Why does Superior Sigil of Water not see use?
I have a full ventari staff ele using it. Of course I have me ele set as a main water ele.
Problem is that going for a healing build means you get less tags, which in turn means less loot.
Players want loot, so you wont get very many players using it.
It does great healing for the rammers when you PvD with a healing staff ele too.
The healing isnt really that great. Applying regen will heal for ALOT more in 5 seconds, not to mention water blasts. Using it en masse is an idea, but good luck fixing a zerg with that, heh. No idea if any guild has done it.
I’ve been using Water on my Guard’s GS because of the style most of my favorite commanders use which is is Leap and Spin. The healing triggers usually with the spin which is all when the red circles start happening. If every Guard on tag ran it it would be around 2k heal for 5 players. I believe it is affected by healing power. On wiki it says 371? healing but mine does a little over 400.
What build are you planning on running it on? Water Ele healing is done really well with ground hits and healing allies in areas you choose. Sigil of Water doesn’t activate on ground hits, only targeted hits so it doesn’t function well with Water Ele.
Staff Guard? Staff is used a lot to cleave/proc crit sigils and not so much to stand behind the bomb, you usually bomb in too.
I don’t know a build/playstyle it’s suited for.
The healing isnt really that great. Applying regen will heal for ALOT more in 5 seconds, not to mention water blasts. Using it en masse is an idea, but good luck fixing a zerg with that, heh. No idea if any guild has done it.
The thing is, though, is you can still apply regen as well as heal for 1000 every 5s. I mentioned earlier that I use this with my cleric staff ele, its pretty awesome for assaulting keeps etc, you PvD and the water sigil heals the people on the rams for quite a bit, while you keep Healing Rain and Geyser on them on CD.
I use Delicious Rice Balls, Superior Rune of the Monk, Superior Sigil of Benevolence and Aquatic Benevolence for a total of 57.5% additional healing to allies, which makes the water sigil heal for 1000 every 5 seconds.
People die in spikes usually. Having this sigil would reduce your spike damage and it doesnt really save anyone from dying to massive burst damage. WvW guilds can already get to full hp on regroups with use of empowers and waters.
The healing isnt really that great. Applying regen will heal for ALOT more in 5 seconds, not to mention water blasts. Using it en masse is an idea, but good luck fixing a zerg with that, heh. No idea if any guild has done it.
The thing is, though, is you can still apply regen as well as heal for 1000 every 5s. I mentioned earlier that I use this with my cleric staff ele, its pretty awesome for assaulting keeps etc, you PvD and the water sigil heals the people on the rams for quite a bit, while you keep Healing Rain and Geyser on them on CD.
I use Delicious Rice Balls, Superior Rune of the Monk, Superior Sigil of Benevolence and Aquatic Benevolence for a total of 57.5% additional healing to allies, which makes the water sigil heal for 1000 every 5 seconds.
Yeah buts thats you focused on that purpose. 99% of the zerg wont be. A sigil have to take the place of another sigil. For frontliners, thats often double energy, fire and bloodlust. Which sigil would you replace for a tiny, tiny heal on classes with 0 healing and no outgoing traited?
Well the biggest issue with the sigil is that the heal occurs around the TARGET for w/e reason and its only 30% chance with a 5 second cd for a small heal. So its really only useful if used you have a good number of backline geared with a healing setup and a frontline that can stay coordinated, the backline will therefore have to focus on heals rather then bombs which is rarely the focus of a backline. Most will prefer running power builds and eles will switch to water to support the frontline.
Honesty is not insulting, stupidity is.
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Yeah buts thats you focused on that purpose. 99% of the zerg wont be. A sigil have to take the place of another sigil. For frontliners, thats often double energy, fire and bloodlust. Which sigil would you replace for a tiny, tiny heal on classes with 0 healing and no outgoing traited?
Yes, well I wouldn’t recommend anyone to actually use it, unless they had high healing power. I just find it keeps our guys on rams up for much longer when they are under attack while ramming. For that specific role, with 1800 healing power and +57% outgoing healing, it is very good, other than that? Meh.
The healing isnt really that great. Applying regen will heal for ALOT more in 5 seconds, not to mention water blasts. Using it en masse is an idea, but good luck fixing a zerg with that, heh. No idea if any guild has done it.
The thing is, though, is you can still apply regen as well as heal for 1000 every 5s. I mentioned earlier that I use this with my cleric staff ele, its pretty awesome for assaulting keeps etc, you PvD and the water sigil heals the people on the rams for quite a bit, while you keep Healing Rain and Geyser on them on CD.
