Impact of Healing Power for D/D?
Compared to Staff and the third skill in scepter the dagger heals are very minor, If you going for a support build with dagger and dagger then your going to be supporting with auras and buffs rather the basic healing like a staff ele can.
The healing for Cleansing Wave and for swapping into water are both scaled 1:1 with your healing power. So, your first option will heal for 211 more than your second option. It will be less of a difference for Cone of Cold (the healing breath move). I would recommend the second option since you’re a clothie in melee. Sadly, I had the same dilemma. If you want, look up my previous thread titled “Healing stat on D/D useless??”
The difference won’t be great, but you got to keep in mind that everyone’s their own healer. So if a GW1 would heal for 100%, a GW2 healer would need to heal only 30% because the target itself heals the other 70%.
So your heals don’t have to be that strong to begin with.But that doesn’t mean they’re not helpful.
I’m a D/D ele with 1100 healing power and I can take on champions solo. Not the champion frog queen or risen giant champion though.
able to do 4k healing + regen + auras + protection boon + all sorts of other boons in just a couple seconds while still doing ok dmg.
In most battles I am able to upkeep my health at 100% and I don’t lose any 1v1 duels in wvwvw.
1200 healing power, but if its anything other than WvW then your fine, just get better at dodging. 30 idiots trying to PvDoor your face off will make you stack Healing power
Fabio Feline- Charr DH | Viktor Virtuoso-Norn Reaper | Pocket Prestige-Asura Chrono
Killer Kasserole-Plant Druid | Frankie Feline-Cat Scrapper | Felix Feline-Charr Herald
Healing Power scales 1:1 (1 healing = +1 hp healed) on dagger 5, attune-to-water heal, and EA water dodge.
Blast finishers in water fields scales 5:1 (5 healing = +1 hp healed) if you group with somebody who can easily get one up (staff ele, engineer and ranger; anybody with Healing Seed Pods in general PvE). Blast finishers are churning earth, EA earth dodge and arcane wave. The EA dodge rolls currently have separate cooldowns, so if the opportunity arises you can use earth’s roll on an ally’s water field without wasting the water dodge’s cooldown.
Cone of Cold is a total of 1:0.32 if it all connects, with 4 small heals with a bonus of 1:0.08
Healing skills on ele vary, but the signet’s heal-on-attack is 10:1 (10 heal = +1 hp healed) with a 2:1 on the active cast, Glyph is 1:1 and Ether Renewal is 1:1.2
Oh, and also water Arcane Abatement (fall damage trait) has 1:1 healing, if you somehow enter a situation where it’s usable during combat.
Elementalist has a ton of healing options regardless of weapon set, which is why healing power’s so useful for us.