Taking a break from GW2 to play various
Nintendo games..
When it comes to healing power in spvp, only existing two amulets give us healing power with ample offensive stats, however those amulets are flawed for certain types of builds.
First, we have the celestial amulet, which is an all around hybrid amulet, but doesn’t give the focused offensive stats needed for a an offensive-healer role to truly take form.
Second, we have the crusader amulet, which is almost never used because it gives 0 precision, opting to give toughness and ferocity and healing power instead, along side its high power stat. Its only ever used in rather gimmicky crit-chance subsitution builds that you make with remorseless ranger, death perception necro, and rolling mists revenant, but those builds struggle to be viable because they rely on crit-chance substitution to be viable.
Now we have a problem, because an offensive amulet will be needed after the launch of HoT more than ever before. Druid is coming, and its having its healing power scaling values adjusted so that maruder builds can’t tank a point in celestial avatar form anymore, they’ll need healing power to truly be able to make use of druid mechanics since the druid healing will presumably only be useful with enough healing power. The zealot stat combination would be perfect for PvP for Druid, among other classes.
It should give stats that include: 1050 power 1050 precision 560 healing power 560 vitality. This stat combo would go a long way to make power Druid builds viable, or else they’ll be pigeonholed into running cleric support, settlers condi-side-point holder, or simply be unable to use their new elite specialization, that many people have paid $50 to play, to play a viable power build that doesn’t eat dirt. Furthermore, the zealot stat combination could be potentially useful on various Warrior, Elementalist/Tempest, MM necromancer/reaper, and offensive support chronomancer/revenant builds.
And just think about it, do we really want a game where the only viable amulets are Marauder/Zerker, Celestial, and Soldiers? NO, we want amulet diversity, and we want it in two weeks!
tl;dr-When druid heals have a low base heal but high healing power scaling, druid will need a zealot amulet in order to have a viable power build in the future meta
Discuss.
as a warrior id rather get more healing power & less vitfor a zealot amulet.
I agree. More amulets are always a good idea, and an offensive healer amulet currently doesn’t really exist.
Just let it be 1200 Power, 900 Precision and Healing Power. Nothing more is needed.
You can always add sinister amulet too, and wait for mesmers to rule the world
Just let it be 1200 Power, 900 Precision and Healing Power. Nothing more is needed.
Without the vitality druids won’t survive the initial burst long enough to even use that healing power. 15K base HP and no toughness means you will be dead before you can react.
Just let it be 1200 Power, 900 Precision and Healing Power. Nothing more is needed.
Without the vitality druids won’t survive the initial burst long enough to even use that healing power. 15K base HP and no toughness means you will be dead before you can react.
Somewhat true, but you have to remember that they will have defensive traits and skills that can help them survive. For example, the Protective Ward trait may be rather popular on Druids, as other traits in the Nature Magic line can come in handy. Plus, since you will almost assuredly be running Wilderness Survival anyway, the Bark Skin minor trait does a lot to help you avoid an opening burst.
The main reason to do 1200 Power, 900 Precision, 900 Healing Power, though? Because that’s what Zealot’s gear is. If it was a 4 stat set, they would need to add a different name.
Somewhat true, but you have to remember that they will have defensive traits and skills that can help them survive. For example, the Protective Ward trait may be rather popular on Druids, as other traits in the Nature Magic line can come in handy. Plus, since you will almost assuredly be running Wilderness Survival anyway, the Bark Skin minor trait does a lot to help you avoid an opening burst.
The main reason to do 1200 Power, 900 Precision, 900 Healing Power, though? Because that’s what Zealot’s gear is. If it was a 4 stat set, they would need to add a different name.
Most people would want to run druid in place of Wilderness Survival as it provides decent condition clearing potential. Especially if the glyphs get some buffs to make them competitive with survival skills. Natural Magic also isn’t always ideal to run because it doesn’t have very good traits aside from Protective Ward.
Then Protective Ward has an internal cooldown and can be triggered by a stray auto attack. It’s very, very unlikely a druid will have that trait up in team fights where the druid is both most wanted and most at risk of getting blown away.
Granted this wouldn’t be an issue if players could just tweak the amulet stats to make them a bit more flexible.
