[GWAM] and [LUST]
Mess with the best, die like the rest.
Warrior Possible Healing Regen Build
Assuming full Adrenal Health
Healing Power: 0
Healing Signet = 392hp/sec
Regeneration = 130hp/sec
Adrenal Health = 360hp/3sec = 120hp/sec
Generated Number = 642hp/sec
Healing Power: 170
Healing Signet = 392 + (0.05 * 170) = 401hp/sec
Regeneration = 130 + (0.125 * 170) = 151hp/sec
Adrenal Health = 360 + (0.15 * 170) = 386hp/3sec = 129hp/sec
Generated Number = 681hp/sec
Healing Power: 600
Healing Signet = 392 + (0.05 * 600) = 420hp/sec
Regeneration = 130 + (0.125 * 600) = 205hp/sec
Adrenal Health = 360 + (0.15 * 600) = 450hp/3sec = 150hp/sec
Generated Number = 775hp/sec
Healing Power: 1200
Healing Signet = 392 + (0.05 * 1200) = 452hp/sec
Regeneration = 130 + (0.125 * 1200) = 280hp/sec
Adrenal Health = 360 + (0.15 * 1200) = 540hp/3sec = 180hp/sec
Generated Number = 912hp/sec
I am accounting constant regen due to Inspiring Battle Standard. This is used in a regen build.
Warrior Possible Healing Regen Build
Assuming full Adrenal HealthHealing Power: 0
Healing Signet = 392hp/sec
Regeneration = 130hp/sec
Adrenal Health = 360hp/3sec = 120hp/sec
Generated Number = 642hp/secHealing Power: 170
Healing Signet = 392 + (0.05 * 170) = 401hp/sec
Regeneration = 130 + (0.125 * 170) = 151hp/sec
Adrenal Health = 360 + (0.15 * 170) = 386hp/3sec = 129hp/sec
Generated Number = 681hp/secHealing Power: 600
Healing Signet = 392 + (0.05 * 600) = 420hp/sec
Regeneration = 130 + (0.125 * 600) = 205hp/sec
Adrenal Health = 360 + (0.15 * 600) = 450hp/3sec = 150hp/sec
Generated Number = 775hp/secHealing Power: 1200
Healing Signet = 392 + (0.05 * 1200) = 452hp/sec
Regeneration = 130 + (0.125 * 1200) = 280hp/sec
Adrenal Health = 360 + (0.15 * 1200) = 540hp/3sec = 180hp/sec
Generated Number = 912hp/secI am accounting constant regen due to Inspiring Battle Standard. This is used in a regen build.
Thanks for updated numbers! Great work btw
Warrior Possible Healing Regen Build
Assuming full Adrenal HealthHealing Power: 0
Healing Signet = 392hp/sec
Regeneration = 130hp/sec
Adrenal Health = 360hp/3sec = 120hp/sec
Generated Number = 642hp/secHealing Power: 170
Healing Signet = 392 + (0.05 * 170) = 401hp/sec
Regeneration = 130 + (0.125 * 170) = 151hp/sec
Adrenal Health = 360 + (0.15 * 170) = 386hp/3sec = 129hp/sec
Generated Number = 681hp/secHealing Power: 600
Healing Signet = 392 + (0.05 * 600) = 420hp/sec
Regeneration = 130 + (0.125 * 600) = 205hp/sec
Adrenal Health = 360 + (0.15 * 600) = 450hp/3sec = 150hp/sec
Generated Number = 775hp/secHealing Power: 1200
Healing Signet = 392 + (0.05 * 1200) = 452hp/sec
Regeneration = 130 + (0.125 * 1200) = 280hp/sec
Adrenal Health = 360 + (0.15 * 1200) = 540hp/3sec = 180hp/sec
Generated Number = 912hp/secI am accounting constant regen due to Inspiring Battle Standard. This is used in a regen build.
Thanks for updated numbers! Great work btw
np now the main issue in comparing the classes would be trying to breakdown all the healing capabilities of the guardian (which would be hard with dodge heal).
Warrior Possible Healing Regen Build
Assuming full Adrenal HealthHealing Power: 0
Healing Signet = 392hp/sec
Regeneration = 130hp/sec
Adrenal Health = 360hp/3sec = 120hp/sec
Generated Number = 642hp/secHealing Power: 170
Healing Signet = 392 + (0.05 * 170) = 401hp/sec
Regeneration = 130 + (0.125 * 170) = 151hp/sec
Adrenal Health = 360 + (0.15 * 170) = 386hp/3sec = 129hp/sec
Generated Number = 681hp/secHealing Power: 600
Healing Signet = 392 + (0.05 * 600) = 420hp/sec
Regeneration = 130 + (0.125 * 600) = 205hp/sec
Adrenal Health = 360 + (0.15 * 600) = 450hp/3sec = 150hp/sec
Generated Number = 775hp/secHealing Power: 1200
Healing Signet = 392 + (0.05 * 1200) = 452hp/sec
Regeneration = 130 + (0.125 * 1200) = 280hp/sec
Adrenal Health = 360 + (0.15 * 1200) = 540hp/3sec = 180hp/sec
Generated Number = 912hp/secI am accounting constant regen due to Inspiring Battle Standard. This is used in a regen build.
Ahh… missed that Adrenal health is every 3 seconds… need to recalc mine
Warrior Possible Healing Regen Build
Assuming full Adrenal HealthHealing Power: 0
Healing Signet = 392hp/sec
Regeneration = 130hp/sec
Adrenal Health = 360hp/3sec = 120hp/sec
Generated Number = 642hp/secHealing Power: 170
Healing Signet = 392 + (0.05 * 170) = 401hp/sec
Regeneration = 130 + (0.125 * 170) = 151hp/sec
Adrenal Health = 360 + (0.15 * 170) = 386hp/3sec = 129hp/sec
Generated Number = 681hp/secHealing Power: 600
Healing Signet = 392 + (0.05 * 600) = 420hp/sec
Regeneration = 130 + (0.125 * 600) = 205hp/sec
Adrenal Health = 360 + (0.15 * 600) = 450hp/3sec = 150hp/sec
Generated Number = 775hp/secHealing Power: 1200
Healing Signet = 392 + (0.05 * 1200) = 452hp/sec
Regeneration = 130 + (0.125 * 1200) = 280hp/sec
Adrenal Health = 360 + (0.15 * 1200) = 540hp/3sec = 180hp/sec
Generated Number = 912hp/secI am accounting constant regen due to Inspiring Battle Standard. This is used in a regen build.
Thanks for updated numbers! Great work btw
np now the main issue in comparing the classes would be trying to breakdown all the healing capabilities of the guardian (which would be hard with dodge heal).
