks with variations of brass knuckle weapons and then they could also do buffs or debuffs on the mob.

People who want their rits back (not as likely) simply want variations of their offensive rits not healer rits.

The game doesn’t need healers.

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Posted by: Corian.4068

Corian.4068

I wouldn’t say more healing is the thing that’s needed, as much as less incoming damage in PvE.

Don’t get me wrong, I’m perfectly fine with big windup moves or special attacks being devastating, but I think the sustained damage output of many of the higher-class PvE mobs is just beyond the scope of the game, considering that the player skills (in particular, the healing ones) are designed around fighting someone of equal strength (other players).

So if that damage came down some we’d probably see slightly less chaotic PvE fights.

Hit level eighty
Priorities, what to do?
Spend hours with dye

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Posted by: Petuleme Igeebobo.7329

Petuleme Igeebobo.7329

I believe that many people (don’t know an exact percentage – just an observation) don’t use their self heal. I’ll be in a party with people and see their health bar go down and never back up. I believe people have not embraced responsibility for healing themselves – they are still looking to others to do it for them.

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Posted by: Raf.1078

Raf.1078

Almost every class has a group or directed heal. If you’ve ever played Healer in other games, its second nature to keep an eye on team mates health bars. Everyone can heal themselves and each other if you’re playing as team.

When we’re grouped, in voice and someone’s heal is down, they’ll just ask if anyone has a heal up. Someone will speak up, and we’ll try to move towards each other. It works nicely. Also helps to have an engie in group to randomly drop medkits, potions and that can lob an elixir towards someone…decent class for healing others..if not technically a heal class.

PF/ GOAT on Tarnished Coast (Semi-Retired)
Raf Longshanks-80 Norn Guardian / 9 more alts of various lvls / Charter Member Altaholics Anon

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Posted by: Simon De Borovsk.7460

Simon De Borovsk.7460

a Monk… a Monk… All My Kingdom for a Monk!

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Posted by: Bast Bow.2958

Bast Bow.2958

@ Pikafan. You’re way off mate sorry. I’m not making this up. Read the forums, especially the suggestions part. I see A LOT of people wanting monks and I really wonder why.

But interesting answers you guys have.

So most answers come down to option 2A or B.
This means people want a monk because people die to fast

This means it’s either, or maybe both:

1 People don’t play together (well?) enough.
2 People have a hard time speccing right. Maybe trying to lean to much to a DPS-build, control or support.

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Posted by: Runiir.6425

Runiir.6425

Could just make +healing more useful…. No one invests in it mainly cause it adds nothing. Seriously, I’ve had iterations where I’ve added +1000 healing to only buff my direct heal by 200 additional points…. You put 1000 into any other stat and it would be infinitely more useful by comparison.

Heals are already on cooldowns and not everyone is rocking +healing or multiple healing options so why do we have this stat that’s been trivialized?

This, QFT.
+healign is so incredibly pointless. IMO for every 5 +heal a HoT should heal for 1 more point of health (including the perminant guardian and elementalist ones). and direct heals by +1 per 2. Make the stat USEFULL for something you know?