% outgoing healing gear

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Posted by: Fashion Mage.3712

Fashion Mage.3712

Considering that healers will supposedly be recommended for raids, I think this would be a nice addition. It’d be nice for healers in other game modes too, and it’d solve the issue of some skills scaling badly with healing power.

Thoughts?

(edited by Fashion Mage.3712)

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Posted by: Diovid.9506

Diovid.9506

You mean gear like this?
http://wiki.guildwars2.com/wiki/Superior_Sigil_of_Benevolence
http://wiki.guildwars2.com/wiki/Rune_of_the_Monk

Or do you mean it should be a stat like healing power and ferocity?

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Posted by: DingoVad.1945

DingoVad.1945

Yeah, i have said it from the start of the game, nerf standard healing by 50% and let it scale up strongly with healing power…

Dingo Dimrys

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Posted by: Jim.4935

Jim.4935

Yeah, i have said it from the start of the game, nerf standard healing by 50% and let it scale up strongly with healing power…

Please Anet.

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Posted by: Fashion Mage.3712

Fashion Mage.3712

You mean gear like this?
http://wiki.guildwars2.com/wiki/Superior_Sigil_of_Benevolence
http://wiki.guildwars2.com/wiki/Rune_of_the_Monk

Or do you mean it should be a stat like healing power and ferocity?

Like a stat. So for example, a priest stat set which gives + outgoing healing/+ healing power/+ power.

(edited by Fashion Mage.3712)

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Posted by: Zera Allimatti.2541

Zera Allimatti.2541

There’s no need for a new stat, they just need to make the scaling for healing power a little better, and reduce the druid’s base outgoing healing so they HAVE to run a healing power stat to provide the good healing it can.

Give us more GW 1 weapon and armor skins, please. COPY/PASTE ALREADY!!!!

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Posted by: Fashion Mage.3712

Fashion Mage.3712

It’s not a new stat, and I don’t see what’d be wrong with giving it its own equipment. I don’t think the devs agree with you either considering how much % outgoing healing traits there have been lately.
Lowering the druid’s outgoing healing won’t solve the issue of no one running healing power with it; it’ll just make the spec less supportive. Irenio has already talked about this and is reducing the base healing and upping the scaling healing for the druid.

Personally I don’t mind healers healing allies for large amounts because they can just be focused, but tanky builds who also have a huge amount of self-healing aren’t really fun to deal with. I wouldn’t be surprised if ANet felt the same in this, which is why they made outgoing healing in the first place.

(edited by Fashion Mage.3712)

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Posted by: Kronos.2560

Kronos.2560

Yeah, i have said it from the start of the game, nerf standard healing by 50% and let it scale up strongly with healing power…

Please Anet.

I agree, PLEASE do this!

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Posted by: Knighthonor.4061

Knighthonor.4061

It’s not a new stat, and I don’t see what’d be wrong with giving it its own equipment. I don’t think the devs agree with you either considering how much % outgoing healing traits there have been lately.
Lowering the druid’s outgoing healing won’t solve the issue of no one running healing power with it; it’ll just make the spec less supportive. Irenio has already talked about this and is reducing the base healing and upping the scaling healing for the druid.

Personally I don’t mind healers healing allies for large amounts because they can just be focused, but tanky builds who also have a huge amount of self-healing aren’t really fun to deal with. I wouldn’t be surprised if ANet felt the same in this, which is why they made outgoing healing in the first place.

I am confused about what the objective of your goal is when in the same breath you dismiss the recent Druid changes to do pretty much the same thing you suggested but without a new stat.

Druid gets lower base heals, and increased HealPower scale to make people spec Heal Power to be effective.

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Posted by: Fashion Mage.3712

Fashion Mage.3712

I think I was fairly clear. I think supportive healing should be stronger than self-healing. Outgoing healing is a good way to make this happen, but in addition to that, solves the issue with some heals scaling badly. Upping healing power scaling would have a similar effect, but it could also lead to a scenario with obnoxious amounts of self-healing.

Having a second healing stat also allows one to focus in healing the same way users of berserker stats focus in damage.

(edited by Fashion Mage.3712)

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Posted by: IndigoSundown.5419

IndigoSundown.5419

Yeah, i have said it from the start of the game, nerf standard healing by 50% and let it scale up strongly with healing power…

Please Anet.

Please no, ANet. All this does is remove more of the responsibility for survival from all players and give it to one. Recommended healer does not mean dedicated healer.