Somewhat true, but you have to remember that they will have defensive traits and skills that can help them survive. For example, the Protective Ward trait may be rather popular on Druids, as other traits in the Nature Magic line can come in handy. Plus, since you will almost assuredly be running Wilderness Survival anyway, the Bark Skin minor trait does a lot to help you avoid an opening burst.
The main reason to do 1200 Power, 900 Precision, 900 Healing Power, though? Because that’s what Zealot’s gear is. If it was a 4 stat set, they would need to add a different name.
Most people would want to run druid in place of Wilderness Survival as it provides decent condition clearing potential. Especially if the glyphs get some buffs to make them competitive with survival skills. Natural Magic also isn’t always ideal to run because it doesn’t have very good traits aside from Protective Ward.
Then Protective Ward has an internal cooldown and can be triggered by a stray auto attack. It’s very, very unlikely a druid will have that trait up in team fights where the druid is both most wanted and most at risk of getting blown away.
Granted this wouldn’t be an issue if players could just tweak the amulet stats to make them a bit more flexible.
In the last beta I stuck with wilderness survival simply because the survival utilities were the best skills to use (especially troll heal for AF gen), If the glyphs were brought up that could work in place of them, especially if we won’t be bound to troll to generate AF on non-staff builds after the possible changes. On a power build you go into druid basically for condi clear, celestial shadow’s utility, and ancient seed’s CC. If we get an offensive healing power amulet, then staff could work in place of GS for “team support”.
Anyway regardless of the name, the 4 stat amulet combo I listed would be ideal, but I’d be happy with a 3 stat version.
+1 to zealots or something similar.
Just let it be 1200 Power, 900 Precision and Healing Power. Nothing more is needed.
Without the vitality druids won’t survive the initial burst long enough to even use that healing power. 15K base HP and no toughness means you will be dead before you can react.
Somewhat true, but you have to remember that they will have defensive traits and skills that can help them survive. For example, the Protective Ward trait may be rather popular on Druids, as other traits in the Nature Magic line can come in handy. Plus, since you will almost assuredly be running Wilderness Survival anyway, the Bark Skin minor trait does a lot to help you avoid an opening burst.
The main reason to do 1200 Power, 900 Precision, 900 Healing Power, though? Because that’s what Zealot’s gear is. If it was a 4 stat set, they would need to add a different name.
How many classes run both 0 Vitality & 0 Toughness amulets?
Mesmers and Thieves come to mind. That’s because they both have similiar defensive, low risk high reward, class mechanics; they can Stealth and peel away easily, negating a fight completely.
Warriors too, but he has to be darn good. Most run with a support class to stay alive.
Atrition Healing alone will not keep the Druid alive. It’s imperitive the amulet has_at least_ 560-600 Vita or Toughness. Otherwise the Druid will melt in any focus target, TPvP situation.
Just wish they would let us use some sort of customization heh…
Would be great to be able to have somewhat balanced stats instead of like 55% crit on marauder. I’d trade in 20% of that for extra vita/toughness etc.
Wtb Zealot amulet + 2x soldier rings. That would be sexy.
1200 power
~600 precision
~600 healing
~400 toughness
~400 vita
But yeah in general I am quite tired to see these all-or nothing amulets.
(edited by Thoth Divine.8642)
We need more build options in pvp, and zealot’s amulet is another step in that direction. I’d like to see 1050 power, 1050 precision, 600 healing, 600 vitality (or something along these lines) or 1050 power, 1050 healing, 600 precision, 600 vitality. Or better yet, how about both choices?
Soul
The problem that I see with Crusader amulet and why I guess nobody uses it is that it has too much toughness and not enough vitality. This amulet is way too close to the Cleric’s Amulet to have any real purpose. We need a solid offensive/healing amulet, with something like:
1200 power
900 healing
560 precision / ferocity
560 vitality
(edited by Thoth Divine.8642)
Zealot would make LB / staff druid OP in PvP.
It’s the same reason why dire is a bad idea. It would make a lot of condi burst builds unstoppable.
Zealot would make LB / staff druid OP in PvP.
It’s the same reason why dire is a bad idea. It would make a lot of condi burst builds unstoppable.
How would it be OP? And based on the scaling details I think marauder Druid will work, just not with staff since staff is basically just a mobility stick if you don’t have healing power.
