[Point Breakdown] Ele's & Healing Power
Well the one thing you forgot to take into account is that each of these spells (apart from the self healing skills) have an area of effect. So technically they can do five times what you listed here. For example a geyser would do 5147.1 over two seconds to each person standing in it so that is 25735.5 for a full group. Not too sloppy anymore heh?
I took into account just the base numbers, but yes that is correct you’re healing each person for 5147.1, but only 4 or 5 others depending on your party and if you’re standing in it or not.
I still personally think that Healing Power needs to be way stronger if the crazy low damage you deal is going to ever be worth it.
u ddint take into account the passive minor water trait healing and regeneration. adding those healing is actually pretty strong
u ddint take into account the passive minor water trait healing and regeneration. adding those healing is actually pretty strong
That’s 1593 over 10 sec as base at 1584 Healing Power, so it’s about 2270 over 10 sec with 42.5% bonus.
Edit: corrected numbers.
(edited by Kaspar.3892)
and its aoe, and u can get effect+ regen boon, i do think that ele healing is pretty cool
and u combine these skills+ blast them, etc, and its not all based on constant healing, just a swift burst heal, then back to whatever u r doing (cc /dmg/kite/etc)
Yes, playing a healing ele is fun, but currently it only works for me when my brother hops on his Nomad build Warrior and tanks and uses his own heals with mine and he front lines and I backline with heals supporting him.
It’s just not nearly enough healing though yet to make it worth it if you were to try and heal a party of zerkers. Healing someone with 3600+ armor though is pretty easy. (considering they’re also putting 1.5k per second from their own heals)
Take Arah for example, there’s a few elite mobs in there that will still flatten this Nomad + Cleric combo my brother and I are running, unless we pull mobs and take them out one by one slowly.
We were however able to make it to Lupi on p3 decently easy with the two of us using a few tactics of pulling and running. (after of course glitching the first 2 bosses so that the melee guy was out of the ranged guy’s area and wouldn’t agro as well.
I’d personally think that Healing should scale the same as Power does with its numbers. and have a possibility to have critical heals based on your precision or whatever.
When looking at the individual healing skills, healing power indeed doesn’t seem to do much. However, you should probably look at them from a different perspective. ArenaNet doesn’t want healers in their game, so you’re never supposed to replace people’s #6 skill with your skills. The purpose of the skills is to augment the healing people already have themselves.
The other thing to consider is that, adding all those heals together makes for some pretty strong healing. Adding up soothing mist, regeneration, the weapon heals, evasive arcana dodge and combo finisher can easily exceed the player’s own healing skills. Thus you’re effectively doubling the healing of a team. And that’s pretty strong for a game that doesn’t want to have healers.
That being said, I normally use heals as ‘part of my tricks’ instead of making them my main focus. I strongly believe that the best eles are those that accept they’re supposed to do a little of everything all at the same time, rather than focus themselves on a particular aspect of gameplay. Engineers have versatility through build options, eles have versatility during combat.
So what I’m getting from all this is that a Healing Ele is more of a “fun” style of play than the traditional and would mostly be used in wvw and in dungeons that you’re trying to just have fun with instead of doing to get it done fast. It might even be useful to a degree in the Mai Trin fight since her scaling has been “fixed”. Now the question is: Just how many parties out there would even think about letting a full Cleric Ele onto their team and what would the party be for? wvw/pvp/pve?
We should start a poll for this. I’d like to see what the community thinks about this.
i think its fine the way it is, and ppl should get hybrid gear for mai trin, today on mai trin i told party to get more tankier gears right away , and just one of the wars didnt have anything besides zerker, ofc the war got downed often, meanwhile the rest of us did pretty fine, try not going full zerker at mai trin:p, and healing smth that 1 hits ppl is impossible anyway
healing is fine the way it is
Healing Ele is pretty darn OP. Just watch the last match of the NA ToL with KPz vs Apex Prime, and you’ll see just how strong the passive support Cleric’s Ele can give: http://www.twitch.tv/guildwars2/b/525879111
I think what’s important to realize is that the flow of damage in GW2 is different from other MMOs. It’s not a trinity game. You’re not going to get very far just camping Water Attunement and spamming its spells of CD. If you’re looking to play an Action-MMO with a Trinity-Healer, you should play Tera or Wildstar (both good games, btw). The Healer Elementalist is more about giving small burst heals when people need them, providing a TON of Healing over time (Regen + Soothing Wave is no joke), and giving support through all their boons and combo fields (such as Protection from Earth Attunement or providing important powerful Water and Fire Fields for team play). In WvW, we see coordinated zergs timing Water Fields at the right time, so that their allies can blast finish in them for sustained healing. And the Elementalist’s weapon sets provide a great mixture of Soft and Hard CC that really mess up players or allow you to control mobs.
With that said, I feel that full on Cleric’s Elementalist is best suited to sPvP and WvW, where your heals probably scale better to the kind of damage you receive. PvE is straightforward enough that you can just deck out your character in full damage gear and kill everything really fast, and because everyone has their own heals and ways to mitigate damage, there’s no need for a dedicated Healer. It’s still pretty strong in my opinion, it’s just not needed, and it’s not the kind of support that people want in the way people complete PvE content (which is do it as fast as possible). PvP Healer Ele is still, in my opinion, very viable and useful.
I’m kind of curious now if ANet is trying to get rid of that mentality of just throw some Zerker armor on and call it dead and building up combo play so that you have roles being run by each party member. Sure it won’t be the Trinity, but it’ll be Support/Damage/Control as they had originally planned out. A Magi or Cleric ele could easily run hybrid on Support/Control while running staff, and having a minor damage output. While a Nomad Warrior could do a little more support/control and keeping the monsters on him. (I don’t know what it is, but Nomad gear is an Agro Magnet like none other. My brother and I tested it out and monsters chose to attack him and not me on a ele at all.)
Mix that with a few damage spikers and you’ve got enough healing and control to keep the damage going on just about any difficulty.