There is nothing wrong with the Healing Power stat absent, possibly, some tweaks for individual skill coefficients. This has been demonstrated in multiple Cleric solos and team comps which do not use any or at least all of the game’s active defense mechanics.

ANet seems to be on track to promote a healer being part of team comps in raids. The way they’re doing this is by making changes to how damage is delivered and by providing specs (weapon, utility and trait choices) that generate more “heal other” options. Based on the one boss, this seems to be working.

Let’s not completely break the mechanics of the game when it is not necessary.

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Posted by: Kydar Schattendolch.6879

Kydar Schattendolch.6879

Yeah, i have said it from the start of the game, nerf standard healing by 50% and let it scale up strongly with healing power…

I bet for this sooooo long, and also posted about this.
This should be done for all skills and traits that provide healing except #6 Profession healing skills. Every class should have a decent healing ability, these skills should remain as they are now (I think they are mostly fine).
But for all other heal providing skills…yes pls.

And I know ANet can do….look Necro traits like “Life from Death” and “Transfusion”

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Posted by: DingoVad.1945

DingoVad.1945

Yeah, i have said it from the start of the game, nerf standard healing by 50% and let it scale up strongly with healing power…

I bet for this sooooo long, and also posted about this.
This should be done for all skills and traits that provide healing except #6 Profession healing skills. Every class should have a decent healing ability, these skills should remain as they are now (I think they are mostly fine).
But for all other heal providing skills…yes pls.

And I know ANet can do….look Necro traits like “Life from Death” and “Transfusion”

Yes, you´re right! but sadly, i think anet sees it as too much work… else they`ve would have done it by now, and not 3 years after release…

Dingo Dimrys

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Posted by: Sizer.3987

Sizer.3987

Yeah, i have said it from the start of the game, nerf standard healing by 50% and let it scale up strongly with healing power…

Please Anet.

Please no, ANet. All this does is remove more of the responsibility for survival from all players and give it to one. Recommended healer does not mean dedicated healer.

There is nothing wrong with the Healing Power stat absent, possibly, some tweaks for individual skill coefficients. This has been demonstrated in multiple Cleric solos and team comps which do not use any or at least all of the game’s active defense mechanics.

ANet seems to be on track to promote a healer being part of team comps in raids. The way they’re doing this is by making changes to how damage is delivered and by providing specs (weapon, utility and trait choices) that generate more “heal other” options. Based on the one boss, this seems to be working.

Let’s not completely break the mechanics of the game when it is not necessary.

Except you could just skip all that and instead of having 1 person as a dedicated healer and 9 people with 100% dps gear you could run 10 people with 90% dps gear and 10% healing gear. Zero reason for a dedicated healer in any group if people rethink their builds and add a little extra healing power.

To add more directly to this thread, givers gear would be perfect to turn into something like the OP wants, either with +healing % or boon duration (id prefer boon duration). Clerics is fine for support builds, but it would be nice to get some more options, especially for the more boon heavy classes.

80 Mesmer – Yaks Bend

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Posted by: Enko.6123

Enko.6123

Don’t forget about Delicious Rice Balls for 10% increased healing.

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Posted by: PaxTheGreatOne.9472

PaxTheGreatOne.9472

You can boost outgoing healing on some proffesions already by a SIGNIFCANT boost:

- Runes of the monk (175 healing, +10% healing to allies (15% boon duration))
- Sigil of benevolence (
12.5% healing to allies
- Delicous riceballs (+100 healing +10% healing to allies)

- Guardian has Force of Will each 100 vitality you’ll have will give 1% allied healing (you have 1000 base and you’ll get 300 vitality from this trait for a +13% base allied healing…)
- Aquatic Benevolence o eledoes a flat +15% healing to allies
- Druid has natural healing get stacks (6s) for eacht heal on ally, max 10 stacks (max 20%)
- Revenant: Invoking harmony (
20% when switching legends), and serene rejuvination (+15%) ad tranquil balance when above 75% health +20%

Say most are around 15% the allied healing would be
1.1×1.125×1.1x1.15 = 1.6125? for around 61% added healing permanently on ALLIES

ALLIES =/= SELF!!

I’d still like boon duration to scale on healing 2% for each 100 healing. We’ll see.