I use Delicious Rice Balls, Superior Rune of the Monk, Superior Sigil of Benevolence and Aquatic Benevolence for a total of 57.5% additional healing to allies, which makes the water sigil heal for 1000 every 5 seconds.
Using same build and stacked those rice balls for next 10yrs after I saw the heals.
If your team plays the right builds you dont need to waste a slot for more healing
Just the WvW
R3200+
This is a question, you have to ask yourself to many Sigils and Runes..
The simple answer is:
Because most of them are utter total useless crap and in no way competitively useful compared to certain other way more powerful sigils/runes that are able to make you powerful enough to quickly dominate your foes in combat… like for example Superior Sigil of Torment, or Superior Sigil of Strength, whose effects are alot more powerful and useful in combat for you, that a silly underpowered healing effect thats based on your healing power on a laughable 30% chance on hit with a ridiculous low 370 + (0,15* HP) heal, which is roughly a 500 HP heal in most cases, which will be instantly slashed away again by a stupid single auto attack hit from your foe…
To make that Sigil useful, Anet would have to change its effect more to something like this:
50% chance on Hit you cause at an area of 450 around your hitted target a healing, which heals up to 5 nearby targets by 10% of their maximum health with a ICD of 5s.
10% on a target, that has 30000 Max Health would mean then a heal for that person on 3000, which would be alot more useful, than laughable 500 roughly Hp, that anyones auto attack can instantly take you away again in a heartbeat.
And with a 50% chance, chances are significantly better, that you actually make that sigil work more consistantly over time, so that this sigil can be actually useful and not mostly all of its time a waste of a sigil slot.
Because… dps is king.
It’s a matter of numbers and zerg size. Specifically it’s a matter of how dps and sustain scales with zerg sizes.
Although damage can get spread out over all the players, typically what happens is that most dps lands on only a few that get caught in the bombs due to cc.
So the calculation you have to make is do you have enough AGGREGATE dps in your zerg to bomb down 5-10 players instantly when they are cced caught and focused.
In a large zerg where that much total damage is available from sheer numbers, full healing builds that can include water sigils works.
In smaller 20-30 man guild groups, the loss of dps from a couple full or partial heal builds can mean the difference from just causing cced players to go low, or downing them.
While it can work in those small groups, typically the built in sustain from the front line is enough (and enemy aggregate dps is low enough) with out the need of a real healer in a 25 v 25 fight. Especially if you can get an ele to drop a big water on your push target location.
That said, a full healer in a commander party is awesome.
(edited by dodgycookies.4562)
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It’s not that it’s unviable if its coordinated in a guild.
It’s that DPS and pure tank stats is preferred over healing.
Healing needs a massive overhaul in GW2. Some skills need to be toned down a LOT (guardian empower for example) and some skills need to be buffed a LOT (ele staff AOE water fields need to heal for 3-5x what they currently do to be actually effective without the field being blasted)
Because healing in general is weak as f, AoE DPS is preferred over healing, with the idea behind it being that you kill your opponents to rally your friendly players.
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@ Reverence
I don’t think you ever tried a dedicated healing staff ele, it does not need buffing on the water field at all.
Off top of my head (at work so can’t check in the game), the rough numbers with stacks/food etc are:
550HP/s regen (not 100% uptime but it’s welll over 75%)
260HP/s soothing mist
That’s over 800HP/s if the ele rotates attunements correctly and the party is well coordinated.
To that add:
1100 on water autoattacks
burst heals (really dont’ remember the extact numbers here), I could heal for some 10-12k every 20-25s via blasting my water field and dodging in water.
Healing power is not needed in large groups where the water field alone is all that’s required from ele to heal. Ele’s healing power has effect only on ele’s own blasts so in a zerg, where others blast the fields, healing power is irrelevant.
Now, think what can 800HP/s + bursts heals do for a dps player. Healing power is a beast when built correctly and in small scale. People don’t use it much because “healing power sucks” and they are lazy to do the math or test it themselves.
The negative is that it does require a certain degree of players’ skill and cooperation to reach that healing potential.
Ele in full cleric is quite tanky, ofc it’s not like a heavy class in full nomad but the added toughness with the amount of healing make it a very good tank that is weak only vs high coordinated burst or condition bombs while the rest of the party is afk. That combined with the focus eles get, makes rest of the party nearly invincible.
