treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons
Healing Power is one of the stats with worst scalling in the game (together with Condition Damage). Is it something worth investing into, through equipment, or is it better to leave Healing Power alone and focus on other attributes?
Depends what you want to be. Healing power can have a place in support or tank style builds, and can be useful in small group scenarios (i.e. typical dungeon party). But it won’t help you very much in the way of actually killing things.
Healing power also scales better with higher toughness, so that’s something to keep in mind when you’re choosing defensive stats.
I use a build with healing power fairly often in dungeon or fractals if I’m in the mood for it or I feel like the team doesn’t have enough durability.
In any case, it depends what you want to do. If you want to be a solo WvW roamer, it’s probably something you can mostly ignore. However, Amadeus did post a build awhile ago that makes use of healing power in a solo WvW roaming context.
Build is :http://tinyurl.com/muvgj55
Video demo: http://www.youtube.com/watch?v=fmWi9tBMPRE
We used to have a good thing going with healing power back when kit refinement dropped an additional super elixir, but that was deemed OP.
People also make bomb tank builds with investment in healing power, but I haven’t played around a those too much. When you see them they’re usually node holders in sPvP.
Considering that most of our healing now comes from blast finishers in Water Fields, and those blast finishers scale pretty horribly with healing power, I’d say no it is not worth it.
Traits that give additional healing capabilities, such as Elixir Infused Bombs and Backpack Regenerator don’t actually scale off of Healing Power either, and have a set rate that they heal you dependent on your level; Sort of like the regeneration provided by 6x Rune of the Dolyak, but it actually scales with you. In my opinion it’s only really beneficial to invest in Healing Power if you want to take and boost your self heals, or to maximize the amount healed per tick via Regeneration, otherwise it’s something you don’t really need to touch.
According to the wiki elixir infused bombs does scale with Healing Power. http://wiki.guildwars2.com/wiki/Elixir-Infused_Bombs
Does it? When did that happen. I don’t remember it ever gaining any benefit from Healing Power when I ran with it. Hrm.
Edit: Tested it in sPvP real quick, and it actually does. When in the hell did they add that in.
(edited by Kawloon Fuathach.3807)
With the recent changes to Healing turret, healing power can be very good for a full support healing build. I often use elixir bomb build for dungeons and it does extremely well.
Having healing power for other purposes may not work as well, because we don’t have passive signets/skills that boost our stats and since we are already kinda lacking in DPS in a way its not worth it. (also we lose even more stats when we swap to our kits -weapon damage).
Right now I’m running with a cleric bomb healing setup and I find it does pretty nice. Allows me to take the hits for the group and keep people healed. Also with altruism runes, it can net me and the group 18 stacks of might for 10s (15 stacks afterwards) and fury for 10 seconds just using my finishers.
(edited by Spart.6578)
Perhaps I’m just ignorant, but I can’t envision any build in which Healing Power is a better option than something else. HP scales poorly with most abilities, and your party members shouldn’t be relying on your to keep them upright. Would not Boon Duration, Condition Duration, or just Power or Precision not almost always be a better option over Healing Power? Particularly for Engineers?
In general it isn’t worth it for Engineers, as someone stated before, our best applications of burst and healing usually comes in the form of blast finishers.
Might be in PvE. I have to add that in because I don’t play much PvE so I don’t know.
I have a healing power/condition damage support build which is useful in all facets of the game. Stats hover around the 3.2k armor, 20k health, 1.3k condition dam (1.55 with sigil), and 1.3k + healing power. Can it kill as quickly as a flamethrower power build? Of course not but its soo tanky that you will probably outlast your enemy and can provide a lot of utility damage support on top of your healing support. Your super elixer and toolbelt elixer alone is a 600-700 per sec regen and super elixer is a light combo for retaliation.
I would post you the build but im writing on my ipad at a bar lolz. PM if your interested.
Please post your build, i have tried to balance the stats, it seems you got there first.
(edited by Heiltdo.2891)
and 1.3k + healing power
Ok, but… To reach 1.288 Healing Power, you would need to dedicate almost all your eqipment to it, plus have maxed the Inventions trait line. The result would be that Healing Turret heals for 6208 and Regeneration gives 291 health per second.
Meanwhile, with more or less half of that amount, around 564 Healing Power, Healing Turret would heal for 5484 and Regeneration would give 200 health per second. And you would free the majority of your attribute points for something else.
Is it really worth spending all those attribute points? Going from Toughness of 916 (the baseline) to 1853 (in other words, also more or less doubling it) goes from 10,04% damage reduction to 38,35% damage reduction… Feel more of a difference than increasing Healing Power by that amount, and that’s by using less attribute points.
Yeah…but he is saying he has 3200 armor (over 1853 toughness) and 1.3k healing, and 1.3k condi damage. Its a very impressive balance if the numbers are all accurate. The more healing you have in addition to high mitigation = incredible sustain.
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