what stats for healing build?

what stats for healing build?

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Posted by: Voltic.6912

Voltic.6912

Looking to put together a healing build to run dungeons with my guild. What stats are important?

Most likely am going to be a staff/water healer. I guess healing is a percentage of damage so I want more power?

And say I do 100 damage, any idea what base healing amount is and what +100 healing stat will do to that base?

Thanks

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Posted by: Humposaurus.5764

Humposaurus.5764

Healing power, the stat already says it :P

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Posted by: kubetz.3058

kubetz.3058

Mainly for for a cleric gear (power/toughness/healing power). Have a look here for information how to get your gear.

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Posted by: Voltic.6912

Voltic.6912

Guess I should also add what traits? Water is a given but what other traits will help heal the most.

I don’t know if I need to worry about my own surviveability as I’ve only done COF and it didn’t seem like I had to worry about being targetted by the mobs until the tanky guys had died

So I guess its kinda down to putting traits into fire or arcane?

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Posted by: Voltric.6920

Voltric.6920

I’d highly recommend 30 points into Arcane for the increased utility it brings. In my opinion, the fire tree doesn’t really bring anything to the table.

Also quite funny how similar our names are.

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Posted by: Buck.7562

Buck.7562

^^
Arcane increases the duration of boons, which means regeneration lasts longer. GW2 wasn’t designed for players to be healers or tanks, that’s why every profession has their own healing and defense cooldowns. But you can lend support in other ways, and Arcane is really good for that. If you take the Elemental Attunement trait you give allies a buff every time you switch elements.

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Posted by: Creslin.1758

Creslin.1758

Staff, 30 arcana for evasive arcana and elemental attunement, at least 15 in water for the heal on attune…and you probably want to go the full 30 in water for cleansing water since you will be granting regen to you and all allies whenever you attune to water. Other 10 points…up to you.

You can do a lot of healing by putting down a water 5 field and rolling through it twice with evasive arcana for two blast finishers. Note that evasive arcana has a cooldown, but the cooldowns are separate for each attunement. So roll through it once while attuned to water, then switch attunements and roll through it again for two immediate blast finishers. You can also get two more by pre-casting eruption and then using the arcane wave utility…lots of healing.

Magaera Enflanza (F Human D/D Ele)
[Envy], [Moon]

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Posted by: Buck.7562

Buck.7562

I’d also suggest putting toughness in your build, so you can get close enough to give boons and handle the splash damage.

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Posted by: Rainshine.5493

Rainshine.5493

And I’d suggest focusing on mitigating damage over healing it in general … Healing is one of the weaker forms of support in GW2.

Ruse Torrent (elementalist) on JQ
trixnotes tumblr: quick hits of lore | personal tumblr (some other GW2 stuff)

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Posted by: Korath.7402

Korath.7402

Healing power is one of the most awful stats in the game in my opinion. The returns on stacking it are so minimal that I really recommend not over-emphasizing it.

It would probably help you make your build if you changed your mindset from being a “healer” to being a “supporter.”

The Ele has so many great tools to help a party other than just a few heals. We can provide great buffs like protection and regen and lots of might stacks for the whole team. We have great crowd control to mitigate damage in the first place. You’ll be happier with the results if you design your build to bring all these tools to bare rather than just healing.

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Posted by: TimeBomb.3427

TimeBomb.3427

For a healing oriented build, I usually emphasize healing, toughness, and condition damage.

Healing Power + Toughness + Signet of Restoration makes you really difficult to take down.
Condition damage will give you adequate DPS via conditions.

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Posted by: Brage.4601

Brage.4601

Can healing be critical ? direct heals or regeneration ? Some armour sets with precision, vitality and healing doesn`t make sence otherwise.

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Posted by: Xolo.3580

Xolo.3580

I went 100% Cleric gear in a dungeon run a while ago to test if I was viable. My opinion is that it’s not a good idea to focus solely on Cleric stuff, because your damage becomes nonexistent while using staff, resulting in mobs taking longer to fall and your group receiving more damage. Also, there aren’t enough heal spells to have a decent healing rotation (which is totally OK from a design standpoint). I use healing spells very situationally now and I like using a lot of crowd control, which is why I’m going for mostly offensive gear

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Posted by: Baladir.2736

Baladir.2736

A bit of Healing seems a perfectly reasonable substitute for a bit of Toughness. Also, a character with some Healing stats seems perfectly capable of crowd control, damage mitagation and dps.