Ele staff water really doesn’t need buffing.
I actually use a Sigil of Water on my Warrior’s longbow. I run a tanky shout-support warrior with s/wh and lb, and putting a sigil of water on my ranged weapon allows me to give some sustaining support to front line fighters while I’m supporting the people sitting on siege with my shouts.
It’s definitely not my preferred support option (condition removal on wh skills and condition removal and healing on shouts are always really strong), but it works well enough for me when I can’t be right in the middle of things.
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If healing AoE range/blasting was 1200 and not what it is now, there would be much more use. It’s an nigh-unnecessary level of coordination to see mass use as is (and if coordinated, why not stack might instead).
The sigil will display healing numbers only if allies are below max health. The aoe is centered around the target it procs off of. If all allies are full health and there are no allies around an enemy, or door, then it does nothing. Of course, if everyone is full health, you don’t need it to do anyting anyway.
its very easy no1 like to play a support role even i see many eles stay on fire
the only care about DPS so mostly they have Signels that support more dps
even i see it in EOTM how most eles stay on fire and dont switch to water to help out
a good sample is the BL champion keep boss he use allot of fire damage
i always tell eles switch to water but no -.-
and more pll are down ore death -.-
The mojor problem with Eles using this sgil rather than the standard accepted sigils is that the radius of the AOE spell is just low.
Though seeing the upcoming nerfs to eles, we could see the meta change. too early to tell.
There is no point having an ele run sigil of water. They have a whole attunement dedicated to healing. Staff auto attack is an aoe heal. Sigil of water is for those who DON’T have good healing or support.
its very easy no1 like to play a support role even i see many eles stay on fire
the only care about DPS so mostly they have Signels that support more dpseven i see it in EOTM how most eles stay on fire and dont switch to water to help out
a good sample is the BL champion keep boss he use allot of fire damagei always tell eles switch to water but no -.-
and more pll are down ore death -.-
You and my ele should have a date in eotm. You can even chose which one you prefer, they all have healer build, except for the charr one, she is too baby to heal enough at lvl 30 ;c
To sum it up, it’s to weak and works counter-intuitive.
It’s damage centres around the target you hit, great for damage sigils but bad for this one. You’d want it to centre around you so you always can benefit from it.
It’s to weak in numbers. 370 is pitiful on a 5sec icd. If you by some divine blessing proc this every single time the moment it comes off cooldown at the very best you will get a baseline of 74hp/sec. Scaling is pretty poor as well, you need more than 1.5k healingpower to push this proc to just 600.
Of course with only a 30% proc chance it will probably not proc anywhere as often as that.
And it does nothing for overhealing because overhealing isn’t a thing. So a lot of the potential proc is often wasted.
Healing, especially healing others, is deliberately weak in GW2. anet does not want dedicated healers. So anything that does anything healingwise for others pays a hefty performance tax.
To sum it up, it’s to weak and works counter-intuitive.
It’s damage centres around the target you hit, great for damage sigils but bad for this one. You’d want it to centre around you so you always can benefit from it.
I actually prefer it procs around the target, that way I don’t have to right on top of the target and still heal allies. Sometimes the heals would benefit me too but usually I don’t need them.
It’s to weak in numbers. 370 is pitiful on a 5sec icd. If you by some divine blessing proc this every single time the moment it comes off cooldown at the very best you will get a baseline of 74hp/sec. Scaling is pretty poor as well, you need more than 1.5k healingpower to push this proc to just 600.
Of course with only a 30% proc chance it will probably not proc anywhere as often as that.
The procs on allies are over 900HP with my build, I don’t think that’s so bad.
And it does nothing for overhealing because overhealing isn’t a thing. So a lot of the potential proc is often wasted.
Healing, especially healing others, is deliberately weak in GW2. anet does not want dedicated healers. So anything that does anything healingwise for others pays a hefty performance tax.
If that was correct, Anet wouldn’t add all those items that I find so good for healer ele. Healers’ limitations arise rather from the game design as everyone has access to heal and unless they are actually under 100%, the healer doesn’t add much to the party. Nice boons but dps in that case would be better. I rarely see parties with full HP during fight in wvw tho.
Heh, I changed my ele to full cleric with water and and healing stack sigil just for fun. Never play the darn thing anyway (cant handle the attunements).
