Healing Power is the most useless stat ?
Factor in +heal stacking sigil = +250 healing power
Food = +80 healing power
All +healing Exotics = +900 Healing Power
Traits = +300 Healing Power
It’s easy to get over 1,400 healing power. Healing power is a form of vitality because of constant health return. Pick the right runes and you can have near constant up time.
You give up damage, but you become a quasi-tank / healer, one of the best support classes in PvP, and can take a beating that makes other classes keel over.
Lorella Windrunner – 80 Thief
Shayera Nightfall – 80 Mesmer
(edited by ComeAndSee.1356)
For me the most lackluster stat for the guardian would be condition damage and then healing power.
I’m suprised to see Selfless Daring scaling 1:1. That’s quite a lot of healing.
On the other hand I’m buffled at altruistic healing with it’s 0.01:1 scaling.
@ComeAndSee
You are telling him to factor in all those points but if you factor in the equivalent to other stats as well you will notice that healing is indeed lackluster.
Here’s another discussion about healing power on the forums:
https://forum-en.gw2archive.eu/forum/game/gw2/Healing-Power
Everyone comes to the same conclusion, healing power is garbage due to poor scaling.
Toughness and vitality scale very well for survival.
Toughness is the best scaling stat IF you have ways to continually remove conditions,since conditions bypass all armor,otherwise vitality is.
Healing power on the other hand scales very poorly with almost all abilities for all classes.
Compare health point gain between the same amount of vitality,toughness and healing power you will notice that even for guardians with their low hp base,it’s a waste to focus on healing power.
If you want to be a support class then do not invest into healing power,instead go for toughness/vitality/precision and take traits and abilities that can actually support your team either through small constant heals and boon appliances or other means of protection.
Basically it’s just as effective to simply use the base heals as they are and focus on your build for support through your abilities.
_
As an example of a support build, here is my Crithammer build below:
Build 0/5/30/30/5 (Copy paste link for it to work):
http://www.gw2db.com/skills/calc/guardian#1|0|3527|1311|3408|3406|3411|0|0|0|0|5|0|0|0|30|2281|2175|1395|30|866|2274|2171|5|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|0|
It offers constant (-33% damage)protection boon, retaliation,heals for allies and heals yourself constantly due to synergy between critical hits proccing boons,shouts and the altruistic healing trait.On top of that you do very good dps as well.
For my build I focus on Power/Precision/Crit dmg stats on items,but if you prefer a more defensive style Toughness/Vitality/Precision is just as good.
To find more about these crithammer builds,just check the guardian forums.
(edited by OneManArmy.5617)
LOL. OK… Healing power definitely isn’t for every build…. If you’re at all worried about healing power then you’re taking a lot of it for evil purposes the likes of which I will not comment on.
It’s also worth noting that I’m thinking of PvP. Really doubt you’d want much healing power in pve for obvious reasons.
What is the scaling of the Empower staff skill? i seen the scaling numbers posted around a fair amount but never any mention of Empower, or Tome of Courage Heal Area (if it scales), not the number 5 since thats just a full heal.
@OneManArmy
There is a Toughness/Vitality/Precision Armor set, Weapon and Acc/Rings/Amulet?
What are they? I been trying to find it.
Also are there Toughness/Precision/Healing or Vit/Precision/Healing Armor/Wep/Acc/Rings/Amulet?
Hm…Since Selfless Daring is 1:1 scaling, I’m quite intrigued by the idea of stacking precision/vita/healing gears then just roll around in a dungeon. However, I also fear that Selfless Daring may be bugged due to it having a way too high scaling comparing to other skills. Anyone with full healing gears plus the sigil that can comment on how much it heals would be deeply appreciated. If every roll is 2k heals, it’s extremely powerful.
@ImariKurumi
I saw precision/vita/healing at the AC vendor.
Healing Power isn’t useless, it’s just not worth the trouble to stack to excessive numbers as you’ll have much better overall bulk (and therefore stay alive longer to help others) if you invested elsewhere. I use mostly Knight’s weapons except for Staff which has the Cleric’s inscription.
With Cleric accessories + cleric staff, I have a decent amount of Healing Power to make outgoing heals pretty potent and my own self heal quite fat, however, I still have the advantage of Power/Vit/Tough in most everything else.
@OneManArmy
There is a Toughness/Vitality/Precision Armor set, Weapon and Acc/Rings/Amulet?
What are they? I been trying to find it.Also are there Toughness/Precision/Healing or Vit/Precision/Healing Armor/Wep/Acc/Rings/Amulet?
Unfortunately I haven’t found a Toughness/Vitality/Precision set.
What I really meant is to try and focus on those stats.
For example for the build I use I would get an armor set with Precision/Vitality or Toughness/X and from the amulets Precision/Vitality or Toughness/X to balance out with as much precision as possible.