Kyle banged out the numbers on page 2, including dodge heals. I’m paraphrasing, but with Altruistic Healing at max effectiveness, it would take like 1200 healing power and 80 (lol) trait points for a Guardian to exceed Warrior’s current heal.
This isn’t a nerf thread though! We just want to see virtues get a little love.
Warrior Possible Healing Regen Build
Assuming full Adrenal HealthHealing Power: 0
Healing Signet = 392hp/sec
Regeneration = 130hp/sec
Adrenal Health = 360hp/3sec = 120hp/sec
Generated Number = 642hp/secHealing Power: 170
Healing Signet = 392 + (0.05 * 170) = 401hp/sec
Regeneration = 130 + (0.125 * 170) = 151hp/sec
Adrenal Health = 360 + (0.15 * 170) = 386hp/3sec = 129hp/sec
Generated Number = 681hp/secHealing Power: 600
Healing Signet = 392 + (0.05 * 600) = 420hp/sec
Regeneration = 130 + (0.125 * 600) = 205hp/sec
Adrenal Health = 360 + (0.15 * 600) = 450hp/3sec = 150hp/sec
Generated Number = 775hp/secHealing Power: 1200
Healing Signet = 392 + (0.05 * 1200) = 452hp/sec
Regeneration = 130 + (0.125 * 1200) = 280hp/sec
Adrenal Health = 360 + (0.15 * 1200) = 540hp/3sec = 180hp/sec
Generated Number = 912hp/secI am accounting constant regen due to Inspiring Battle Standard. This is used in a regen build.
Ahh… missed that Adrenal health is every 3 seconds… need to recalc mine
It got me earlier too so not to worry lol
new numbers:
Caution maths ahead…
Where h is healing power:
Guardian
—————————————-
Virtue of Resolve 84+ .06h
assuming 150 h = 93 heals/s
adding in 25% duration for Absolute Resolution (20 in virtues)
116.25 heals/s
Selfless Daring (dodge heal) (15 in honor)
129+h
time to dodge
10 seconds w/out vigor
5 seconds w/ vigor
with perma vigor and 150 h
279/5 = 55.8 heals/s
Signet of Resolve
8338+1.25h 40s cooldown
8525.5 w/150 hp
213.1375 heals/s
32s cooldown with Signet Mastery trait (10 in radiance)
266.421875 heals/s
438.471875 total heals/second (with 20 in virtues 15 in honor and 10 in radiance and perma vigor/dodging when avail)
Solved for h
1.25*(84+.06h)(129h)/5+(8338+1.25h)/32=105+.075h+25.8+.2h+260.5625+0.0390625h=
391.3625+0.3140625h heals/second
Warrior
—————————————-
Adrenal health (15 in defensive line)
1 bar) 125+.15h
2 bar) 240+.15h
3 bar) 360+.15h
assuming 150 h
with 3 bars 382.5 heals/3s = 127.5 heals/s
with 1 bar 147.5 heals/3s = 49.166666666666666666666666666667 heals/s
Healing Signet
392+.05h
assuming 150 h = 399.5 heals/s
399.5+127.5= 527 heals/sec (with 15 in defensive line and a full adrenaline bar)
Calculating how much healing power a guard will need to equal a warriors healing with signet and adrenal health
527=391.3625+0.3140625h
135.6375=0.3140625h
h=431.88059701492537313432835820896
Summary:
A guard with 20 in virtues,15 in honor,10 in radiance,perma vigor,dodging every 5 seconds, and 432 healing power heals for the same amount as a warrior with 15 in defense and the healing signet equipped with full adrenaline.
I decided to take it a bit further for fun…
boons per second (shout cooldown included (10 in honor))
SYS
7/48=0.14583333333333333333333333333333 boons/s (1 person)
SYG
2/24=0.083333333333333333333333333333333 boons/s (1 person)
0.083333333333333333333333333333333*5=
0.416666666666666666666666666665 boons/s (with 5 people affected)
HtL
2/28=0.071428571428571428571428571428571 boons/s (1 person)
0.35714285714285714285714285714 boons/s (with 5 people affected)
Retreat
2/48=0.041666666666666666666666666666667 boons/s (1 person)
0.20833333333333333333333333333 boons/s (with 5 people affected)
best total for 3 shouts = 0.30059523809523809523809523809457 boons/s (self only)
best total for 3 shouts = 0.982142857142857142857142857135 boons/s (5 ppl affected)
AH
69+.01h heals this much per boon so
(boon/s)*(69+.01h)
20.741071428571428571428571428486+0.00300595238095238095238095238094h (with only yourself affected)
67.767857142857142857142857142315+0.00982142857142857142857142857135h (with 5ppl affected)
Adding to previous healing for guard (self daring,VoR w/AR,sig)
391.3625+0.3140625h + 67.767857142857142857142857142315+0.00982142857142857142857142857135h
459.13035714285714285714285714231+0.323883928571428571428571428571h
Comparing to warrior again
527=459.13035714285714285714285714231+0.323883928571428571428571428571h
67.8696428571428571428571428577=0.323883928571428571428571428571h
h=209.54927636113025499655410062226
Summary so far:
A guard with 20 in virtues,15 in honor,10 in radiance,perma vigor,dodging every 5 seconds, 30 in Valor w/AH, taking all shouts and using them as soon as available with 4 other people within 600 range and 210 healing power heals for the same amount as a warrior with 15 in defense and the healing signet equipped with full adrenaline. Also note that this assumes a guard can get an extra 5 trait points (30+20+15+10=75).