Sure it heals great in small groups (I think I saw around 1000 healing with the sigil), problem is you become so useless at everything else. Cant even take down the crappiest of camps, lol. Its only real use is 5-10 man pug groups. Anything above and a commander will zerg it. Anything below and you want to focus fire. Guilds groups wont need or want it.
Regen is overrated vs any skill group, basically what happens is good groups kill people in 1-3 seconds that are caught out of position or in a bomb. Something I tested a ton was regen warrior which had the ability to give everyone in my group close to 700/second healing on top of their normal heals and everyone elses healing. So you could potentially get everyone in the group to 1k-2k healing/second. Then we ran into a skilled wvw group and people died in seconds, not giving the regen enough time to kick in and save them.
Regen works alright in scrappy/unorganized fighting, but vs groups that coordinate their attacks to happen at the same time/location or on the same targets, people die way faster than any amount of regen could save them.
Also you have to look at the opportunity cost. Some of the sigils like fire sigil can give massive damage increases, and you should be using the two best sigils possible, so if you say sigil of water should be used, argue why fire/bloodlust/energy/air shouldn’t
(edited by Rocketmist.5436)
To sum it up, it’s to weak and works counter-intuitive.
It’s damage centres around the target you hit, great for damage sigils but bad for this one. You’d want it to centre around you so you always can benefit from it.
I actually prefer it procs around the target, that way I don’t have to right on top of the target and still heal allies. Sometimes the heals would benefit me too but usually I don’t need them.
It’s to weak in numbers. 370 is pitiful on a 5sec icd. If you by some divine blessing proc this every single time the moment it comes off cooldown at the very best you will get a baseline of 74hp/sec. Scaling is pretty poor as well, you need more than 1.5k healingpower to push this proc to just 600.
Of course with only a 30% proc chance it will probably not proc anywhere as often as that.The procs on allies are over 900HP with my build, I don’t think that’s so bad.
And it does nothing for overhealing because overhealing isn’t a thing. So a lot of the potential proc is often wasted.
Healing, especially healing others, is deliberately weak in GW2. anet does not want dedicated healers. So anything that does anything healingwise for others pays a hefty performance tax.
If that was correct, Anet wouldn’t add all those items that I find so good for healer ele. Healers’ limitations arise rather from the game design as everyone has access to heal and unless they are actually under 100%, the healer doesn’t add much to the party. Nice boons but dps in that case would be better. I rarely see parties with full HP during fight in wvw tho.
900 on allies, so i assume you mean you heal multiple friendlies. So the healing per person is much lower. Actually proccing a 900 heal per person would require insanely high healingpower. (3.5k+)
And since your allies are close enough together and to the enemy that they all benefit from the proc, a mere autoattack would be in the several thousands of damage on those some players. Without a 5sec icd, and limited proc chance.
The reason anet does add these kind of things is because some people still like to use them, even if they aren’t very good. It’s why we have Racial skills for example. It’s not a case of only adding things to the game that are optimal.
However dedicated healers are discouraged, if everyone had their self-healing removed Healers would still be useless.
i won’t get technical on this one and just go with the standard bob’s explanation. most sigils and runes are completely useless and just take up space in the database. a couple are better than the rest which results in metas. one might want to question how they were planned, designed, passed, and implemented in the first place but what should be more unnerving is the lack of effort on redesigning for years now. maybe hot can bring in something new.
900 on allies, so i assume you mean you heal multiple friendlies. So the healing per person is much lower. Actually proccing a 900 heal per person would require insanely high healingpower. (3.5k+)
And since your allies are close enough together and to the enemy that they all benefit from the proc, a mere autoattack would be in the several thousands of damage on those some players. Without a 5sec icd, and limited proc chance.The reason anet does add these kind of things is because some people still like to use them, even if they aren’t very good. It’s why we have Racial skills for example. It’s not a case of only adding things to the game that are optimal.
However dedicated healers are discouraged, if everyone had their self-healing removed Healers would still be useless.
All cleric’s gear with Delicious Rice Balls, Superior Rune of the Monk, Superior Sigil of Benevolence and Aquatic Benevolence for a total of 57.5% additional healing to allies.