Plz no. This game already has enough super sustain specs. We don’t need another one.
Plz no. This game already has enough super sustain specs. We don’t need another one.
Zealot is hardly a super sustain spec.
a zealots amulet would have 1200 power, 900 perc/healing power because those are the stats that the prefix has throughout the game. Anything other than that and it wont be a zealots amulet but something else.
They literally just changes zerk and Valkyrie to be consistant with their other gamely stats so no idea why people expect any different. If you want any other stat combination it would have to have a different name.
A zealots amulet will have zealots stats.
(edited by Sigmoid.7082)
Zealot would make LB / staff druid OP in PvP.
It’s the same reason why dire is a bad idea. It would make a lot of condi burst builds unstoppable.
How would it be OP? And based on the scaling details I think marauder Druid will work, just not with staff since staff is basically just a mobility stick if you don’t have healing power.
They actually changed druid after last beta weekend. They are going to lower the base healing and increase the tie to heal power. In other words, marauder druid will become less effective. Zealot would give someone a ton of damage AND a ton of healing.
Zealot would make LB / staff druid OP in PvP.
It’s the same reason why dire is a bad idea. It would make a lot of condi burst builds unstoppable.
How would it be OP? And based on the scaling details I think marauder Druid will work, just not with staff since staff is basically just a mobility stick if you don’t have healing power.
They actually changed druid after last beta weekend. They are going to lower the base healing and increase the tie to heal power. In other words, marauder druid will become less effective. Zealot would give someone a ton of damage AND a ton of healing.
Well I know that, but they’re not cutting the heals by as much as I thought they would, meaning that Druid will still be viable with marauder.
A zealot or zealot-like stat combo would be better, but it wouldn’t be OP because you’d have to most likely give up your ferocity (based on the hypothetical stats) meaning you wouldn’t hit as hard but you’d be able to give more meaningful support through healing on an otherwise glassy build. And it’s still be relatively vulnerable to CC in a teamfight so it would t be OP at all.
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Dire with perplexity runes.
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Hey Josh, I think adding some runes that synergize with some of the elite specs would be cool! Like this one for tempest: http://wiki.guildwars2.com/wiki/Superior_Rune_of_Radiance
Aside from that maybe you guys could come up with some pvp exclusive runes that help create new play styles.
Trapper runes could be interesting.
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Healing Power/Toughness/Vitality Amulet
:D
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
I’d love a full pass on all Rune sets to bring them up to par with each other and to expand existing options.
As far as amulets go, other than Sinister, I’d looooove to see more Marauder-type amulets which focus on two primary and two sub stats. I think this would open the door for a bigger variety of support, bruiser, and mixed-damage type builds without creating “all around good” builds like Celestial which have no weaknesses.
Each of the following amulets has definite places in existing builds and classes, while not creating the “no weaknesses” aspect of Celestial.
Example Amulets:
Petulant: (condi damage builds who also want some sustain over max damage, Necro, Ranger, and Engineer would likely enjoy these)
Regrowth: (great for self-sustain, team support bunker builds with condi damage as their primary, but weak, offensive tool. Would be amazing for many Tempest, Guardian, and Druid builds)
Tenacity: (great to bolster up low base health Bunker options for Thief, Elementalist, and Guardian)
Raider (these would be good for classes with medium to high base health who wish to primarily focus on physical damage while still having moderate condition damage options, ie many Warrior, Guardian, Engineer, and Revenant builds)
Abyssal: (good for any class with crit mechanics, ie Reaper, Elementalist’s Arcane skills, Thief’s 100% crit from stealth etc, Sigil of Intel synergy etc)
Devastator: (be-all offensive all-in rune for hybrid offense builds that wish to use physical and condition damage equally well, but which forgo all defensive options, excellent for Warriors and Necromancers due to innate tankyness, but could lead to some interesting glassy Elementalist, Thief, and Guardian builds that live on their reactive defenses)
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Nomads
A marauder-esque version of full sinister stats would be nice. 1050 power, 1050 precision, 560 vitality, 560 condition.
Edit: Swiftwynd beat me to the punch. What he said is gold.
(edited by Spurrlock.3219)
Trapper runes could be interesting.
+1 to trapper runes, I would like to see “something” change with the perma invis thief trapper build though if they are going to make it into PvP.