new numbers:
Caution maths ahead…
Where h is healing power:
Guardian
—————————————-
Virtue of Resolve 84+ .06h
assuming 150 h = 93 heals/s
adding in 25% duration for Absolute Resolution (20 in virtues)
116.25 heals/sSelfless Daring (dodge heal) (15 in honor)
129+h
time to dodge
10 seconds w/out vigor
5 seconds w/ vigor
with perma vigor and 150 h
279/5 = 55.8 heals/sSignet of Resolve
8338+1.25h 40s cooldown
8525.5 w/150 hp
213.1375 heals/s
32s cooldown with Signet Mastery trait (10 in radiance)
266.421875 heals/s
438.471875 total heals/second (with 20 in virtues 15 in honor and 10 in radiance and perma vigor/dodging when avail)Solved for h
1.25*(84+.06h)(129h)/5+(8338+1.25h)/32=105+.075h+25.8+.2h+260.5625+0.0390625h=
391.3625+0.3140625h heals/secondWarrior
—————————————-
Adrenal health (15 in defensive line)
1 bar) 125+.15h
2 bar) 240+.15h
3 bar) 360+.15h
assuming 150 h
with 3 bars 382.5 heals/3s = 127.5 heals/s
with 1 bar 147.5 heals/3s = 49.166666666666666666666666666667 heals/sHealing Signet
392+.05h
assuming 150 h = 399.5 heals/s399.5+127.5= 527 heals/sec (with 15 in defensive line and a full adrenaline bar)
Calculating how much healing power a guard will need to equal a warriors healing with signet and adrenal health
527=391.3625+0.3140625h
135.6375=0.3140625h
h=431.88059701492537313432835820896Summary:
A guard with 20 in virtues,15 in honor,10 in radiance,perma vigor,dodging every 5 seconds, and 432 healing power heals for the same amount as a warrior with 15 in defense and the healing signet equipped with full adrenaline.I decided to take it a bit further for fun…
boons per second (shout cooldown included (10 in honor))
SYS
7/48=0.14583333333333333333333333333333 boons/s (1 person)SYG
2/24=0.083333333333333333333333333333333 boons/s (1 person)
0.083333333333333333333333333333333*5=
0.416666666666666666666666666665 boons/s (with 5 people affected)HtL
2/28=0.071428571428571428571428571428571 boons/s (1 person)
0.35714285714285714285714285714 boons/s (with 5 people affected)Retreat
2/48=0.041666666666666666666666666666667 boons/s (1 person)
0.20833333333333333333333333333 boons/s (with 5 people affected)best total for 3 shouts = 0.30059523809523809523809523809457 boons/s (self only)
best total for 3 shouts = 0.982142857142857142857142857135 boons/s (5 ppl affected)AH
69+.01h heals this much per boon so
(boon/s)*(69+.01h)
20.741071428571428571428571428486+0.00300595238095238095238095238094h (with only yourself affected)
67.767857142857142857142857142315+0.00982142857142857142857142857135h (with 5ppl affected)Adding to previous healing for guard (self daring,VoR w/AR,sig)
391.3625+0.3140625h + 67.767857142857142857142857142315+0.00982142857142857142857142857135h
459.13035714285714285714285714231+0.323883928571428571428571428571hComparing to warrior again
527=459.13035714285714285714285714231+0.323883928571428571428571428571h
67.8696428571428571428571428577=0.323883928571428571428571428571h
h=209.54927636113025499655410062226Summary so far:
A guard with 20 in virtues,15 in honor,10 in radiance,perma vigor,dodging every 5 seconds, 30 in Valor w/AH, taking all shouts and using them as soon as available with 4 other people within 600 range and 210 healing power heals for the same amount as a warrior with 15 in defense and the healing signet equipped with full adrenaline. Also note that this assumes a guard can get an extra 5 trait points (30+20+15+10=75).
Now I got a question how much would it take to reach the warrior regen build assuming 1200h? Cause thats the pinacle of warriors ability to heal (1200 is roughly the number that allows warriors to still deal damage without sacrificing too much in the way of healing).
new numbers:
snipNow I got a question how much would it take to reach the warrior regen build assuming 1200h? Cause thats the pinacle of warriors ability to heal (1200 is roughly the number that allows warriors to still deal damage without sacrificing too much in the way of healing).
Not sure I really wanna do that… it’d just make me cry :’(
new numbers:
snipNow I got a question how much would it take to reach the warrior regen build assuming 1200h? Cause thats the pinacle of warriors ability to heal (1200 is roughly the number that allows warriors to still deal damage without sacrificing too much in the way of healing).
Not sure I really wanna do that… it’d just make me cry :’(
what would it take a guardian to get 900hp/sec?
new numbers:
snipNow I got a question how much would it take to reach the warrior regen build assuming 1200h? Cause thats the pinacle of warriors ability to heal (1200 is roughly the number that allows warriors to still deal damage without sacrificing too much in the way of healing).
Not sure I really wanna do that… it’d just make me cry :’(
what would it take a guardian to get 900hp/sec?
900=391.3625+0.3140625h
h=1619.5422885572139303482587064677
A guard with 20 in virtues,15 in honor,10 in radiance,perma vigor,dodging every 5 seconds, and 1620 healing power heals for the 900.
With that build though…
With AH and 4 buddies and perfect conditions (20 in virtues, 30 in Valor, 10 in radiance, 10 in Honor it would be:
67.767857142857142857142857142315+0.00982142857142857142857142857135h + 105+.075h + 260.5625+0.0390625h
433.33035714285714285714285714231+0.123883928571428571428571428571h
900=433.33035714285714285714285714231+0.123883928571428571428571428571h
h=3766.9909909909909909909909910085
….ouch
new numbers:
snipNow I got a question how much would it take to reach the warrior regen build assuming 1200h? Cause thats the pinacle of warriors ability to heal (1200 is roughly the number that allows warriors to still deal damage without sacrificing too much in the way of healing).
Not sure I really wanna do that… it’d just make me cry :’(
what would it take a guardian to get 900hp/sec?
900=391.3625+0.3140625h
h=1619.5422885572139303482587064677
A guard with 20 in virtues,15 in honor,10 in radiance,perma vigor,dodging every 5 seconds, and 1620 healing power heals for the 900.
With that build though…
With AH and 4 buddies and perfect conditions (20 in virtues, 30 in Valor, 10 in radiance, 10 in Honor it would be:
67.767857142857142857142857142315+0.00982142857142857142857142857135h + 105+.075h + 260.5625+0.0390625h
433.33035714285714285714285714231+0.123883928571428571428571428571h900=433.33035714285714285714285714231+0.123883928571428571428571428571h
h=3766.9909909909909909909909910085….ouch
So basically nearly impossible?
Honestly, that’s amazing the numbers you’ve guys have put out. It’s weird how the defensive melee profession in this game actually heals for less as stated above.
new numbers:
snipNow I got a question how much would it take to reach the warrior regen build assuming 1200h? Cause thats the pinacle of warriors ability to heal (1200 is roughly the number that allows warriors to still deal damage without sacrificing too much in the way of healing).
Not sure I really wanna do that… it’d just make me cry :’(
what would it take a guardian to get 900hp/sec?
900=391.3625+0.3140625h
h=1619.5422885572139303482587064677
A guard with 20 in virtues,15 in honor,10 in radiance,perma vigor,dodging every 5 seconds, and 1620 healing power heals for the 900.
With that build though…
With AH and 4 buddies and perfect conditions (20 in virtues, 30 in Valor, 10 in radiance, 10 in Honor it would be:
67.767857142857142857142857142315+0.00982142857142857142857142857135h + 105+.075h + 260.5625+0.0390625h
433.33035714285714285714285714231+0.123883928571428571428571428571h900=433.33035714285714285714285714231+0.123883928571428571428571428571h
h=3766.9909909909909909909909910085….ouch
So basically nearly impossible?
