About meta healing skills

About meta healing skills

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Posted by: Smirgel.9460

Smirgel.9460

So I think that being able to interrupt opponent’s main healing skill is a meaningful part of skillful play. However, let’s look at heal skills currently used by each profession:
- elementalist, passive signet heal – uninterruptable
- warrior, passive signet heal – uninterruptable
- thief withdraw – uninterruptable
- guardian shelter – (almost/practically) uninterruptable
- engineer healing turret – .5s cast time, very hard to interrupt
- ranger healing spring – .5s cast time, very hard to interrupt
- mesmer ether feast – 1s cast time, but usually cast in stealth or while distorted
- necromancer consume conditions – the only heal skill that is easy to interrupt

There seems to be very little counter play to these meta healing skills. It is really holding back some cool builds like lockdown mesmer, and adding more play around them would be healthy to the game overall imo. One could argue, that these heals are sacrificing utility by being almost uninterruptable, but that is not necessarily the case, and should not even be the design stance in the first place.

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Posted by: Shockwave.1230

Shockwave.1230

Signet’s you can’t really do anything about except make the passive weaker and the active stronger.

I’d like to see withdraw behave like hornet sting, where it would have 2 parts. The beginning part which removes the conditions upon activation but can be interrupted during cast, and the roll for initiative distance evade as the second part, which would heal upon completion of the first part’s cast.

Shelter I don’t take issue with at the moment, since guardian is struggling at the moment in conquest.

Healing turret I’d like to see be 3/4 of a second

Healing spring is fine in my opinion

Ether Feast is fine in my opinion, honestly it could probably use a buff of something like “Remove a condition for each active clone (max 2)” and trigger the condi removal with Illusionary Persona as well.

Consume conditions I like as is.

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Norn Guardian – Aurora Lustyr (Lv 80)
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Posted by: Benjamin.8237

Benjamin.8237

My healing turret gets interrupted all the time by thieves and other engineers, I mean it’s a strong heal sure, but it’s certainly not immune.

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Posted by: Neptune.2570

Neptune.2570

Ether Feast is fine in my opinion, honestly it could probably use a buff of something like “Remove a condition for each active clone (max 2)” and trigger the condi removal with Illusionary Persona aswell

This would actually be amazing and would make it so I could actually soloq with shatter again

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Posted by: Impact.2780

Impact.2780

Elementalist healing signet: heals per skill, thus, interrupting a skill interrupts the heal. Not much, but you’re saying it denies builds like lock down mesmer? Lock down would certainly keep an elementalist from using their skills as that is the point. It’s also very easy to reduce this heal effectiveness with poison, because they can’t cleanse before getting the full heal for a duration, nor can they cleanse before each skill use.

Warrior healing signet - same as above about poison. The issue here they have a lot of cleansing, so to maintain effective poison you often sacrifice a lot of damage in order to maintain poison (using a particular weapon), or don’t have much access to poison, in which case they’ll just heal through it all. Constant pressure is needed instead, which is of course off the topic of this thread, but what the devs have made clear they intended it for warrior.

Thief withdraw I believe is interruptible, just rarely able to be pulled off. Right at the start of the cast - usually done by D/P thieves with 4 when they know the thief would be ready and need to heal. I know static field interrupts the evade as well, but I don’t know if it cancels the heal.
You also didn’t mention hide in shadows which is still used often for the condi cleanse - allows one to get the full heal while poisoned. This is of course very interruptible.

Guardian shelter is interruptible by: reaper’s mark with greater marks trait, necromancer warhorn 4, basilisk venom with an unblockable strike. It can also be poisoned during cast by choking gas, engineer grenades, and necromancer’s poison mark while traited for greater marks.

Engineer healing turret is very interruptible. The heal is in two parts, and engineers will almost always press the heal and second time and muscle memory detonate the turret. Once the turret comes out, interrupt them and they’ll detonate it without getting the second heal or the area healing combo. Thief steal, warrior hammer 4, elementalist earth 4 air 5 etc. are all fast enough to interrupt it.

Rangers I see mostly run the troll unguent, which is easy to interrupt, and, like elementalist healing signet, can be countered more reliably with poison.

Mesmer ether feast... Well mesmer already has stealth, invulnerability, high ranged damage, mobility, ports, lots of condi access, high and more importantly viable-in-PvP burst, and can maintain damage while in stealth through phantasms. A good mesmer will get their heal off.

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(edited by Impact.2780)

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Posted by: Random Weird Guy.3528

Random Weird Guy.3528

Engineer magnet pull will interrupt just about any heal if you can predict it, doesn’t matter if they are blocking or in stealth.

Random Engineering // Trixxti // Random Noises (worst thief eu)
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Posted by: PierPiero.9142

PierPiero.9142

yes but magnet has a right cd

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Posted by: Random Weird Guy.3528

Random Weird Guy.3528

Well if you used it right, your target will be dead before you need to interrupt the heal again.

Random Engineering // Trixxti // Random Noises (worst thief eu)
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Posted by: PierPiero.9142

PierPiero.9142

yes, i would say it is not op in any case for his cd

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Posted by: Smirgel.9460

Smirgel.9460

Poison is not the answer, especially against the passive signet heal classes like ele and warrior with their numerous ways to cure condis. The point is that heal skills need to be designed so that without proper positioning and covering, you most likely will get your heals interrupted by skilled opponents.
In regards to engi healing turret, I’m 90% sure the second part is instant so you can’t interrupt it and you can detonate the turret even if you’re stunned → as long as the first part goes through there’s no way to prevent that 6.5k heal unless you knock him out of the turret’s effective area, which is super large.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

warriors are meant to face tank noob damage with the healing signet.

keep doing deal sustained pro damage on the warrior and the warrior will melt quickly.

dropping 10 different conditions onto the warrior when the warrior does not have berserker stance equipped or when its on cool down will also melt the warrior quickly.

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Posted by: kdaddy.5431

kdaddy.5431

I make it a point in my builds to be able to do alot of dps, condition dmg or some how be able to psn or put weakness on people. I do agree peoples healing feels impossible to stop but its on equal grounds since its difficult to stop anyone.