Healing Power viable?

Healing Power viable?

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Posted by: azureai.9764

azureai.9764

Hey folks -

The general advice I’ve always received is that Healing Power isn’t worth it, since the way the numbers add up making adding additional Healing Power fairly negligible.

But considering Healing Power does effect a Guardian’s regen provided by Resolve, I was just wondering if some folks did think that Healing Power would be useful under specific Guardian builds.

Healing Power viable?

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Posted by: Harbinger.8637

Harbinger.8637

Problem is it scales bad. If you can get it around 1000 it’s worth getting.

Guardian WvW Guide!
Heavens Rage

Healing Power viable?

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Posted by: Viralseed.9362

Viralseed.9362

Come again? Healing Power does affect Virtue of Resolve’s healing. Healing Power builds can absolutely be viable. My PvE Guardian uses Healing Power right now, and it works wonders. I run 0/10/30/30/0 focusing on AH and symbols (instead of Empowering Might). I have permanent protection and heal just by standing in Symbol of Protection. Here’s a few numbers.

Healing Power ( gain at 1500 Healing Power)

- 100% is added to Selfless Daring (1162.7%)
- 10% is added to Sigil of Blood (33.1%)
- 10% is added to Monk’s Focus (7.6%)
- 7.5% is added to Writ of the Merciful (105.1%)
- 6% is added to Virtue of Resolve (107.1%)
- 1.25% is added to regeneration (144.2%)
- 1% is added to Altruistic Healing (21.7%)
- 0% is added to Omnomberry Pie (0%)

The biggest gain is obviously Selfess Daring (although it has 50% less benefit in PvP). Without Healing Power, you are not able to heal your teammates (and yourself) for over 1500HP in a single roll. Roll twice to get 3000, 4500 if you run with a Sigil of Energy. If you’re big on PvE and dungeons, even Sigil of Stamina can be good (full endurance on kill, or 3000 more healing). Use mace to give yourself and all allies inside health from Writ of the Merciful and regneration (even Battle Presence). Use hammer for protection instead of regeneration.

Use a mix of Magi and Cleric to get some critical hit rate. This would favor self healing over team healing as you’ll likely use Sigil of Blood, Omnomberry Pie, and Empowering Might over boosting your symbols. You’ll heal yourself for more, but you won’t pass anything to allies. However, it should be noted that using the above mentioned items/traits would work better with, say, Knight armor as you’ll sacrifice a lot of damage potential otherwise. Critical healing builds are primiarly based on Altruistic Healing, and the amount gained from Healing Power (though a 20%+ gain) is relatively mediocre for all the power or precision you would have to sacrifice.

To recap, Healing Power is a good support. If you aren’t supporting, you’re more than likely better running with Knight or Berserker (or a mix).

Healing Power viable?

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Posted by: Dasorine.1964

Dasorine.1964

I’d guess if you went for a heavy group heal spec it could become useful the more heals you get the more useful it is.

If your running with resolves passive being the only real healing your using then its not going to be a massive gain (1000 is about 60hps? maybe as low as 20hps with the silly tooltips)

but once you start adding more and more heals on top of that you can rapidly end up getting much higher.

Healing Power viable?

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Posted by: Kwll.1468

Kwll.1468

It depends what your bread and butter heals are. If you use dodge roll heals and empower a lot it gives a decent return. Regens never benefit all that much from healing power. I personally never run with more then about 1000 but then again I only do spvp and your stat budget is tight there compared to pve and WvWvW.

Healing Power viable?

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Posted by: Dasorine.1964

Dasorine.1964

You can check the wiki to see if the heals your planning to use have had their healing coefficient calculated and see how effecting your healing can be with the healing power numbers you can achieve (though keep them as rough estimates rather than solid numbers as there’s always possibility of rounding errors/miscalcs)

For example regeneration was calculated at 0.125 healing coefficient, so 1000 would give you 125 healing a second increase.