Additionally, I’d really think its about time we see full support to any of the new conditions with Sigils updated. We need duration sigils, proc sigils, swap sigils, et all for Slow, Confusion, and maybe some of the new Boons as well where appropriate, particularly in runes.
Good example is the Rune of Resistance could … well you know … have some awesome Resistance synergy to help builds that struggle with Condis. Thief, I’m looking at you:
Rune of Resistance:
(1): +25 Toughness
(2): -5% Incoming Condition Duration
(3): +50 Toughness
(4): -10% Incoming Condition Duration, gain 3 seconds of Resistance when you have 3 or more Damaging Conditions (10s RC, counts individual bleed/burn/poison/confusion stacks to trigger)
(5): +100 Toughness
(6): When you activate a heal skill, gain 5 seconds of Resistance (Cooldown: 20s)
This would significantly help certain classes with low condi removal have a defensive option they could use at the cost of not taking another rune set that might offer superior offensive or utilitarian options. The entire rune works well for its intended purpose: Lower condi duration in the hopes that the Resistance it applies will help you outlast the burst of some high damage condis like burning, but it doesnt permanently remove the threat, and is vulnerable to boon stripping.
(edited by Swiftwynd.1685)
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Hey Josh, I think adding some runes that synergize with some of the elite specs would be cool! Like this one for tempest: http://wiki.guildwars2.com/wiki/Superior_Rune_of_Radiance
Aside from that maybe you guys could come up with some pvp exclusive runes that help create new play styles.
I second this and would also add could sinister stats be added to sPvP.
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
But more importantly, split the amulets into multiple items and let us mix and match. No need to make additional amulets after this one-time change. No need for over-budget 4-stat amulets.
I’m sick of 900+ toughness (too much) or none at all. I’m sick of limited choices on a guardian because we pretty much need vitality on an amulet.
(edited by Exedore.6320)
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Yay I have a dev post here, I feel like such a social activist now!
But asides from a Zealot (or similar offensive healing power amulet), I’d say a more balanced 4 stat condition amulet would be welcome, because dire stats would probably be way too strong if objectively looking at condi rangers/mesmers in 1v1, but I think something such as way of +1050 condition damage, +1050 precision, +560 toughness, +560 vitality, would go a long way towards making condition builds more viable in higher tier play. The 1050 precision is basically there to trigger crit procs that make up most of the minor traits in condition traitlines that are essentially wasted on carrion and settler builds. A more defensive stat combo would be +1050 toughness, +1050 healing power, +560 condition damage, +560 vitality, it’d basically be a condition bunker/support stat combo with relatively weak damage output that can still be felt, and would work really well with ranger, guardian (burn heal!) and maybe even elementalist/tempest.
Right now condition builds aren’t optimal in pvp for many reasons Grouch, most of which I’m sure you’re aware of, but I’ll post them here for general information purposes. Basically the amulets that have +condition damage as the main stat don’t offer enough survivability to compensate for the fact that most of their sustained damage pressure in teamfights is negated by passive/AoE cleansing. Settlers is the most defensive condition amulet, but is overly susceptible to burst because all that healing power and toughness is meaningless against coordinated burst and CC, while the rabid and carrion builds are generally extremely fragil because their defensive stats aren’t balanced. This means that most condition builds are reserved as 1v1 heros, which is often a waste of space in a team composition since its just more efficient to bring something thats good in both teamfights and 1v1s.
Anyway, thanks for checking in Grouch!
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Is there any particular reason for not just adding all stat spreads into pvp?
I’d like Healing Power major + Toughness + Condition damage. Basically, Condition version of Cleric’s Amulet.
can we get sinister’s and actual apothecary’s? also add some runes in like aristocrats runes (why aren’t these a thing Q_Q) also the addition of trapper runes and the aura runes (radiance maybe?) would be really nice. ily grouch <3
(edited by BlazinFyre.2410)
In general, I’d love to see each rune have a unique effect at the 4 and 6 tier, and open up more variability in what is allowed in tier 1, 2, and 5. I’d love to see runes that trade of raw stats for additional Boon or Condi duration increases, or reduced incoming condi duration etc. I’d love to have more options for performing and countering certain condi builds with such runes, or to offer more raw support options to heavily invest in specific boons, similar to reworking other runes to function more like Rune of Strength.
