Healing power, does it worth?
In dungeons, it’s not worth it, no. In WvW it’s nice though.
Painbow.6059: Ignore what anyone else who doesn’t agree with me has said because its wrong.
A guardian full healing power can do a good work, expecially in dungeon. In wvsw if the enemy hit hard you can fall down quickly, whit your low healt, and your healing can be too slow to heal you well, but if you use a good strategy and don’t go in frontline all alone, you can do a good work. But for pvp I prefer Soldier, or a mix of Soldier and Cleric, to increase vitality.
Cleric and Guardian work well.
try to use the trait that make your symbol heal you and your ally, it work well. Symbol larger and healing for wvsw is very good, to help friends and give them boons. Virtue+Regeneration+Healing symbol+healing by give boons = immortality :-D
And in classic Guild Wars 2 forum style, the first two responses are polar opposites.
Check out the Healway Guardian thread for why healing in WvW can be extremely effective. Generally speaking the only time Healing Power is worthwhile in dungeons is to carry poorly performing teammates. If your group is competent, you can forego it entirely. If you pug a lot though, you might get some use out of it, but be prepared for runs to take longer.
Painbow.6059: Ignore what anyone else who doesn’t agree with me has said because its wrong.
@foofad with that about dungeons I could not agree
imo good healing power in dungeons is “worthwhile” because it makes (in most cases) all the run more mistake-forgiving also is nice for helping more glassy friends in parts when team is skipping and that skipping is little harder.
also good healing of symbols is nice for example in AC p1 where You need to defend NPC and destroy burrow – when You are luring mobs from npc to you casting it under NPC will both aggro mobs from him to you and heal him – If You apply regen on him also it will make even better or on same dung p3 when defending ectoplasma collectors – similar thing with only excuse that You cannot apply regen on it
btw. as I heard some “professional dungeon runners” are spreading opinion that in every harder dungeon at least one guardian in team have to be somekind of healway supporter. Only second and more can go in more dps.
but full healing power in most situation imo is somekind of overneed – something around 1k should be in most cases enough
“-and on this occasion I keep mine plate armors”
discussion about offensive/deffensive playstyles