[Suggestion] Heal, Confuse, Retaliation
Healing Power background:
Each class is given a Healing Skill. You are only allowed to have 1 Heal Skill equipped at any given time, however through traits and utility effects, you can have multiple sources of healing other than your Heal Skill.
A list of weapon skills, utilities, traits that produce a Heal effect:
http://wiki.guildwars2.com/wiki/Heal
Each Healing Skill, weapon skill, utility, and trait that provides a Heal, is effected by Healing Power.
The Problem:
Healing Power is not required when the base (starting value without factoring in Healing Power, or other effects that enhance Healing value, such as Runes of the Monk) value of every Healing Skill (default SLOT 6) is set at a high value.
Additionally, the vast majority of Weapon/utility/trait effects that provide Healing has a high starting base value.
The Solution:
Reduce the base (un-modified starting value) Heal of every SLOT 6 Healing Skill by 15%, and increase the scaling/effectiveness of Healing Power on SLOT 6 Healing Skills by 20%.
Reduce the base Heal of every NON SLOT 6 (Weapon Skill, Utility, Trait) by 20%, and increase the scaling/effectiveness of Healing Power on Weapon/Utility/Traits by 25%
*The percentages above can not legitimately be applied across all Heals while maintaining a balanced effect.
Regeneration boon should not be modified in its current state.
Rational:
In its current state, you have to invest 1000 points in Healing Power to observe less than a 5% to 10% increase in the majority of the Healing Effects in the game.
The proposed change to the way Healing Power should scale with Heal related effects would promote more build diversity as it would increase the effectiveness of Healing Power.
———————————————————————————————————————————————————-
TLDR:
1. Give NPCs auto attack, Confusion/Retaliation will work better in PVE.
2. Reduce all BASE Healing (Skill/Trait) by 15%-20%, Increase Healing Power scaling with all Healing by 15%-20%
Please, discuss.
Reduce all BASE Healing (Skill/Trait) by 15%-20%, Increase Healing Power scaling with all Healing by 15%-20%
I feel that this is the wrong way to do this. Instead, it should just be deleted and replaced with Boon Power.
For self-applied boons, nothing changes. However, when applying boons to other players, your boons get stronger with more Boon power.
- Aegis- Reduces the next attack by x%, with a certain Boon power threshold it block the next attack.
- Fury- Higher crit chance with more boon power. 15-25% crit chance.
- Might- Does more damage with more Boon power.
- Protection- Blocks more damage with more boon power.
- Regeneration- More healing.
- Retaliation- More damage.
- Stability- No longer immune to CC. Instead, it reduces CC time. However, within a certain Boon Power threshold, Stability will cause immunity to CC.
- Swiftness- More speed.
- Vigor- More endurance regen.
Remember: Boon Power affects your boon applied to other players. A selfish build will not need Boon Power to maximize its own abilities.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Nobody wants to be forced to spec more into healing just because you feel healing power isn’t in a good place.
Healing when players go for it is pretty effective in this game.
depending on professions of course,
Shout heal warrior (zealot/clerics) ~2000 heal /shout.
mace/focus guardian (zealot/clerics) well depending on how you play it, you yourself should never need healing, others will get near perma regen, protection nad decent healing…
transfusion necro (zealot/clerics) using wells and marks a lot of regen can be provided, transfusion will be a short duration heal for 5000 points when specced clerics. has access to protection…
Water Ele (zealot/clerics) Well, when using water fields in staff you can provide serious healing blasts.. enough to refill complete bars in seconds if needed.
I’m wondering what I would use when ranger, mesmer or thief
I do not play engineer, but I guess ican heal, as it can do nearly anything…
2
Been There, Done That & Will do it again…except maybe world completion.