(10 radiance,30 in Valor,15 in honor)
84+.06h+25.8+.2h+260.5625+0.0390625h+67.767857142857142857142857142315+0.00982142857142857142857142857135h
438.13035714285714285714285714231+0.308883928571428571428571428571h
900=438.13035714285714285714285714231+0.308883928571428571428571428571h
h=1495.2854458736811677988148576423
Adding in EM and sigil of might (20 in honor and weapon sigil)
438.13035714285714285714285714231+0.308883928571428571428571428571h+5.5*(69+.01h)
438.13035714285714285714285714231+0.308883928571428571428571428571h+379.5+0.055h
817.6303571428571428571428571423+0.363883928571428571428571428571h
900=817.6303571428571428571428571423+0.363883928571428571428571428571h
h=228.09471230523862102809471230551
No we can do it with 10 radiance,30 in Valor,20 in honor and 228 healing power but with 60 trait points used, a sigil, dodging every 5 secs with perma vigor, enough crit chance to proc AH every second, 4 buddies within 600 range. This is without regen which we can get (but i dont think perma) plus we could potentially trait Writ of the Merciful also for more heals.
writ of the merciful
107+.075h
the point is though… how much do we have to invest to do it in comparison? Plus a lot of that is assuming perfect conditions.
Don’t get me wrong, Guardian has access to a lot of heals—if you build and trait for them, that is. But when I go from playing my Warrior with Healing Signet to playing my Guardian I’m still amazed at how superior Warrior regeneration is with so little effort. For example, Healing Signet + Adrenal Health (minor trait) grants a warrior approximately 500 health per second in full Berserker gear and full Berserker trait. Pair that with Warrior’s health pool and I rarely ever pay any attention to my Warrior’s health in PvE gameplay. That’s pretty insane.
Currently Virtue of Resolve heals for ~100 with a full Berserker build. Now I’m not suggesting it be anywhere near Healing Signet, but surely increasing it to 150-200 wouldn’t be game breaking considering Guardian was given the lowest HP pool in exchange for “more healing”
So ya want it to be 250, then be able to 1250 hp/s (to 5 group.)
On a non-#6?
Sure, as long as you buff every single passive heal in the game to compensate.
Oh no, he’s infested our forum again.
Let’s think, to achieve that….
1) Sacrifice 30 points into honor
2) Completely bypass PoV which is probably one of the best traits in the game, so that’s never going to happen
3) Have all party members within 600 range, permanently, otherwise they lose out on this Resolve HoT
Shout warrior can achieve near-same results by traiting healing shouts, except have better results, because in the end they can still sit in berserker gear no matter what.
Please, leave the forums. Every post you have is either
1) Completely overpowered warrior suggestion
2) Completely irrational reasoning against other classes getting improvements
Guardian is one of the most balanced and popular classes in the game, and for good reason. I really don’t see what the big deal is. Guardian beats the warrior in nearly everything but DPS. Don’t agree? That’s fine. If you need me I’ll be in sPvP killing more warriors.
Guardian is one of the most balanced and popular classes in the game, and for good reason. I really don’t see what the big deal is. Guardian beats the warrior in nearly everything but DPS. Don’t agree? That’s fine. If you need me I’ll be in sPvP killing more warriors.
You’re mistaken, warrior beats guardian in everything. The only thing they are missing is access to the protection boon.
Guardian is one of the most balanced and popular classes in the game, and for good reason. I really don’t see what the big deal is. Guardian beats the warrior in nearly everything but DPS. Don’t agree? That’s fine. If you need me I’ll be in sPvP killing more warriors.
You’re mistaken, warrior beats guardian in everything. The only thing they are missing is access to the protection boon.
Not in group condition cleanse
Ok, I was refraining from putting my opinion in here before but I think I will anyway. Honestly, I do not think buffing Virtue of Resolve is going to change much. I think it is just a bandage for a larger problem. Conditions.
The main form of mitigation for conditions that is available is condition removal but seeing as though the speed for reapplying conditions is so fast and the cooldowns on the removals are so long, we will not be able to keep up. Now we do have some runes that reduce condition duration as such but it is not enough to be game changing.
Seeing as though conditions bypass toughness/armor, Vitality and health regen is another possible way to mitigate the issue. I believe this is why the devs boosted healing signet as it counteracts conditions placed on the warrior and gives them a fighting chance against the high condi-based builds. Doing this, a warrior now can out heal a guard unless the guard is running an AH/EM build focused on regen. To do this, the warrior doesn’t need to invest many points to counteract the conditions so they do not sacrifice a ton of damage. Which is good for them.
The main issues that guards (myself and others in this thread) have with this is that it is seen as encroaching upon one of the main tenets of being a guard. We do not have a high health pool and our virtues are supposed to make up for it. Do they help? Yes. But do they help against conditions? Not so much. About two stacks of bleeding counteracts our virtue of resolve. (3 stacks of bleeding with Absolute Resolution). After our regen is taken over and our conditions removals are gone, we are dead.
Now bunker guards aren’t completely in trouble in PvP. So how do we open up the roles for guardians to do other things besides bunker? Yes, we could get more regen like the warriors but that might make bunker guards OP. My suggestion is: Condition damage reduction.
Guards are all about damage mitigation so it should fit right up our alley. Also, in order to not make bunker guards OP, it should be a trait in one of our offensive lines. I will suggest making it a Grandmaster in Zeal. I leave it to the devs to balance it as it could be a nightmare to balance.
Another idea but a trait could also potentially allow us to get 1% or 2% more damage per condition we have on us. If we have a ton of conditions on us we will go down fast anyways so its kind of like a last chance thing.
Another potential trait I thought of but not sure how well it would fit, if we kill a foe while we have all conditions on us all conditions are removed. I don’t wanna win a 1v1 against a condi guy just to go down after the fight.
Now all of these could be in 3 different traits or you could combine 2 (the last two seem to fit together well wink wink).
Now, honestly, I think the way that the devs are going is to make healing the way to counteract conditions this is fine and great and all for those guards who want to be healers but offensive guards need a way to mitigate conditions as well since an offensive guard usually has very, very little health.
Darn, wish I had checked this thread recently. The healing spreadsheet linked in my sig could have saved you guys some time
(edited by Tarsius.3170)
Its pretty funny. You could make AR the default way VofR works and Guardian, with half the health, would still have less passive healing than a class with 40% more health.
Guardian is one of the most … popular classes in the game….
Source?
I am currently having fun in the Mad king maze going for the big bosses with my new warrior, level 62, crappy gear but got Healing signet, 15 in defense and the rest in tactic.
