So this idea hit me while I was reading yet another “Berserker players are all bkittens and why would ArenaNet put a stat in the game (Healing Power) which does nothing useful?!” thread. The sad part is that both sets of players are right – the average ZerkAss (Berserker/Assassin, a.k.a. ‘Meta’) player is a complete tosser and generally harmful to the health of the game’s community…but Healing Power as a stat is almost universally bad and it really does exist mostly as a trap for new, unsuspecting players who think, erroneously, that stacking this stat up in their gear/trait choices will make them a better support player.
That sucks. But what can we do about it?
First off, Healing Power sucks because it affects almost nothing in this game. You use it to scale your #6 skill, any Regen boons you generate, and occasionally for some other traits/skills with a specific red-bars-go-up effect. Many classes and most builds don’t have reliable access to secondary healing effects, meaning that Healing Power pretty much only scales your #6 skill, and does so poorly at that.
Power, on the other hand? Power scales up every single piece of damage you do, from any source. Malice scales up every tic of condamage you do. Toughness scales with every single hit you take, as does Vitality (and even then, neither are considered very useful in general PvE). Precision scales with every attack you make; while not all of them are crits, every swing of your sword is another chance for your Precision to trip a crit, and the more Precision you have the better that chance gets. Ferocity is a sticking point – I actually dislike the notion of Ferocity as a gearable stat, but that’s a different thread – but even though Ferocity is essentially useless without corresponding stats/abilities (you need a truckton of Power and some means of generating crits, either via Precision or via some sort of trait that modifies crits), when it does work it works like gangbusters. And it too can be made to affect every single one of your attacks, though doing so takes some sweat.
Healing Power, though? Healing Power scales with practically nothing. Unlike almost every other stat in the game, Healing Power is not universal. It has strictly limited function, only mattering whatsoever on a certain narrow range of effects, all of which universally considered weaker than typical active defenses even before we talk about Healing Power. There will be fights in which a Healing Power character does not get one, single use out of their Healing Power, whereas it is pretty much impossible to have a fight where you get no use out of Power, Malice, or other damage stats, and somewhat tricky to get a fight where your Toughness or Vitality aren’t used.
Ergo, Healing Power is almost universally a poorer choice for your limited gear stats than anything else you might care to run. Why should this continue to be so?