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)

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Posted by: Varezenem.2813

Varezenem.2813

You can boost outgoing healing on some proffesions already by a SIGNIFCANT boost:

- Runes of the monk (175 healing, +10% healing to allies (15% boon duration))
- Sigil of benevolence (
12.5% healing to allies
- Delicous riceballs (+100 healing +10% healing to allies)

- Guardian has Force of Will each 100 vitality you’ll have will give 1% allied healing (you have 1000 base and you’ll get 300 vitality from this trait for a +13% base allied healing…)
- Aquatic Benevolence o eledoes a flat +15% healing to allies
- Druid has natural healing get stacks (6s) for eacht heal on ally, max 10 stacks (max 20%)
- Revenant: Invoking harmony (
20% when switching legends), and serene rejuvination (+15%) ad tranquil balance when above 75% health +20%

Say most are around 15% the allied healing would be
1.1×1.125×1.1x1.15 = 1.6125? for around 61% added healing permanently on ALLIES

ALLIES =/= SELF!!

I’d still like boon duration to scale on healing 2% for each 100 healing. We’ll see.

Unfortunaly outgoing healing stacks additively so 1.375.

Senbu Ren[Wind]
Herald of Ventari

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Posted by: Fashion Mage.3712

Fashion Mage.3712

To add more directly to this thread, givers gear would be perfect to turn into something like the OP wants, either with +healing % or boon duration (id prefer boon duration). Clerics is fine for support builds, but it would be nice to get some more options, especially for the more boon heavy classes.

If I had it my way, I’d use + outgoing healing/+ healing power/+ boon duration gear. :p

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Posted by: IndigoSundown.5419

IndigoSundown.5419

Yeah, i have said it from the start of the game, nerf standard healing by 50% and let it scale up strongly with healing power…

Please Anet.

Please no, ANet. All this does is remove more of the responsibility for survival from all players and give it to one. Recommended healer does not mean dedicated healer.

There is nothing wrong with the Healing Power stat absent, possibly, some tweaks for individual skill coefficients. This has been demonstrated in multiple Cleric solos and team comps which do not use any or at least all of the game’s active defense mechanics.

ANet seems to be on track to promote a healer being part of team comps in raids. The way they’re doing this is by making changes to how damage is delivered and by providing specs (weapon, utility and trait choices) that generate more “heal other” options. Based on the one boss, this seems to be working.

Let’s not completely break the mechanics of the game when it is not necessary.

Except you could just skip all that and instead of having 1 person as a dedicated healer and 9 people with 100% dps gear you could run 10 people with 90% dps gear and 10% healing gear. Zero reason for a dedicated healer in any group if people rethink their builds and add a little extra healing power.

To add more directly to this thread, givers gear would be perfect to turn into something like the OP wants, either with +healing % or boon duration (id prefer boon duration). Clerics is fine for support builds, but it would be nice to get some more options, especially for the more boon heavy classes.

Because builds are 100% about gear. Oh wait, no, they’re not. There’s more to healing than just +Healing Power and minor tweaks to a build, especially if the raid requires more extensive use of the combat system. The OP’s suggestion is based on a classic “healing is UP” premise, which is not supported by the game’s numbers and is thus unnecessary.

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Posted by: Pandabro.8743

Pandabro.8743

The OP’s suggestion is based on a classic “healing is UP” premise, which is not supported by the game’s numbers and is thus unnecessary.

Healing isn’t underpowered but Healing Power in PVE certainly is. Even toughness is valued for certain encounters but Healing Power is basically never a good stat. It’s a combination of very poor scaling and lack of demand because everyone has sufficient healing on their base kit.

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Posted by: Fashion Mage.3712

Fashion Mage.3712

The OP’s suggestion is based on a classic “healing is UP” premise, which is not supported by the game’s numbers and is thus unnecessary.

Maybe you think that’s what I based my suggestion on, but it really isn’t. I don’t think healing is underpowered as a whole, although I do think that healing power can be underpowered in a fair amount of cases.

I haven’t been entirely clear on it, but my main reasoning is merely that healers should be able to itemize properly towards support. Currently, there are gear types which let you focus only on damage or tanking, such as berserker gear and nomad gear respectively. There is no way to do this in a supportive sense, because of the three available supportive stats (healing power, boon duration, outgoing healing) only one is properly available on gear.
As for it being necessary or not, I think support builds being able to itemize properly is a perfectly fine reason for implementing my suggestion. It might not be entirely necessary, but then again, good design isn’t entirely necessary either, I guess.

(edited by Fashion Mage.3712)