Guess what? Against the lich and huge candy elemental ( the one that could eat teq on his own with his huge HP pool), i survive better with this war than in my full cleric guard with AH and healing symbols all maxed out ( symbol last longer and are larger) that are healing and giving buff to surrounding peoples.
I mean come on, check the wiki for every healing sources the guard and warrior can have and you will notice that the war do scale better with healing power on every single one of them+ he has the superior hp pool and damage.
Not asking for a nerf on the warrior but guardian need to be the tank in this game and at the cost of stopping power it should be able to soak up damage better than warriors, specially when you invest 1,4k in healing power.
I am currently having fun in the Mad king maze going for the big bosses with my new warrior, level 62, crappy gear but got Healing signet, 15 in defense and the rest in tactic.
Guess what? Against the lich and huge candy elemental ( the one that could eat teq on his own with his huge HP pool), i survive better with this war than in my full cleric guard with AH and healing symbols all maxed out ( symbol last longer and are larger) that are healing and giving buff to surrounding peoples.
I mean come on, check the wiki for every healing sources the guard and warrior can have and you will notice that the war do scale better with healing power on every single one of them+ he has the superior hp pool and damage.
Not asking for a nerf on the warrior but guardian need to be the tank in this game and at the cost of stopping power it should be able to soak up damage better than warriors, specially when you invest 1,4k in healing power.
Wait till you hit 80… have 6 80’s and I made a full exotic set for my warrior… wow is all I can say. It is a whole different world.
Healing Signet is op yeah, only reason it is because it doesn’t need healing power to scale. But then again, neither does AH. Perhaps what anet should do is remove healing power all together or somehow bake it into traits.
Healing Signet is op yeah, only reason it is because it doesn’t need healing power to scale. But then again, neither does AH. Perhaps what anet should do is remove healing power all together or somehow bake it into traits.
Sounds good to me. Just like magic find.. get rid of it and just make all heal abilities from guardians do more then the small heals they are now.
Darn, wish I had checked this thread recently. The healing spreadsheet linked in my sig could have saved you guys some time
When I saw the Hammer’s Symbol of Protection healing listed with 3 traits you can’t get all at the same time, I stopped paying attention to your healing spreadsheet. Either its outdated or just wrong.
Darn, wish I had checked this thread recently. The healing spreadsheet linked in my sig could have saved you guys some time
When I saw the Hammer’s Symbol of Protection healing listed with 3 traits you can’t get all at the same time, I stopped paying attention to your healing spreadsheet. Either its outdated or just wrong.
Heh, I must have been losing the will to live at that point.
I’ve been hoping for some feedback, so thanks for the bug report. I’ve fixed the doc, and instead show how much AH you should get from Persistence and the Symbol of Protection ( if it wasn’t bugged currently )
I was careful to write “beta” and “please add bug reports” at the top – so if you spot anything else off I’d greatly appreciate it if you could tag it with a comment.
(edited by Tarsius.3170)
So basically we can passively outheal a warrior a little bit if we give up all our dps (he gives up little), but we have substantially less health or mobility. O.o gotta wonder wtf is going on with this game.
i think most everyone lost sight of what this thread is about, which may or may not have been intentional.
+1 to your idea
also buffing the now pretty much useless virtue of courage sounds right. aegis every 10 sec with60 sec cd. any takers?
I honestly think it branches more than just Resolve. As I’ve said before, if you invest 30 into Virtues, your passives become even more useless than they already are. Virtues, by nature, should provide a significant buff to the player and if activated a decent buff to yourself and allies while sacrificing that powerful passive. As it stands currently, the passives are so bad that you’ll always pop the active.
I honestly think it branches more than just Resolve. As I’ve said before, if you invest 30 into Virtues, your passives become even more useless than they already are. Virtues, by nature, should provide a significant buff to the player and if activated a decent buff to yourself and allies while sacrificing that powerful passive. As it stands currently, the passives are so bad that you’ll always pop the active.
I don’t foresee Anet making any changes to virtues, I could be wrong though. I just wish they could see that virtues are only signets with a different name and worse effects.
+1 Arken, the passives just not worth it in the long run. Hell with shorter cooldowns I would pop them more because that is what i really want, especially if I’m traited down virtues.
VoJ is a decent passive, but when grouped with at least 5 it is better to pop it as it will be up again before the group burns go away. Additionally if I go down virtues I get might/retaliation on it. Also if I go down radiance, I get a blind to boot!
VoR is ok, but just not enough. Even traited the passive is excusable. I trait VoR for the 3x condition cleanse honestly.
VoC aegis passive happens so infrequently with so little return when it does that I don’t notice that I don’t have it up. I use it for the emergency protection boon or even stability. If you have pure of heart, it works in conjunction with VoR active to give a little bit more burst heal back.
If VoJ was AoE on your target (not self cause then ranged attacks would suck with VoJ) by default or provided more damage, especially solo then ok. But if I wanted to help allies do some sort of on demand burst then I could pop it.
If VoR had a stronger passive heal without specing and gearing into it, then I would want to keep it up unless I really had to use it for myself or group.
If VoC created a block every 5 attacks or vastly increased my damage mitigation while passive, then ok. If I want to save my allies I can pop it for an on demand aegis to help others.
+1 Arken, the passives just not worth it in the long run. Hell with shorter cooldowns I would pop them more because that is what i really want, especially if I’m traited down virtues.
VoJ is a decent passive, but when grouped with at least 5 it is better to pop it as it will be up again before the group burns go away. Additionally if I go down virtues I get might/retaliation on it. Also if I go down radiance, I get a blind to boot!
VoR is ok, but just not enough. Even traited the passive is excusable. I trait VoR for the 3x condition cleanse honestly.
VoC aegis passive happens so infrequently with so little return when it does that I don’t notice that I don’t have it up. I use it for the emergency protection boon or even stability. If you have pure of heart, it works in conjunction with VoR active to give a little bit more burst heal back.
If VoJ was AoE on your target (not self cause then ranged attacks would suck with VoJ) by default or provided more damage, especially solo then ok. But if I wanted to help allies do some sort of on demand burst then I could pop it.
If VoR had a stronger passive heal without specing and gearing into it, then I would want to keep it up unless I really had to use it for myself or group.
If VoC created a block every 5 attacks or vastly increased my damage mitigation while passive, then ok. If I want to save my allies I can pop it for an on demand aegis to help others.
You’ve got some nice ideas in there CMF, I like most of them except the VoJ being AoE by default. I think the passive should remain self only, but the damage drastically increased and/or increase the duration of the burn. I think the active should be removed as a group AoE burn and replaced with a single target damage burst.
I would prefer Justice to give a boon rather than burning. In tpvp, you’ll never run as a condition Guardian so I think maybe giving might instead upon hit might be better?
