Was just dabbling with some Healing Power theories as well as skill affects it would produce. Came up with this build below. I used Exotics/Rare but the best food to predict an average player’s potential. I personally find no use in ascended items for a minimal increase in performance which I may later down the road invest.
So with Max Healing power (Life Stacks + Strength in Numbers proc’d for food) we are looking at approximately 2283 healing power. You can choose to go 2 monk, 2 water, 2 dwayna for longer and stronger regen but I wanted more healing out of other abilities.
Just some healing output I have jotted down. Please add if I miss any by using the formulas on wiki (note: note all formulas are not accurate which could lead to false data. I am only going by what’s available on wiki).
Selfless Daring – 2412 Health on dodge roll
Writ of the Merciful – 278 health per second while in a symbol
Regeneration – 415 health per second
Shield of Absorption Sequence – 1757 health
Mace AA chain #3 – 874 health per hit
Healing Breeze – 4008 health over 3 second channel to allies
Virtue of Resolve Passive – 389 health every 3 seconds. (486 with Absolute Resolution)
VoR Activate – 3337 health
There are plenty of more out there. If you move to abilities without the mace equipped please subtract 250 healing power and approximate with the slight increase/drop of toughness.
Pretty crazy healing available with 14k health.
Guardian / Warrior / Thief / Necromancer
Black Gate – Immortals of the Mist [IoM]
Burst isn’t so much of an issue to survive as a guardian in WvW. It’s the AoE clusterkitten that occurs and as long as you are avoiding those, dodge rolling attacks, swapping between weapons with energy sigil and keeping your boons/shouts up, you should be fine. I am going to try this tonight to see how it performs in comparison to the Healway build in a zerg.
Guardian / Warrior / Thief / Necromancer
Black Gate – Immortals of the Mist [IoM]