…or, more accurately, why high base HP is possibly overrated.
The topic caught your attention, didn’t it? I want to toss out an idea I’ve been thinking about, although credit where credit’s due: I’m not by any means the first person to think about it, and this is something I’ve been dwelling on after listening to other players talk about toughness, effective health and survivability.
I want to advance this idea that the Warriors’ high health pool is overrated, and that the Guardian’s low health pool is actually a good thing. But in order to convince you of this idea, consider the following:
1. HP is Ablative Mitigation
Think of a high health pool as a form of ablative defense. It’s a buffer. Having a huge health pool can help you absorb front-loaded damage, but you’re not likely to get back all your HP over the course of a fight. A warrior with 25k HP can survive frontloaded, burst damage, but will likely spend the rest of the fight bouncing between 4k and 10k HP. Being healed back to full just doesn’t happen often in this game.
2. Armor/Toughness is Proportional Mitigation; Healing is Linear Mitigation
The damage you take is inversely proportional to your armor/toughness. The higher your armor, the smaller a percentage of damage you take from any given attack. Likewise, the value of your healing received is inversely proportional to your vitality. So a warrior with 25k HP gains a much smaller proportion of her health back from a 5k heal than a Guardian with 15k HP. Keep this in mind.
3. Avoidance Is The Best Mitigation
An ounce of prevention is worth a pound of cure. In GW2’s case, an ounce of avoidance is worth a potentially infinite amount of mitigation. Dodge roll, missed attacks, block mechanics and invulnerability completely mitigate any incoming attack, to say nothing of absorption and reflective walls. Remember that the Guardian has a lot of these.
4. In PVE, Incoming Attacks Are Predictable
Solo a Guardian long enough and you’ll catch on to an enemy’s hidden “rhythm” of attacks. Enemies attack you at relatively fixed intervals. Their biggest attacks are almost always telegraphed, and red circles tell you exactly where you don’t want to be. The conclusion is that it’s easy to avoid attacks you can see coming, provided you have the tools to do so.
CONCLUSIONS
- ….Warriors don’t necessarily have it better than us. Their health pools are much higher, true, but high health usually just serves as a buffer, absorbing the first few big attacks but never really getting back to 100%.
- ….Lower health pools means greater vulnerability to conditions. Luckily, a Guardian can hardly sneeze without removing conditions, but it bears mentioning that our low health pools do come tacked on with this basic weakness. Conditions are potentially our undoing provided we’re not smart about removal, or lack removal options (certainly possible).
- …Guardian self-heals come in steady streams of small values rather than big bursts, making it ideal for builds with decent health/vitality but very high armor and toughness. Our readily available Protection boons multiply this effect. Guardians are therefore capable of much higher sustained survivability with lower health pools.
- …You don’t have to sacrifice damage for defense. Guardians do need Vitality, but not as much as you may think, and survivable builds probably don’t have to build purely on Power/Toughness/Vitality. If you have enough vitality to survive big attacks, you’re good to go. You have more than enough raw mitigation (Protection boons) and Avoidance (Blind, Vigor, Block, Invul) to handle telegraphed attacks.
- …There is a sweet spot for Guardian health, and I don’t know what it is, but it seems to be about 15k to 16k health. This is usually enough ablative defense against frontloaded damage, but also relatively easy to heal back to 100%
Sorta TL;DR Version: High health pools are basically ablative defense. They let you survive big, frontloaded damage, but you’re almost never going to be healed to 100% in an aggressive fight. The lower your health pool, the more mileage you get out of each individual HP healed. The lower your health pool, the more vulnerable you are to condition damage. The lower your health pool, the more vulnerable you are to spike damage. The higher your proportional mitigation (armor, toughness) and the more options you have for total avoidance (dodge roll, invul, block, miss), the less vulnerable you are to predictable damage. Most spike damage in PVE is predictable. Therefore Guardians actually don’t need that much health to perform well.
Thoughts?
(edited by Eveningstar.6940)