Suggestion: Vitality/Power/Healing Armor

Suggestion: Vitality/Power/Healing Armor

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Posted by: Naleth.6214

Naleth.6214

Vitality/Power/Healing Power is an armor combination which has been bouncing in my head for a while and I think it would be fantastic because it would allow you to create a bulky healer/ damage dealer. It would be balanced because the you could still be taken out by a big enough spike, but if the user survives the healing power would allow them to regen back up and not to mention heal those around them.

A great example of this came as I was watching the live stream for the new specializations and a new build started popping up in my head when I was watching the ranger. Since they have the Deadliest Game Trait (I think thats the name, its whichever one pulses might at under 50% health) coming out I would love to have high vitality so I can have okay health while at 50% so I want vitality. In addition power would be great too as I want to be able to finish the job and lastly being able to heal both myself and others would be great for healing power.

Opinions on this combination and what the primary stat could be? I would recommend vitality as I like the tankiness, but it’d be awesome so long as all three were there.

Suggestion: Vitality/Power/Healing Armor

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Posted by: Unforgiven Azrael.6203

Unforgiven Azrael.6203

Orrrrr just run Soldiers and/or knights gear which has the same effect you want with out healing power (which is a useless stat)

Suggestion: Vitality/Power/Healing Armor

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Posted by: IndigoSundown.5419

IndigoSundown.5419

Mix a few pieces of Cleric’s (Healing, Power and Toughness) with Soldier’s (Power, Toughness and Vitality). The toughness will ameliorate direct damage, partially making up for less vitality from the cleric’s pieces.

Suggestion: Vitality/Power/Healing Armor

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Posted by: Khisanth.2948

Khisanth.2948

Mix a few pieces of Cleric’s (Healing, Power and Toughness) with Soldier’s (Power, Toughness and Vitality). The toughness will ameliorate direct damage, partially making up for less vitality from the cleric’s pieces.

or just go with Sentinel’s

Suggestion: Vitality/Power/Healing Armor

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Posted by: Naleth.6214

Naleth.6214

Could work, though if healing power really is useless that seems more like something they should fix. The other reason I was trying to avoid that was because I’d rather have the toughness going into the other three stats because vitality can be used with rune of exuberance to build up other things and there is a trait which gives more power based on healing power. Thanks for the ideas and time to respond though.

Suggestion: Vitality/Power/Healing Armor

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Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

Healing power is useless in combination with vitality.
Toughness is a better option:

Imagine you can heal every 3 shots. you have a base character which has 20k hp and you gain 10k with vitality or halve dmg with toughness.

You get a char 20k hp and you get hit for 4k dmg 5 times and can heal for 5000
1 16k,
2 12k,
3 8k+5k.
4 9k,
5 5k
6 1k+5k
7 2k
8 downed

Vitality:
You get a char with 30k hp and you get hit for 4k and can heal for 8k
1: 26k,
2 22k,
3 18k+8k
4 22k,
5 18k
6 14+8
7 18k
8 14
9 10+8
10 14,
11 10k
12 6k+8
13 10k
14 6k
15 2k+8
16 6k
17 2k
18 downed

Toughness:
you get a char with 20k Hp and you get hit for 2k and can heal for 8k
1 18k,
2 16k
3 14k+8
4 18k
5 16k
6 14k+8
7 18k
and so on…
Even is the dmg was mitigated less to say 2.667 points the problems shoudl be minor, sustain would be far higher vs DPS then the vitality. vs condi it would be dead in 2/3rd of the time compared to vitality, cause conditions completely ignore armor.

Only weakness when depending on toughnerss is conditions.

Healing isn’t per se bad, but it scales horribly.

23 lvl 80’s, 9 times map, 4ele, 4ncr, 3war, 3grd, 3rgr, 2thf, 2msm, 1eng, 1 rev.
Been There, Done That & Will do it again…except maybe world completion.

(edited by PaxTheGreatOne.9472)