I honestly think VoR should have much higher regen attached as a passive. The way it is now, I barely even notice it.
VoC is probably the most useless of them all(passive). I honestly think it should provide protection every certain amount of seconds upon hit or something like it. 1 block per 40(30 if traited) seconds isn’t even worth keeping as a passive.
They can remove all passive effects from virtues that I won’t miss at all.
I would prefer Justice to give a boon rather than burning. In tpvp, you’ll never run as a condition Guardian so I think maybe giving might instead upon hit might be better?
I honestly think VoR should have much higher regen attached as a passive. The way it is now, I barely even notice it.
VoC is probably the most useless of them all(passive). I honestly think it should provide protection every certain amount of seconds upon hit or something like it. 1 block per 40(30 if traited) seconds isn’t even worth keeping as a passive.
No, VoJ is great as a burn, it’s the only condition we have after all. Taking it away would be reducing our DPS and there are several traits that work off burning. You can already get a trait that makes using VoJ active gives Might.
I also disagree about VoC. Blocking is great and doesn’t need to be removed. But I do agree that there needs to be something else as an incentative to keeping VoC passive. What we have now doesn’t cut it, even with the reduced 30s trait. As a modification to your suggestion, maybe make VoC passive also give protection upon Aegis break for X amount of seconds.
Agree with VoR. I think it’s rather weak even still with it being traited.
In a group fight with tons of burning and other professions that have more condition damage than you anyway, your burning is never noticed.
Either the mechanic of burning needs to change, we need a more drastic condition damage stat revamp that allows more synergy of condition damage into our survival or power play…..similar to what they “tried” to do with Kindled Zeal, but more numbers…maybe 50%? I would say 100% but I know that can be abused…but its the only way to give us effective condition damage without gimping the rest of our gameplay I feel.
If they add a secondary mechanic to burning to reduce damage done by burning targets, or make every second of burning have a 25% chance to blind the target?
Might on VoJ I think would be very interesting and a good trait choice, drop supreme justice and swap 4 hits to burn for kittens to gain might for…10 seconds? AE fights you could easily get 15-20 might, solo fights you could maybe maintain 5-10 is the goal…..but now the passive is REALLY strong, what would the active be?
I agree that burning is our only real condition but seeing as you can’t really bury it, it just seems useless. I’d rather buff the physical aspect of the Guardian rather than a small dmg burn that’s easily cleansed.
Don’t get me wrong, Guardian has access to a lot of heals—if you build and trait for them, that is. But when I go from playing my Warrior with Healing Signet to playing my Guardian I’m still amazed at how superior Warrior regeneration is with so little effort. For example, Healing Signet + Adrenal Health (minor trait) grants a warrior approximately 500 health per second in full Berserker gear and full Berserker trait. Pair that with Warrior’s health pool and I rarely ever pay any attention to my Warrior’s health in PvE gameplay. That’s pretty insane.
Currently Virtue of Resolve heals for ~100 with a full Berserker build. Now I’m not suggesting it be anywhere near Healing Signet, but surely increasing it to 150-200 wouldn’t be game breaking considering Guardian was given the lowest HP pool in exchange for “more healing”
So ya want it to be 250, then be able to 1250 hp/s (to 5 group.)
On a non-#6?
Sure, as long as you buff every single passive heal in the game to compensate.
Oh no, he’s infested our forum again.
Let’s think, to achieve that….
1) Sacrifice 30 points into honor
2) Completely bypass PoV which is probably one of the best traits in the game, so that’s never going to happen
3) Have all party members within 600 range, permanently, otherwise they lose out on this Resolve HoTShout warrior can achieve near-same results by traiting healing shouts, except have better results, because in the end they can still sit in berserker gear no matter what.
Please, leave the forums. Every post you have is either
1) Completely overpowered warrior suggestion
2) Completely irrational reasoning against other classes getting improvements
You won’t out-heal wars in the long run, and with a healing-built guard you certainly won’t out-mitigate them. With this healing build, if he takes healing signet and adrenal health, he’s sitting on a 350 regen, a 205 adrenal regen, and a 475 signet regen. He’s got over 1k hp/sec. All passive. You can’t even hope to come close to that as a guard.
.
Shout build….
You can tweek it however you want… but that’s the basics… and by tweek I mean, less protection (IE – Grove Runes sitting at 6s of protection every 10s ~OR~ Dwyana – Regen).
A build like this is going to have:
1) Regen;
a) Dodged March 6/10s. (240 p/s) ;
b) Signet (438 p/s)
c) Adrenaline (166p/s)2) AOE Shout Heal 600 range (vs Guard Dodge @250):
a) Shake it Off – 2308 every 20s
b) For Great Justice – 2308 every 20s
c) On my Mark – 2308 every 24s
d) Shake it Off Traited – 2308 every 30s3) Condi Removal
a) 66% Reduction on Snares/Immobilize
b) 40% Reducution on normal conditions
c) Cleansing Ire – w/ Shout Trait-ed for Adrenaline on hit – basically always have 2 bars of Adrenaline for condi removal
d) Shake it off – Every 20s
c) Trait-ed Shake it off Passive – Cures 2 when you have 2 – every 30s4) 1945 Power ; 30% Crit Change (Fury is 12s/20s) ; 80% crit change when stunned.
5) If you want Mobility in this build.. you just change out weapons… That’s it.
A) It lacks crit damage… but honestly.. you’re not burst’n, you’re sustain tank’n which is the builds we’re comparing…. (oh, and you can go celestial trinkets and get just as good stats).
B) It lacks Stability.
The guardian does NOT come close to these types of numbers.
EDIT: BTW… that’s 98,680 health over 1 min and over 23,080 for your team (600 range).
Let me just point out the important part of this….. A warrior can do…
That’s 98,680 health over 1 min and over 23,080 for EACH member of your team (600 range) or 384 per second to your team mates.
(edited by Amins.3710)
Don’t get me wrong, Guardian has access to a lot of heals—if you build and trait for them, that is. But when I go from playing my Warrior with Healing Signet to playing my Guardian I’m still amazed at how superior Warrior regeneration is with so little effort. For example, Healing Signet + Adrenal Health (minor trait) grants a warrior approximately 500 health per second in full Berserker gear and full Berserker trait. Pair that with Warrior’s health pool and I rarely ever pay any attention to my Warrior’s health in PvE gameplay. That’s pretty insane.
Currently Virtue of Resolve heals for ~100 with a full Berserker build. Now I’m not suggesting it be anywhere near Healing Signet, but surely increasing it to 150-200 wouldn’t be game breaking considering Guardian was given the lowest HP pool in exchange for “more healing”
So ya want it to be 250, then be able to 1250 hp/s (to 5 group.)
On a non-#6?