The Superior Sigil of Water heals for 370 + 15% of healing power, plus the additional healing to allies through the food, runes and sigil of benevolence. So that is 370 + (1800 X 0.15) X 1.575 = 1008. It heals 5 allies for 1000+ each every 5 seconds. Very situational, but quite powerful really. Add to this the 560 hps from regen, 260 hps from Soothing Mist and another 1500 health per AA from Frost Bow, when it is up. That is about 2600 hps at best. Not including heals from Healing Ripple, which is 3600 health when attuning to water or 5000+ health from Cleansing Wave on dodge, 5900+ health on Geyser and 1300 on staff AA too. It is really only good for large encounters and not small groups. I like to use something like this, you’d be surprised how much you can turn the tide of a failing keep assault with so much healing. Two of these working together is just absurd amounts of healing.
(edited by Heimskarl Ashfiend.9582)
To sum it up, it’s to weak and works counter-intuitive.
It’s damage centres around the target you hit, great for damage sigils but bad for this one. You’d want it to centre around you so you always can benefit from it.
I actually prefer it procs around the target, that way I don’t have to right on top of the target and still heal allies. Sometimes the heals would benefit me too but usually I don’t need them.
It’s to weak in numbers. 370 is pitiful on a 5sec icd. If you by some divine blessing proc this every single time the moment it comes off cooldown at the very best you will get a baseline of 74hp/sec. Scaling is pretty poor as well, you need more than 1.5k healingpower to push this proc to just 600.
Of course with only a 30% proc chance it will probably not proc anywhere as often as that.The procs on allies are over 900HP with my build, I don’t think that’s so bad.
And it does nothing for overhealing because overhealing isn’t a thing. So a lot of the potential proc is often wasted.
Healing, especially healing others, is deliberately weak in GW2. anet does not want dedicated healers. So anything that does anything healingwise for others pays a hefty performance tax.
If that was correct, Anet wouldn’t add all those items that I find so good for healer ele. Healers’ limitations arise rather from the game design as everyone has access to heal and unless they are actually under 100%, the healer doesn’t add much to the party. Nice boons but dps in that case would be better. I rarely see parties with full HP during fight in wvw tho.
900 on allies, so i assume you mean you heal multiple friendlies.
This is exactly why so many think healing power sucks, you have no idea how healing builds work, nor you tested any. Read what Heimskarl wrote, he explained it really well.
@ Rocketmist.5436 I didn’t say water sigil is the best to use, I pointed out why it doesn’t need buffing as it does its job pretty well in certain set ups.
To sum it up, it’s to weak and works counter-intuitive.
It’s damage centres around the target you hit, great for damage sigils but bad for this one. You’d want it to centre around you so you always can benefit from it.
I actually prefer it procs around the target, that way I don’t have to right on top of the target and still heal allies. Sometimes the heals would benefit me too but usually I don’t need them.
It’s to weak in numbers. 370 is pitiful on a 5sec icd. If you by some divine blessing proc this every single time the moment it comes off cooldown at the very best you will get a baseline of 74hp/sec. Scaling is pretty poor as well, you need more than 1.5k healingpower to push this proc to just 600.
Of course with only a 30% proc chance it will probably not proc anywhere as often as that.The procs on allies are over 900HP with my build, I don’t think that’s so bad.
And it does nothing for overhealing because overhealing isn’t a thing. So a lot of the potential proc is often wasted.
Healing, especially healing others, is deliberately weak in GW2. anet does not want dedicated healers. So anything that does anything healingwise for others pays a hefty performance tax.
If that was correct, Anet wouldn’t add all those items that I find so good for healer ele. Healers’ limitations arise rather from the game design as everyone has access to heal and unless they are actually under 100%, the healer doesn’t add much to the party. Nice boons but dps in that case would be better. I rarely see parties with full HP during fight in wvw tho.
900 on allies, so i assume you mean you heal multiple friendlies.
This is exactly why so many think healing power sucks, you have no idea how healing builds work, nor you tested any. Read what Heimskarl wrote, he explained it really well.
@ Rocketmist.5436 I didn’t say water sigil is the best to use, I pointed out why it doesn’t need buffing as it does its job pretty well in certain set ups.
I know how healing works just fine. But i didnt think you went all out full 100% for healing.
You dedicate everything you have, right down to the food buffs, to healing others. And still the best you can push out is a 900-1k poot. That just proves my point.
So much dedicated to getting that heal up and the best you can do is that. Something a balanced or even tanky build can damage through with a single autoattack.
I’m not telling you you shouldnt play your build you enjoy, i myself plat fairly gimmicky builds as well that are far from optimal. But don’t sugarcoat it and dress it up better than it really is.
To sum it up, it’s to weak and works counter-intuitive.