Full list of armor combinations:
http://www.reddit.com/r/Guildwars2/comments/zrd0c/complete_level_80_exotic_armor_list_find_the/
(edited by OneManArmy.5617)
Trungalung.7850Hm…Since Selfless Daring is 1:1 scaling, I’m quite intrigued by the idea of stacking precision/vita/healing gears then just roll around in a dungeon. However, I also fear that Selfless Daring may be bugged due to it having a way too high scaling comparing to other skills. Anyone with full healing gears plus the sigil that can comment on how much it heals would be deeply appreciated. If every roll is 2k heals, it’s extremely powerful.
My line of thinking here is, most any other heal is a two-way street. Do I burn it now and risk having it on CD when someone gets spiked down, or do I trust the other guy can take a few more hits? Selfless Daring adds the consideration that you might not have the Endurance you need when you need to dodge. Also, incidental healing when you do dodge is likely to not be ideally timed.
The latter is me assuming you’re dodging out of a big attack and someone else gets hit. Chances are your healing hits before he takes the damage, not after. Unless you’re cutting it really close at any rate.
Or it might be an oversight. But I could see how it can get away with being comparatively powerful.
Remember that it works for all Regeneration boons you create, too. I’m currently stacking healing power and boon duration, and it’s working out really well.
- Full Cleric’s armor, jewelry, and weapon
- 2x Superior Rune of Water
- 2x Superior Rune of the Monk
- 2x Major Rune of the Sanctuary (Superior gives Frozen duration, useless)
- 5 Radiance
- 5 Valor
- 30 Honor
- 30 Virtues
This gives me +70% boon duration and about 1200 healing power without temporary buffs. If you combine your passive Resolve with shouts or other effects that give you Swiftness, Protection, and Regeneration, you become incredibly hard to kill with around 14 seconds on Protection, 35 seconds of Regeneration, and 35 seconds of Swiftness. You also send these long buffs to your party as well.
Trungalung.7850Hm…Since Selfless Daring is 1:1 scaling, I’m quite intrigued by the idea of stacking precision/vita/healing gears then just roll around in a dungeon. However, I also fear that Selfless Daring may be bugged due to it having a way too high scaling comparing to other skills. Anyone with full healing gears plus the sigil that can comment on how much it heals would be deeply appreciated. If every roll is 2k heals, it’s extremely powerful.
My line of thinking here is, most any other heal is a two-way street. Do I burn it now and risk having it on CD when someone gets spiked down, or do I trust the other guy can take a few more hits? Selfless Daring adds the consideration that you might not have the Endurance you need when you need to dodge. Also, incidental healing when you do dodge is likely to not be ideally timed.
The latter is me assuming you’re dodging out of a big attack and someone else gets hit. Chances are your healing hits before he takes the damage, not after. Unless you’re cutting it really close at any rate.
Or it might be an oversight. But I could see how it can get away with being comparatively powerful.
You rarely ever need to do a double dodge in dungeon. So you can always use the first dodge to heal your group and save the rest of the endurance in case you need to evade the attack. With vigor, it takes about 5 seconds to regenerate half of your endurance. So depending on how much it heals with full healing gears, the heal may be worth it to build around.
This gives me +70% boon duration
Actually no since rune boon duration increase from rune does not stack (at least it doesn’t stack with Virtue path boon increase), reported already but still no input if it is working as intended.
(edited by username.4932)
Remember that it works for all Regeneration boons you create, too. I’m currently stacking healing power and boon duration, and it’s working out really well.
@Karew.2169
I’ve full set of Clerics Armor along with Cleric Mace but all without any runes. As far as I can see from a few exp dungeon runs, I can really keep up the party, giving boons and healing them. At most , 3 deaths (party members) occur in a complete exp run. But when I got the aggro things change. I almost always got killed with 2 hits from any boss. I can handle trash mobs but I can’t stand when I am really needed, with the boss fights.
That being said, I was planning to get soldier runes and jewelry for a few Vit/Tough. Do you think it will help me? Did you have any problems staying alive before the runes?
I find running full clerics makes you “squishy” you may have high toughness, but you’re also severely lacking in the max HP department. I run Power/Vit/Tough for the main slots and use Cleric Jewelry + Staff. I’m still able to reach 965 healing while having 3k Armor, 16k HP with 2.8k attack.
The reason healing power by and large sucks is because it was a design decision.
In order to keep with the tenet of “skill is king”, maintain a fast paced PvP experience and eliminate the trinity paradigm you have to kneecap the **** out of healing. It’s the only way the system works. If you boost Healing Power across the board you basically turn the game into pre BC WoW without consumables. That’s pretty much what happens. And I dunno about you guys but 5 minute long duels let alone group tourneys isn’t what I signed up for with GW.
If instead you turn healing into a utility, an easily regulated utility at that, you then get GW. By kneecapping healing you definitively put a timer on encounters. SOMEONE is going to die in the next 10-15 seconds and the deciding factor is skill, luck and a knack for predicting your opponents next move. If you arbitrarily start pumping value into healing ratios you completely undermine game design.
I hope to g-aw-d ANet ignores players whining for healing boosts.
