Full healing power Elementalist
S/D full Magi with the 5% prec to heal and 25 stack of Sigil of Life you reach 2011 +heal. On a 0/10/0/30/30 build you can pull nearly 913 health per second on 5 person close to you cycling dagger #5, trident, healing ripple and water dodge. That and random buffs, and cleanses.
How good is that? Good question. The ridiculous range of heals and buff and the playing limit in GW2 makes many people go away from support role. However you may make the difference on a door fight supporting ram users.
In zerg fighting of course, just take your guardian or necro, follow the leader and lagfest.
I’ve done guild runs in wvw with a full healing elementalist topping 1600 healing power.
Basically you’ll do a ton of healing but your damage is negligible. Against any other tank it’ll be a stalemate and dps thieves can still burst you down because of low hp.
Personally I’ve changed it up to 2/6th Power/toughness/vitality
2/6th Toughness/power/precision
2/6th Healing power/toughness/power.
Add in some rampager rings for higher crit chance and some base cond dmg.
Zerker amulet
Celestial+cleric accessory
boon duration runes and y’r done.
fire grab on a normal rotation does 4k dmg Churning earth 7k dmg(+bleeds that increase in damage through mightstacking).
Sigils:
Sigil of battle <- you might need more might.
Sigil of whatever you fancy. could be healing, hp-stealing, proc on crit etc.
traits:
0/20/0/30/20
use cantrips and signet of air for extra blind/speedboost. (might not need the signet when you’re travelling in large groups with perma swiftness.
Aura share when y’r with allies and the other grandmaster water trait if y’r going solo for the beast cond-removal.
Stacking +Heal if you are not going to take EA is like putting ketchup on your ice cream.
It does not make sense.
Healing power gives very low returns.
Only heals that actualy scale well are water trident and cleansing wave. and even then you need over 1,4k investment in healing power to just double the effectiveness of those, a lot more if you want to even double the overall healing you put out. Rest of the healing skills scale very bad.
So basicly in order to boost your 2-4 skills (depending on wether you have ea+water 15 trait, scepter and dagger) you´ll have to sacrficie most of your equipment to do that, and you´ll get little return. Your damage will be very low, your vitality non-existant and toughness only mediocre. On top of that effectively using your heals that actualy scale well requires you to be right in the melee range, spend dodges and have really bad survivability stats in the first place….not a good place to be in. If you aren´t there though, your main attribute you sacrificed A LOT for is doing basicly nothing.
If you were to spend that on offensive stats, almost every one of your skills will get significant improvement, and most are on lower cd than your heals which gives even more improvement compared to boost you get in healing. If you use that on survivability stats, they will eventualy outperform any extra healing you might put out.
So personaly i think healing power in wvw is waste of stats, you sacrifice too much for very little. Also there´s the fact that allies blasting in your field will outperform any healing you could personaly put out.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Heh – I went Cleric Weapons/Armour, Magi Trinkets … I’m not seeing too much of a difference, tbh. Been saving for a Knight/Cavalier spec.
Other 80s: Any but Warrior
I actually saw a difference with Magi VS Cleric. Somehow the higher you get the more you notice the effect. I mean not the 1000 is better than 1 but you feel the +500 more from 1500 to 2k than from 500 to 1000.
So yeah, anyway, its a gimmick, heal sucks in GW2, period.
healing sux.. and still they want elementals to be a “support” class.
using healing and cc and some dmg.
irony or hypocrisy or stupidity. take your pick. (i think all 3 fit A-net)
The biggest difference I’ve notice is this game works like one I played in the past where yes some classes excel a little better than others at some things but everyone is still expected to do a little bit of everything on their own. Take healing your expected to worry about your own health so learn how to kite and how to disengage and heal when you need too its not like the holy trinity games where as long as the tank is tanking and the healer is healing everyone else is free to do what they feel like.
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
Alright I’ve decided to stick to 1000 healing power and a Staff
-Regeneration and Geyser’s healing is doubled
-EA, heal-on-attune are about 175% of the normal heal
-Using a staff because Static Field and Unsteady Ground bypass the AoE cap
I know it’s not the most effective, but don’t care (it’s a game right?). Hopefully Anet will decide to fix the actual balance issues instead of randomly nerfing things and seeing what works.
at 1400 healing power your signet of restoration heals for 380ish per cast. Which is decent, 3 casts and y’r up 1000 health.
Alright I’ve decided to stick to 1000 healing power and a Staff
-Regeneration and Geyser’s healing is doubled
-EA, heal-on-attune are about 175% of the normal heal
-Using a staff because Static Field and Unsteady Ground bypass the AoE capI know it’s not the most effective, but don’t care (it’s a game right?). Hopefully Anet will decide to fix the actual balance issues instead of randomly nerfing things and seeing what works.
Regeneration gets´96% improvements, geyser 31%, ea and on attune 77%…just to be precise.
And yes, it indeed is a game, which is the reason why i have a clerics set myself.
[ ex- Piken Square (EU), ex- Aurora Glade (EU) ]
Gear with condition duration% would be nice for the supportive builds imo. We cant to control enemies and heal friends.
tbh why is there crit% but not cond% ? especially with that food that reduces it so much.
Gear with condition duration% would be nice for the supportive builds imo. We cant to control enemies and heal friends.
tbh why is there crit% but not cond% ? especially with that food that reduces it so much.
In theory? Armor and Toughness.