RESULTS (tldr) : While using a 0/0/30/30/10 Hammer build crafted specifically to maximize healing power, the average healing is 1 health per second for every 3 healing power invested. Please let me know if there are suggestions or questions or criticisms. I will explain anything that I did not explain especially well, which I am certain will be the case since I was not able to copy-paste everything from word onto this post.
This is somewhat comparable to preventing 1 damage every second from 3 toughness. An enemy with a 1000 damage weapon with 1700 power using an attack with a 1.0 multiplier (these are my stats wielding a greatsword) would deal 607 damage to someone with 2800 armor.* At 2803 armor, it would deal 606. I do not want to actually figure out the weapon damage range and power stat of each individual enemy, just to show the breaking point at which toughness reduces 1 damage for every 3 toughness. Obviously enemies at higher level play have more than 1700 power, but they also hit far less often. I’m not sure how to approach that topic yet, nor how to properly apply my results to find a perfect balance between toughness and healing power.
*this is from the wiki damage page. I am unsure about how to find the actual power coefficients for individual skills; it’s a lot more difficult than I previously thought because I’m not sure if there is a set base damage for skills or if the base scales off power in addition to the coefficient scaling off power.
background:
I was a protection monk in GW. Healing was never fun for me. Ether Renewal Infusers were boring and ridiculous. Anet did leave intact some of the more fun dynamics of prot, such as Shield of the Avenger and Wall of Reflection. And like GW, these two protection skills will prevent much more damage than the damage healing could ever dream of healing. Although this got me wondering, if I specced for healing, how much passive healing could I get going? What is the maximum effectiveness of healing power for a guardian? These results are really astonishing to me, especially given the bad reputation heal power has.
My stats:
I wanted to hit 1000 Healing Power on my guardian just for fun. I didn’t really think it was the most effective use of stat points, but I wanted that tanky/healer feel to my guardian. What can I say, green numbers just make me happy. I tried fairly hard to balance my build otherwise; around 2800 attack, 2900 armor, 24% crit chance, 40% crit damage, 1000 Heal Power, 16,500 health (this is without consumables).
My traits and slotted skills:
I use a 0/0/30/30/10 build, including strength in numbers, retributive armor, and altruistic healing; writ of exaltation, empowering might, and writ of the merciful; and improved spirit weapon duration. For skills I use Shield of the Avenger, Wall of Reflection, “Stand Your Ground!” and Renewed Focus. I use shelter because it eats up far more damage than other healing skills can if used properly. Just watch those 4 glowing agony orbs from the raving asura turn into 4 stacks of might. It’s thrilling.
For the Hammer rotation there are a few things that you should know. You can spice up you skill rotation in a few different ways, but it always includes a full chain, mighty blow, and a roll dodge. This can be performed once every 6 seconds (Mighty Blow is on a 5 second recharge with a 3/4 second cast time). The most important thing to the hammer chain is to think of it as two separate attacks: the first two hits versus the one second channel (Symbol of Protection). After the first two attacks you can dodge or walk around before initiating the channeled 3rd strike. This is important because the melee third strike of your chain is pretty pitiful, while the Symbol itself will target an enemy even if you’re at a pretty far range. This allows you to time your rolls to dodge enemy attacks without interrupting your chain, and also allows flexibility when trying to roll heal allies. Mighty Blow then brings you right back into the action even from a range. The hammer can function as a mid-range weapon if you want to play it that way. If you stay right up next to an enemy the entire time you could get in an additional one or two basic hits, but at higher difficulties this means death (especially agony bosses).