Sure, as long as you buff every single passive heal in the game to compensate.
Oh no, he’s infested our forum again.
Let’s think, to achieve that….
1) Sacrifice 30 points into honor
2) Completely bypass PoV which is probably one of the best traits in the game, so that’s never going to happen
3) Have all party members within 600 range, permanently, otherwise they lose out on this Resolve HoTShout warrior can achieve near-same results by traiting healing shouts, except have better results, because in the end they can still sit in berserker gear no matter what.
Please, leave the forums. Every post you have is either
1) Completely overpowered warrior suggestion
2) Completely irrational reasoning against other classes getting improvementsYou won’t out-heal wars in the long run, and with a healing-built guard you certainly won’t out-mitigate them. With this healing build, if he takes healing signet and adrenal health, he’s sitting on a 350 regen, a 205 adrenal regen, and a 475 signet regen. He’s got over 1k hp/sec. All passive. You can’t even hope to come close to that as a guard.
.
Shout build….
You can tweek it however you want… but that’s the basics… and by tweek I mean, less protection (IE – Grove Runes sitting at 6s of protection every 10s ~OR~ Dwyana – Regen).
A build like this is going to have:
1) Regen;
a) Dodged March 6/10s. (240 p/s) ;
b) Signet (438 p/s)
c) Adrenaline (166p/s)2) AOE Shout Heal 600 range (vs Guard Dodge @250):
a) Shake it Off – 2308 every 20s
b) For Great Justice – 2308 every 20s
c) On my Mark – 2308 every 24s
d) Shake it Off Traited – 2308 every 30s3) Condi Removal
a) 66% Reduction on Snares/Immobilize
b) 40% Reducution on normal conditions
c) Cleansing Ire – w/ Shout Trait-ed for Adrenaline on hit – basically always have 2 bars of Adrenaline for condi removal
d) Shake it off – Every 20s
c) Trait-ed Shake it off Passive – Cures 2 when you have 2 – every 30s4) 1945 Power ; 30% Crit Change (Fury is 12s/20s) ; 80% crit change when stunned.
5) If you want Mobility in this build.. you just change out weapons… That’s it.
A) It lacks crit damage… but honestly.. you’re not burst’n, you’re sustain tank’n which is the builds we’re comparing…. (oh, and you can go celestial trinkets and get just as good stats).
B) It lacks Stability.
The guardian does NOT come close to these types of numbers.
EDIT: BTW… that’s 98,680 health over 1 min and over 23,080 for your team (600 range).
Let me just point out the important part of this….. A warrior can do…
That’s 98,680 health over 1 min and over 23,080 for EACH member of your team (600 range) or 384 per second to your team mates.
Balanced
Don’t get me wrong, Guardian has access to a lot of heals—if you build and trait for them, that is. But when I go from playing my Warrior with Healing Signet to playing my Guardian I’m still amazed at how superior Warrior regeneration is with so little effort. For example, Healing Signet + Adrenal Health (minor trait) grants a warrior approximately 500 health per second in full Berserker gear and full Berserker trait. Pair that with Warrior’s health pool and I rarely ever pay any attention to my Warrior’s health in PvE gameplay. That’s pretty insane.
Currently Virtue of Resolve heals for ~100 with a full Berserker build. Now I’m not suggesting it be anywhere near Healing Signet, but surely increasing it to 150-200 wouldn’t be game breaking considering Guardian was given the lowest HP pool in exchange for “more healing”
So ya want it to be 250, then be able to 1250 hp/s (to 5 group.)
On a non-#6?
Sure, as long as you buff every single passive heal in the game to compensate.
Oh no, he’s infested our forum again.
Let’s think, to achieve that….
1) Sacrifice 30 points into honor
2) Completely bypass PoV which is probably one of the best traits in the game, so that’s never going to happen
3) Have all party members within 600 range, permanently, otherwise they lose out on this Resolve HoTShout warrior can achieve near-same results by traiting healing shouts, except have better results, because in the end they can still sit in berserker gear no matter what.
Please, leave the forums. Every post you have is either
1) Completely overpowered warrior suggestion
2) Completely irrational reasoning against other classes getting improvementsYou won’t out-heal wars in the long run, and with a healing-built guard you certainly won’t out-mitigate them. With this healing build, if he takes healing signet and adrenal health, he’s sitting on a 350 regen, a 205 adrenal regen, and a 475 signet regen. He’s got over 1k hp/sec. All passive. You can’t even hope to come close to that as a guard.
.
Shout build….
You can tweek it however you want… but that’s the basics… and by tweek I mean, less protection (IE – Grove Runes sitting at 6s of protection every 10s ~OR~ Dwyana – Regen).
A build like this is going to have:
1) Regen;
a) Dodged March 6/10s. (240 p/s) ;
b) Signet (438 p/s)
c) Adrenaline (166p/s)2) AOE Shout Heal 600 range (vs Guard Dodge @250):
a) Shake it Off – 2308 every 20s
b) For Great Justice – 2308 every 20s
c) On my Mark – 2308 every 24s
d) Shake it Off Traited – 2308 every 30s3) Condi Removal
a) 66% Reduction on Snares/Immobilize
b) 40% Reducution on normal conditions
c) Cleansing Ire – w/ Shout Trait-ed for Adrenaline on hit – basically always have 2 bars of Adrenaline for condi removal
d) Shake it off – Every 20s
c) Trait-ed Shake it off Passive – Cures 2 when you have 2 – every 30s4) 1945 Power ; 30% Crit Change (Fury is 12s/20s) ; 80% crit change when stunned.
5) If you want Mobility in this build.. you just change out weapons… That’s it.
A) It lacks crit damage… but honestly.. you’re not burst’n, you’re sustain tank’n which is the builds we’re comparing…. (oh, and you can go celestial trinkets and get just as good stats).
B) It lacks Stability.
The guardian does NOT come close to these types of numbers.
EDIT: BTW… that’s 98,680 health over 1 min and over 23,080 for your team (600 range).
Let me just point out the important part of this….. A warrior can do…
That’s 98,680 health over 1 min and over 23,080 for EACH member of your team (600 range) or 384 per second to your team mates.
And the Guardian should be the “healer”/support class.
I’m saving money to finish my Warrior. Unlike Guardian, Warrior really have a lot of possibilities, so a lot of builds to make.
(edited by Mikau.6920)
In a group fight with tons of burning and other professions that have more condition damage than you anyway, your burning is never noticed.
Either the mechanic of burning needs to change, we need a more drastic condition damage stat revamp that allows more synergy of condition damage into our survival or power play…..similar to what they “tried” to do with Kindled Zeal, but more numbers…maybe 50%? I would say 100% but I know that can be abused…but its the only way to give us effective condition damage without gimping the rest of our gameplay I feel.
