In Favor of Healing Power

In Favor of Healing Power

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Posted by: Roxtar.6487

Roxtar.6487

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).

In Favor of Healing Power

in Guardian

Posted by: Roxtar.6487

Roxtar.6487

So the forum won’t let me copy and paste from word, but here are the final numbers from my build:
Important note – I used 25% critical chance in this calculation. Critical chance scales with healing power through altruistic healing when using Empowering Might and also with Sigil of Strength (both used in my calculations, each using the following formula):
(critical chance/100) * (# of nearby allies) * (# of attacks per second) * (0.01*Healing Power).

Results:

Healing Sources:
Altruistic Healing (hammer/combo field, sigil, traits, shout, virtue of justice)
Writ of the Merciful
Shelter
Virtue of Resolve
Selfless Daring

Overall I found over 30 seconds I healed myself for 16,501 + 9.99*HP. This is in an “average” situation where only my guardian and one other person are receiving the boons from symbol of protection, empowering might, etc. With each increasing person, the results jump a bit – an additional 2,414 + 0.475*HP. The healing done to other allies is 5,460 + 7.25*HP per person (note that this is if that one person remains inside the symbol and you are capable of dodge roll healing them once every 6 seconds).

Interpretations:
If people want all of my calculations I will post them but the forums are not letting me copy-paste from word. It’s pretty simple math, it just takes in a lot of different healing sources with minimal healing power coefficients. What is important to note is that Altruistic Healing makes up the majority of the base healing (~7,000 health per 30 seconds), while making up the minority of healing power coefficient (only ~1.0*HP over 30 seconds). Half of the heal power coefficient comes from dodge rolling at least once every 6 seconds. Therefore if you are really wanting to maximize the potential of the heal power stat, there are probably better ways than going into valor. However if you want to be a in the frontline, 30 valor is pretty much mandatory seeing as it heals for as much as 1000 healing power would heal with 30 in honor. Together, you are not only tanky but sustainable.

In Favor of Healing Power

in Guardian

Posted by: Roxtar.6487

Roxtar.6487

reserved for showing the math/forum spazzed out on me and kept giving me 502.

(edited by Roxtar.6487)

In Favor of Healing Power

in Guardian

Posted by: mrook.4163

mrook.4163

I’ve been running something similar but with vit/pre/healing and more shout focused and have had great results. Healing power seems to be something I didn’t bother with much at first but is more and more becoming a central part of some builds I’ve been loving.

In Favor of Healing Power

in Guardian

Posted by: Churros.7196

Churros.7196

I used to run a similar build with almost full clerics with some knights… in wvw, I went back to mixing knights, but in pve, you can face tank champion mobs with this build. Find a random champion group event boss? if you have the time, you can solo them.

In Favor of Healing Power

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Posted by: Yaki.9563

Yaki.9563

So the forum won’t let me copy and paste from word, but here are the final numbers from my build:
Important note – I used 25% critical chance in this calculation. Critical chance scales with healing power through altruistic healing when using Empowering Might and also with Sigil of Strength (both used in my calculations, each using the following formula):
(critical chance/100) * (# of nearby allies) * (# of attacks per second) * (0.01*Healing Power).

Results:

Healing Sources:
Altruistic Healing (hammer/combo field, sigil, traits, shout, virtue of justice)
Writ of the Merciful
Shelter
Virtue of Resolve
Selfless Daring

Overall I found over 30 seconds I healed myself for 16,501 + 9.99*HP.

What is important to note is that Altruistic Healing makes up the majority of the base healing (~7,000 health per 30 seconds), while making up the minority of healing power coefficient (only ~1.0*HP over 30 seconds).

This is why AH is so broken. Even in a “heal” build it heals for more than any of your other abilities, yet requires no heal power at all to be effective.