Basically, Vitality is needed for spike damage. Repeated lesser damage over time allows Toughness to give a return on the total amount of damage saved because it is a small percentage but it adds up. With +Healing, those small amounts of damage accumulated are offset by larger heals. In theory anyway, if the stats have any meaning or relationship at all.

I think that is why there is gear with healing in lieu of toughness. The Lyssa gear seems to fit this pattern and certainly does not skimp on damage either. I have not done the math, but I’ll trust Anet not to have created a useless stat, set of gear, mode of dps, and means of damage mitagtion.

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Posted by: TGSlasher.1458

TGSlasher.1458

This:
http://gw2skills.net/editor/?fEAQFAWhImKbxR5gjCAkHn4CLlH4MjNA
With clerics set
You can swap cleansing fire for amour of earth or teleport

Your main healing will be applying regen to everyone
And you burst heal is:
Eruption then switch water during then water field (gyser or healing rain) then dodge, arcane blast, dodge. You will need to be in combat for this to work, and relatively close to your allies. The first water dodge will heal, the second wont, so change to another atunement to do damage, or if you need to stay water the second dodge will still blast finish.

Also you can do this with your fire field for a high stack of might on your party. Or use it on your lightning field (air 5) for stacks of swiftness.

Switching at the right time is necessary as well, earth gives protection, water will heal (regen which also removes a condition) everyone. Air and fire are pretty meh.

Edit: there are 10 points remaining, you can get what you want for those. I would got for free amour of earth (protection stability regen and vigor) at 50%. You could also get cantrips grant might from fire.

Slasher Sladorian – Charr Warrior – [DECM] | Sea of Sorrows
Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows

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Posted by: Kodiak.3281

Kodiak.3281

Personally I went with:

Armor: The gear from CM explorable for Vit/Heal/Condition.
Accessories: Cleric (
Tough/Heal/Pow) / Carrion (Condition/Vit/Pow)
Weapons: Cleric (
Tough/Heal/Pow) / Carrion (Condition/Vit/+Pow)

This gives a decent mix of +Vitality, +Toughness, +Healing, +Power and +Condition.

Carrion is the option you want if you are going for a little less “bunker” and a bit more offensive in your group mix.

When I play Support I primarily end up as Staff using Earth and Water in most cases (for the standard Eruption → Geyser combo). This also works for other standard combos (such as Eruption → Lava Font). This makes most of my damage condition based (from Eruption) and I gear accordingly.

This also works out decently when solo as Scepter/Dagger as earth is a heavy bleed base.

Kodiak X – Blackgate

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Posted by: nvmvoidrays.2158

nvmvoidrays.2158

i’d say PVT (power, vit, toughness) armor/weapons and cleric accessories (or any accessories with healing power and at least toughness or vit) with runes of your choice. dwayna are always good. water too. there’s also those protection runes.

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Posted by: Munchkin.4137

Munchkin.4137

^This. Soldier’s armor/weps, Cleric’s jewelry, 10 Earth, 30 Water, 30 Arcane. If you like healing, Evasive Arcana is your new best friend.

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Posted by: soistheman.7208

soistheman.7208

My ele is all-round, so I speak out of that not as a healing specialist, but when I decided to play healer role, I wear full cleric gear (this includes weapon).

For this role, I think it is important to have:

  • Water = 15 (at least to get Healing Ripple for instant heal. I have 20 and with full cleric gear I often see 2 – 2.5k heal which is pretty big). Increasing points for water doesn’t really increase the healing ability so it’s really for traits wise.
  • Arcana = 20 at least for Blasting Staff and Elemental Attunement

However I don’t think healing alone cannot be as much useful role as one can be, so I also put 2 x major rune of water, 2 x sup. rune of water, and 2 x sup. rune of monk to get 40% increase on boon duration. This works well with Elemental Attunement.

Also concentrate using control skills before dmg skills at the beginning of each fight. I think a lot of people don’t realize the power of Sandstorm from Glyph of Storms. This skill can blind mobs pretty much enter time when the storm is active.

Elementalist lover since GW1. It’s the only profession I play!

(edited by soistheman.7208)