Actually no since rune boon duration increase from rune does not stack (at least it doesn’t stack with Virtue path boon increase), reported already but still no input if it is working as intended.
What? Really? Can anyone verify this?
I play a Healing Power focused Guardian. I focus on Regeneration, Virtue of Resolve, and Symbol healing (Writ of the Merciful).
I have had very little problems in dungeons and in pretty much any PvE content vs veteran packs and some champion mobs.
The other day I ran across another guardian who was using very nearly the exact same spec I was (but geared slightly better). Our combined healing power was completly insane. We were pulling packs of mobs (10-20 at a time), and duoing champions with ease.
Thats not to say other spec’s/classes could not do the same, but it is saying that the +healing stat is not complete rubbish as has been stated here. Basically instead of a Tank and Healer duo, we had a Tank/Healer and Tank/Healer duo … though Anet can call it Control and Support all they want.
Actually no since rune boon duration increase from rune does not stack (at least it doesn’t stack with Virtue path boon increase), reported already but still no input if it is working as intended.
What? Really? Can anyone verify this?
That is rather disturbing news, I really can not think of a reason why this would be intentional.
Actually no since rune boon duration increase from rune does not stack (at least it doesn’t stack with Virtue path boon increase), reported already but still no input if it is working as intended.
From my experience, they do stack properly. I have +60% boon duration and my boons from Save Yourselves! last 16 seconds. Not just from the tooltip, that is the actual duration of the boons.
Can anyone else check if it’s just a tooltip bug (did not go further on testing last time) ?
OneManArmy.5617 – “For me the most lackluster stat for the guardian would be condition damage and then healing power.”
Couldn’t have said it better. Simply put, healing power scaling is bad. The fact that burning condition damage doesn’t stack makes condition damage take the cake for crappiest stat, however healing power is a close second. It’s a complete waste of itemisation.
I wouldn’t underestimate condition damage. It is awesome for guardians.
Even though we only have burning, it is one of the most powerful conditions in the game. It doesn’t stack intensity, that’s true, but it already uses 25% of our condition damage every tick. Poison only uses 10%, and bleeding needs at least 5 stacks to deal the same damage. Besides, we have A LOT of skills that inflict burning, and can easily keep the enemy burned during the whole encouter, with the right weapons, traits and skills.
Healing power is also very useful for support. When i tried it, my Merciful Intervention (despite it’s furstrating unreliability) healed for around 4k HP, wich is around what some healing slot skills offer. Combine that with selfless daring with a continuous source of vigor (warrior with warhorn, for instance), healing symbols, shield of absorption detonation, virtue of resolve, and our multiple sources of regeneration, and you’ll see that healing power is not as useless as you might think
Remember that it works for all Regeneration boons you create, too. I’m currently stacking healing power and boon duration, and it’s working out really well.
- Full Cleric’s armor, jewelry, and weapon
- 2x Superior Rune of Water
- 2x Superior Rune of the Monk
- 2x Major Rune of the Sanctuary (Superior gives Frozen duration, useless)
- 5 Radiance
- 5 Valor
- 30 Honor
- 30 Virtues
This gives me +70% boon duration and about 1200 healing power without temporary buffs. If you combine your passive Resolve with shouts or other effects that give you Swiftness, Protection, and Regeneration, you become incredibly hard to kill with around 14 seconds on Protection, 35 seconds of Regeneration, and 35 seconds of Swiftness. You also send these long buffs to your party as well.
are you 100% sure that your Boon duration effect the boons you give to your party members? Heard that boon duration only effect the boons on YOU.
Draci – 80 Guardian ( on hold)
-Far Silverpeak-
1 Healing Power = 1.25 Hit Points healed..
Healing power is your friend.. why do you think they make armor with Heal/Vitality/Precsion and Heal/Power/Toughness?
Mix and match to find an appropriate stat make-up.
Ehmry Bay
Healing effects are most notable on Hold the Line, Save Yourselves, Empower, Virtue of Resolve, and dodge rolls. I haven’t tried Merciful Intervention so I can’t comment on that.
I recently dropped the majority of my +Healing for Toughness. I have to say, I miss healing for 1kish on each dodge but I still find my character to be as effective and sturdy as I was without all the +healing. Only now it feels like I took “group effective health” and turned it into individual effective health…..which is quite a thing. Now I help my group by being that guy who just stands toe to toe with a boss…controlling combat.
Actually no since rune boon duration increase from rune does not stack (at least it doesn’t stack with Virtue path boon increase), reported already but still no input if it is working as intended.
What? Really? Can anyone verify this?
It does work. I can confirm that both the tooltip and the actual effect are accurate for at least Guardian skills. Save Yourselves! goes from 10 seconds to 17 seconds for every boon, for example.
are you 100% sure that your Boon duration effect the boons you give to your party members? Heard that boon duration only effect the boons on YOU.
Boon Duration affects boons that you output, so it works for both you and your party members, as long as you are the source of the boon. If someone else gives you a boon that boon will not be lengthened, because they are the source and it uses their boon duration.