If they add a secondary mechanic to burning to reduce damage done by burning targets, or make every second of burning have a 25% chance to blind the target?
Might on VoJ I think would be very interesting and a good trait choice, drop supreme justice and swap 4 hits to burn for kittens to gain might for…10 seconds? AE fights you could easily get 15-20 might, solo fights you could maybe maintain 5-10 is the goal…..but now the passive is REALLY strong, what would the active be?
I understand that as I’ve often used my VoJ just to get the might from Virtues 5 while in a large group, but taking the burn away is a mistake. It’s what the Guardians are supposed to do. Burn Justice into their targets. I think the might addition is redudant too. We already have several options to stack might. However, what I do think needs to be done, and I’ve seen this suggested before, is that our burning should be a different burn condition altogether than the other burns, on top of that, this condition could stack just like bleed does, rather than stacking duration.
(edited by Lonewolf Kai.3682)
However, what I do think needs to be done, and I’ve seen this suggested before, is that our burning should be a different burn condition altogether than the other burns, on top of that, this condition could stack just like bleed does, rather than stacking duration.
Cold blue fire! I’d be happy if it stacked in chill effect (2-3% slow per stack) and have flat tick damage that scales better with condition damage than burn currently does ( for a guardian ).
Personally, I would like to see VoR buffed. Battle Presence in the Honor line should be normalized with this ability and a slight buff to the healing power coefficient would be acceptable. If guardians wanted to focus on being healing/support and gear for such then they should be effective. 6% healing power coefficient is abysmal. Bump it to 15% or higher and allow guardians that focus their primary stat on healing power to take advantage of this more.
Even if we took my build and applied a 15% coefficient to healing power used I would see the passive of VoR rise to 242. To me that would seem acceptable for a defensive/healing/support class. My build primarily revolves around keeping VoJ on cd for burning/blind/Might, continuously dodge rolling for healing and using shouts strategically to wipe conditions and buff allies. Your typical zerg support/frontline.
Source: http://wiki.guildwars2.com/wiki/Virtue_of_Resolve
http://intothemists.com/calc/?build=-7;4JFV40J3RGF90;9;5E-TO;15;314A18-_-k67;1CqNYCqNY50FB1-c170;1vV0X5Y8ZG4La9B-2F0J-AcV19c;9;9;9;9;9;4VB-6y
On the flip side of this, as a warrior (though I don’t use Healing Signet), I do however believe the baseline heal provided by Healing Signet should be reduced and the coefficient increased. If they want warrior’s to have such great regen via Healing Signet then it should require investing in to healing power more and less offensive stats. Drop the baseline heal to 292 but grant a 10% healing coefficient for healing power. 292+(0.10 * healing power). With my 1051 they would still maintain almost 400 health per second but they would need to invest in more support/defensive stats then going full blown offense.
(edited by ArtemisEntreri.4138)
However, what I do think needs to be done, and I’ve seen this suggested before, is that our burning should be a different burn condition altogether than the other burns, on top of that, this condition could stack just like bleed does, rather than stacking duration.
Cold blue fire! I’d be happy if it stacked in chill effect (2-3% slow per stack) and have flat tick damage that scales better with condition damage than burn currently does ( for a guardian ).
I would be happy with the guardian’s burning capabilities to have their own category. Call it holy fire and let it burn blue and not be cleared or hindered by condition removal/reduction effects. This would be only for the passive procs on VoJ. The active of VoJ should cause a pbaoe 300 range, up to 5 targets, to burn for 4 seconds. This implements Permeating Wrath as a passive when most if any take it and allows Permeating Wrath to change to:
Permeating Wrath – Virtue of Justice’s passive effect burns the area around your target in a 300 radius when it activates.
This allows for scepter to still take advantage of aoe burning capabilities. Probably kick it to a Grandmaster Trait in Radiance and merge Perfect Inscription with Inscribed Removal. Two lackluster traits not often picked.
They should make the passive effect of VoJ a new passive effect something like Blue/Holy Flame that scales separately from burnig and does the same damage but also reduce the moviment speed by 30~50%. To VoR buff both base and healing power scaling to its passive. And to VoC passive they should reduce to give aegis every 20sec (15s traited) or every 5th hit (4th traited). Also VoC passive effect only works on combat (in that way the aegis won’t destroy teh visual of our shields, and a little nerf to its buff).
There also should be some traits that focus on buffing the passive effect. They should add something like “adds 2% dmg reduction for every unused virtue (stacks with signet and protection)” and so. They must also merge the Permeating Wrath (Aoe Burning) with Supreme Justice (Burning on every 4th hit / burning duration for active).
(edited by Mikau.6920)
I think warriors’ current level of passive healing is dubious from a balance standpoint and will probably be nerfed in the future so I’d be reluctant to use it as a comparison point.
Orly? A nerf to Warriors? {snicker}
I think warriors’ current level of passive healing is dubious from a balance standpoint and will probably be nerfed in the future so I’d be reluctant to use it as a comparison point.
Orly? A nerf to Warriors? {snicker}
what is the saying.. on a cold day in…. yeah that is right. I didnt feel this strong about devs and balance till I saw the last dev video blog about he class fixes… and after 2 devs forgetting a guardian skill and how they seemed like the guy who is going on a blind date with a ugly… IE couldn’t wait to get thru with it. While when talking about Warriors they were fully engaged and excited… photo is worth a thousand words.. and videos worth a million. You cant hid your feelings on video and they showed us that guardians are a afterthought (heck less then that) while they love love love warriors and how to help them…
The only reason I can imagine warriors having such a high passive heal for healing signet is that they lack damage mitigation abilities. All they have access to is: Endure Pain lasts 5 secs on a 60sec cd, Defy Pain lasts 4 secs on a 60sec cd, Block lasts 3 secs on a 30sec cd, and Berserker Stance lasts 8 secs on a 60 sec cd but only affects new applications of conditions. Block has to be channeled and you can still be pulled or knocked down/back with it up which does not allow you to continue to attack. Endure Pain is short on a high cooldown but absorbs ALL physical damage but you can still be CC’d. Effectively, there is a longer period of time that the warrior can not take any physical damage but is it effective? Maybe.
They lack Aegis, options to blind, protection, and multiple sources of regen and on demand healing that the guardian brings. For warriors, damage mitigation only comes from having a high passive heal on their healing signet. The issue is, they can still go full on offensive and still have that decent passive regen. With the recent buff to Vigorous Shouts their base shout heals for 2k+ now. Full Cleric gear grants them over 3k per shout on a 20-30 second cool down. They could literally be carrying an extra Healing Surge in their pocket if they needed to which is AoE btw.
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