Vitality / Precision / Healing Power Gear
I agree it’s the opposite, AH and most other guard regenskills are tied to a cd. AH requires you apply a boon to trigger and most boons have a cd in one form or another small as it may be.
Most of the heals from a ah build comes from crits, EM is infact the main contributor and with a 1s cd overhealing isnt an issue.
The same goes with symbols which in fact should be placed anyway or you wouldnt be playing the weapon to its max potential. In the case of the hammer its the best support tool and also a major AH healer.
Healing from shouts are marginal compared to what you get from crits and symbols and the same goes from virtues. AH is just marginal.
The virtues/shouts are primarily a group supporttool and using them to save only your self is infact not playing the profession to its brim. shouts and virtues are stronger for the team then AH is for the individual guardian.
They (virtues/shouts) should be used when they have max impact for the team and then overhealing on the guardian becomes secondary.
In fact the only overheal you should worry about is with skill 6 and VoR. And considering signet and shelter has great secondary effects its a non issue. Signets passively removes conditions which implies that you shouldnt spam it but be cool and shelters secondary effect is super strong when jumped and can very often negate more damage from blocking then the heal actually gives.
In short, the only time overhealing is ever an issue is when you soloplay and pull virtue of resolve and have no room in your healthpool or skill 6. Shouts should be used when there is a tactical advantage not when you need the heals, then you react instead of act. Symbols should be placed when ever they are of cd.
I remembered this old post from Eveningstar that explains it very well, just incase Brutaly’s usual thorough explanations aren’t enough .
( especially since there seems to be half a dozen posts all essentially talking about the same thing at the moment )
(edited by Tarsius.3170)
For one you will get a higher number of stat points per jewel/rune then you would magi crests. Another would be to balance out your over all stats more.
You mean because magi crests aren’t exotic? Once there are exotic magi crests there’s no good reason to use anything else if your intent is to use magi gear. Even as it is, I’m not sure I want 15 power instead of 12 precision or whatever it is.
I remembered this old post from Eveningstar that explains it very well, just incase Brutaly’s usual thorough explanations aren’t enough .
( especially since there seems to be half a dozen posts all essentially talking about the same thing at the moment )
It’s a Warrior vs. Guardian thing.
The problem is that a) the assumptions made by the pro-toughness crowd are not necessarily true and b) there is the trade-off of power vs. precision to take into consideration as well.
The healing stats has a very low effect on AH. You should not be maxing out your heal stat just for it.
He is says that it’s a guards job to OVER heal himself constantly. In a group setting it should be each players job to help the group.
Some have posted their belief that high armor increases your healing. When it reduces your required self healing that is just as good. What I am most shock to not see is players of damage builds support the same claim. If you kill a target faster you in effect reduce it’s damage done to you and your group over time. If your focus is to over heal yourself with high healing power you are increasing the damage done to you and your group over time. As well as increasing the time it takes to kill each mob.
Good survivability is fine but when you go to the point of unneeded over kill with it your hurting your group more then helping it. The same can hold true with glass cannons on the opposite side of the spectrum. Damage is great but not if others have to ress you nonstop.
For one you will get a higher number of stat points per jewel/rune then you would magi crests. Another would be to balance out your over all stats more.
You mean because magi crests aren’t exotic? Once there are exotic magi crests there’s no good reason to use anything else if your intent is to use magi gear. Even as it is, I’m not sure I want 15 power instead of 12 precision or whatever it is.
Yes because they are not exotic. You gain 42 more stat points over magi crest in jewels until there is a exotic version of them. You can use divinity runes over magi on the rest and have a more balanced build. Your core three stats will drop a little but your over all stats will increase by a good bit. On top of that you can use potions and sigils to make up for the minor drop in your favored stats.
My post in this thread list more or less the basic stats for set of exotic armor/weapon magi. The trinkets are all rare because at the time extoics cost to much to test. With all magi crest add on’s for trinkets and armor.
You should with higher grade gear and runes be able to get 25k+ hps 40%+ crit and 1.4k + healing.
Magi add ons for trinkets max at rare unless I am missing something.
So even if you use exotic trinkets you will want to splice some thing better then a magi crest to them.There are exotic Magi trinkets from the temples but unfortunately Anet didn’t make exotic crests to go in them (why aren’t they included?). I believe your stats are too high as well. I am in exotic Magi armor/weapons with 2x Monk, 2x Water, 2x Major Monk with all rare Magi trinkets and crests: 20,125 health, 41% crit, 930 power, 2191 armor, 1274 healing power. 0/15/5/30/20 spec.
Well, to be honest, numbers matter little if the above works for you. I would feel horribly squishy despite all the health, and would I do that I would really try to go for 1,700-1800+ healing (Sigil of Life, of course.) It’s interesting, and glad it works for you, but it’s something I wouldn’t do, “math” or otherwise (but not because you are “wrong”, however.)
