Soothing mist extra healing potential

Soothing mist extra healing potential

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Posted by: FrownyClown.8402

FrownyClown.8402

the forumla to calculate the healing output is ur lvl +(.05xhealingpower). Assuming you have 800 healing power that is 120. take the new grandmaster trait plus 15% from aquatic benevolence it will heal for 258 per second at a 1200 radius. might be useful for niche full heal roles, but probably not much else.


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Soothing mist extra healing potential

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Posted by: Laraley.7695

Laraley.7695

Huh? If the base will be 120, then with Aquatic benevolence > 138 and with the new GM trait 414 (it’s increased by 200%, so in the end you’ll have 300%).

Soothing mist extra healing potential

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Posted by: Rym.1469

Rym.1469

One of the General Changes was that Soothing Mist range is now 300.

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Soothing mist extra healing potential

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Posted by: FrownyClown.8402

FrownyClown.8402

oh you both are right. the reduced range kind of makes it from a good skill to an okay skill. 414 healing per second extra while attuned to water is pretty good ,but it ruins the current idea to stay out of water as much as possible.


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Soothing mist extra healing potential

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Posted by: GreyWraith.8394

GreyWraith.8394

Given that the range of Soothing Mist will now be 300, the new GM trait (Soothing Power) isn’t worth a GM spot.

I suggest a range increase be added to the GM trait.

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Soothing mist extra healing potential

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Given that the range of Soothing Mist will now be 300, the new GM trait (Soothing Power) isn’t worth a GM spot.

I suggest a range increase be added to the GM trait.

Although there was conflicting information on a different slide that said 600 range instead of 300 range.

We will need additional confirmation to know which is the correct one.

Soothing mist extra healing potential

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Posted by: the krytan assassin.9235

the krytan assassin.9235

Tbh the 300 range might also be a big boost to the skill (for wvw perspective) so you can apply to different groups of 5 every 3 sec instead of the same group over and over again. Also kinda curious wether the 200% increase is really a 200% increase (so 300% total) or 100% increase (200% total). Could be a funny trait to try out (you can get like 290 soothing mists heal atm if i’m not mistaken with full cleric) so 870 incase 300%, potential average of 16 player uptime=13920 HPS. don’t think it will work out this way, but can imagine myself having a blast using that to annoy the enemy zergs xD

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