For example, a +45% Protection rune set, or +45% Regeneration rune set, heck even a Quickness themed rune set. Similarly, condition sets for +45% Bleed, Poison, Torrent, and Confusion to match the Burning options.
Lastly, I’d love to see some “Conversion” sets that really swing things heavily to provide more hybrid builds options, such as:
Rune of the Druid
(1): +25 Healing Power
(2): +2% Outgoing Healing to Allies
(3): +50 Healing Power
(4): +3% Outgoing Healing to Allies; deal damage in an area around a healed ally for half the healed value (10s RC)
(5): +100 Healing Power
(6): When you heal an ally, convert 10% of Healing Power into Power for 10 seconds; stacks 5 times.
Rune of the Guardian:
(1): +25 Vitality
(2): -2% Damage reduction to allies
(3): +50 Vitality
(4): Blocking an attack has a 50% chance to grant 10 seconds of swiftness. (20 sec ICD)
(5): +100 Vitality
(6): When you block an attack, you remove conditions and apply a random boon to allies for each condition removed.
This would allow us to utilize the fact bunker guards have so much aegis and blocks while not ALWAYS having to run soldier runes, while also tackling our swiftness/vitality issues.
I think professions specific runes need to be revamped so they are actually pertain to the meta. It would even help new players out.
(edited by lilz shorty.1879)
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Zealots, other variations of Healing power secondary stats and more condition primary. Specifically 4 stat:
1050 Power/Condi 560 Vit/Prec (or Vit/tough, Vit/HP. Might be kinda cheese though.)
1050 Power/Healing 560 prec/vital(or toughness)
1050 Condi/Healing 560 tough/Vital (For the Condi bunk, that isn’t over stacking toughness. Settlers is bad!)
defender runes
everyone else has suggested awesome amulets. mad keen for those too.
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Trap runes, evade runes, some other runes that aren’t in sPvP. Just add all the runes.
One of the largest barrier for WvW & PvE players is the all or nothing design of the sPvP amulet. Very few builds can be translated into sPvP. Having more fixed stat combinations would be nice but I feel still very limiting for your WvW & PvE players.
Splitting up the sPvP amulets into an amulet, ring (1) & trinket (1) with then having similar sPvP build impact as their WvW/PvE build counter parts would open up greater build options.
To help beginners make default amulet templates that auto load the ring & trinket spots providing current stat combinations. Making it so players need to manually change the ring & trinket. This would then allow for greater stat customisation working overall better with the different professions as they typically require slightly different stat amounts (eg. Most low health pool professions need some vitality).
Looking back at fixed stats, existing 3 stat combinations turned into 4 stats with the 4th being vitality. Targeted for low health pool professions.
Existing 3 stat combinations turned into 4 stats with the 4th being precision. Targeted for professions without extra access to crit-chance.
(edited by Bezagron.7352)
Sigil of Renewal.
I would like to see some variation of the cleric stat if possible, like;
Power main, healing toughness
Healing main, power vit, / power main, healing vit
And condi version of them as well.
I have always liked health regen skills with low health, this would be nice..
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Or more ideally:
My vote goes for the above with Shoutbow and Berserker Shoutbow in mind.
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Sinisters with 560 vitality, Zealots with 560 vitality and 1050 healing, Dire amulet, 1050 precision 1050 ferocity 560 power 560 vital. The 4 stat amulets are the best.
Zealots.
A pure Power Percision Vitality amulet or Precision Power Vitality.
A Power Precision Healingpower Toughness amulet (like crusaders but with medium crit chance/healing and low toughness)
These would fill the niches for builds ive wanted to try up to this point but havnt had the base stats needed for them.
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
Nomad and Dire.
Hmmm, new amulets. Aside from zealots, anything else you folks think would be interesting?
If zealot’s amulets become a thing in PvP, could zealot’s stats also become less hard to acquire in PvE?
As for what stat set I’d want in PvP: Forsaken i.e. Power main stat / Healing Power / Toughness (which the wiki claims is a thing but which I haven’t seen in game anywhere).
Likewise I’d want a stat set consisting of Power main stat / Healing Power / Vitality.
(edited by Diovid.9506)
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