It’s damage centres around the target you hit, great for damage sigils but bad for this one. You’d want it to centre around you so you always can benefit from it.
I actually prefer it procs around the target, that way I don’t have to right on top of the target and still heal allies. Sometimes the heals would benefit me too but usually I don’t need them.
It’s to weak in numbers. 370 is pitiful on a 5sec icd. If you by some divine blessing proc this every single time the moment it comes off cooldown at the very best you will get a baseline of 74hp/sec. Scaling is pretty poor as well, you need more than 1.5k healingpower to push this proc to just 600.
Of course with only a 30% proc chance it will probably not proc anywhere as often as that.The procs on allies are over 900HP with my build, I don’t think that’s so bad.
And it does nothing for overhealing because overhealing isn’t a thing. So a lot of the potential proc is often wasted.
Healing, especially healing others, is deliberately weak in GW2. anet does not want dedicated healers. So anything that does anything healingwise for others pays a hefty performance tax.
If that was correct, Anet wouldn’t add all those items that I find so good for healer ele. Healers’ limitations arise rather from the game design as everyone has access to heal and unless they are actually under 100%, the healer doesn’t add much to the party. Nice boons but dps in that case would be better. I rarely see parties with full HP during fight in wvw tho.
900 on allies, so i assume you mean you heal multiple friendlies.
This is exactly why so many think healing power sucks, you have no idea how healing builds work, nor you tested any. Read what Heimskarl wrote, he explained it really well.
@ Rocketmist.5436 I didn’t say water sigil is the best to use, I pointed out why it doesn’t need buffing as it does its job pretty well in certain set ups.
I know how healing works just fine. But i didnt think you went all out full 100% for healing.
You dedicate everything you have, right down to the food buffs, to healing others. And still the best you can push out is a 900-1k poot. That just proves my point.So much dedicated to getting that heal up and the best you can do is that. Something a balanced or even tanky build can damage through with a single autoattack.
I’m not telling you you shouldnt play your build you enjoy, i myself plat fairly gimmicky builds as well that are far from optimal. But don’t sugarcoat it and dress it up better than it really is.
Oh, so you actually know how healing works?
Actually proccing a 900 heal per person would require insanely high healingpower. (3.5k+)
Yeah yeah ^ ^
You can purposely leave out rest of the numbers the other guy (or me earlier in this thread) wrote to make your post sound better. Stay ignorant. Adios.
Would SoW be good on dual dagger thief?
Would SoW be good on dual dagger thief?
Cleric healer thief with double water. New meta for sure.
You dedicate everything you have, right down to the food buffs, to healing others. And still the best you can push out is a 900-1k poot. That just proves my point.
You still don’t get it. It’s 1000 for 5 people every 5 seconds, purely from a sigil. And yes, an AA will deal that much damage, but for very proc, you get to withstand another attack, and another and another and another and another and another until your server takes the keep the AAers were trying to defend. That build will heal through two superior arrow carts.
I use one in my MM build…granted not the best spec for WvW…but it does ok in a group…helps minions and party members…just my $.02
I can because I want to
I want to because you said I couldn’t
You dedicate everything you have, right down to the food buffs, to healing others. And still the best you can push out is a 900-1k poot. That just proves my point.
You still don’t get it. It’s 1000 for 5 people every 5 seconds, purely from a sigil.
Well, no its not. 1000 for 5 people yes, but its kitten cd with 30% chance. Which means that in reality its more like 1000 for 5 people every 7 or so seconds… if you get lucky. In theory, it could trigger after 20 seconds if you are kitten out of luck, lol.
Sidenote: I am curious why 5 seconds as in just “s” cd is censored. 5s cd!!!
Sidenote #2: sigh…
(edited by Dawdler.8521)
Well I use one on my staff guardian.. Mainly because I play a more tanky/support build and since staff hits up to 5 players, I like to see green numbers pop up when spamming my 1 skill hehe I also combine the green numbers with the staff 2 skill and also empower at times, so yes it may be a small heal but the numbers do add up and in larger groups I see a lot more green numbers.
That is just my opinion though but ever since I’ve created my guardian I never replaced it with anything else.
Sidenote: I am curious why 5 seconds as in just “s” cd is censored. 5s cd!!!
Sidenote #2: sigh…
IKR? I was wondering about forty five seconds abbreviated the other day, as in 4+5+s and then I thought, I bet it is because of that stupid way of substituting numbers for letters etc and then 4+5+s looks like A+S+S.