At least if you are using Sapphire’s Exquisite Stones, you have a bit of power/toughness somewhere. You may have really meant an attack of more than 930, I believe (may be a typo, or just base power without weapons.)
I am not being critical , BTW. I do feel it’s ok for others to prefer Toughness, as all the theorycrafting we do won’t matter if in game things doesn’t work for us (I myself have a Magi set; just not the trinkets.)
(edited by Star Ace.5207)
Eh just figured i would pipe in here. I personally run an AH build with shouts. I run a mix of Knights, Magi, and Soldier. Over all i do actually see a noticeable difference between using Magi and not using it for my self. With the setup i have 2545 attack, 45% crit, 3045 armor, 18115 hp, and 515 healing power before you add buffs. The main thing i would say is not to focus strictly on Magi gear. Mix it up if you want to use it. You don’t need 20-25k hp to survive. Most times just hitting the 14-15k mark is more than enough to deal with conditions in a pve setting.
Also to point out i actually prefer Vitality till i hit 14000 hp or so then i dump into toughness, and precision picking up power where i can. The healing power i get from magi is just icing on the cake so to speak for the way i play my character.
My play style comfort zone is about 17k-19k hps 40%-45% crit 1k + heal. I tend to gear for more damage and armor after that.
Vitality as a stat has runes associated with it and food. I don’t think without using those that in some combination – using vitality will yield much in terms of result that makes people happy about using the gear. They can turn Vitality into condition damage, power and precision.. some only change one of the stats. Superior Runes of Scavenging or Exuberance.. and some relatively cheap foods -
Ive played in Zerker stat gear before and i assume being hit in vitality gear with no toughness is going to hurt—— but it depends on what you are doing .. and if you’re in an organized group where your role is specific to using whatever vitality stat gear to the fullest advantage in the trait lines.
This post being a million years old if someone bothers to read this just check on the trading post for items that benefit stacking vitality.
What’s a Necro doing in the Guardian forums?
I use 3 pieces of it to help get my crit and health up to respectable levels.
I wouldn’t make a whole set from it.
I have been enjoying having 1k+ healing. It does make a difference.
Symbols Heal is very underrated if you have 1k+ healing.
Anet lied (where’s the Manifesto now?)
(edited by Relentliss.2170)
I use 3 pieces of it to help get my crit and health up to respectable levels.
I wouldn’t make a whole set from it.
I have been enjoying having 1k+ healing. It does make a difference.
Symbols Heal is very underrated if you have 1k+ healing.
I have 2k healing and they don’t heal for very much. 1000 healing just adds 75 healing per second to the symbol. Meh.
I use 3 pieces of it to help get my crit and health up to respectable levels.
I wouldn’t make a whole set from it.
I have been enjoying having 1k+ healing. It does make a difference.
Symbols Heal is very underrated if you have 1k+ healing.
I have 2k healing and they don’t heal for very much. 1000 healing just adds 75 healing per second to the symbol. Meh.
I went and tested it. Seems to be the same as Virtue of Resolve. Maybe more. So with something like a hammer you get a steady flow of healing.
Anet lied (where’s the Manifesto now?)
100 toughness roughly equates to 3% damage reduction and 100 vitality equates to 1000 HP.
let’s say for this scenario one person has 300 toughness (10% reduction~) and another has 300 vitality and both have a base HP of 10,000.
Player 1
10,000 HP with 10% reduction gets hit for 1000×3 leaving him with 7300 HP due to 100 damage being reduced from each strike. He then heals for 1000 giving him 8300 HP and is then hit with the same 1000×3 giving him a final 5600 HP left. You can take this as having an effective HP of 10,600 and for every hit this increases by 300.
Player 2
13,000 HP with 0% reduction gets hit for 1000×3 leaving him with 10,000 HP with no damage reduced from the strikes. He heals for 1000 giving him 11,000 HP and he is then hit for the same 1000×3 giving him a final 8000 HP left.
This is as close to in game statistics as you’ll get without me bringing the formulas for damage reduction etc into the conversation.
Eventually Toughness will out do Vitality in an extended fight since the effective HP will increase the longer the fight goes on for the player using Toughness. However there are 2 things to consider:
1: Toughness does nothing for Conditions
2: The duration of most fights in GW2 tend to be too short before the effective Bonus to HP from Toughness can out do the extra HP from Vitality.
If I missed anything out please let me know and I will rectify this.
“Jim’ll Fix It and if he doesn’t it’s not broken”
Yeah, you all keep talking….
This is my current Frontline WvW build (support with GS or Hammer with Staff on swap):
2400+ toughness, 3500+ armor, 28% crit chance, 30% crit damage, 19300+ health, 2000+ power and 3100+ attack with food buffs BUT without bloodlust and/or fortitude stacks, skills modifiers from self and/or friends/party, etc.
Majority of gear is PVT with a few pieces of Knights added in.
(edited by Rigel.3092)