Warrior new healing skill
The new warrior heal will be OP in zergplay, OP but not always useful in regular PvE, and incredibly useful in any sPvP meta that involves a lot of AoE on capture points.
Think about something like Liadri, the concealing dark. Very hard for necromancer, the warrior will just chain immunity and face tank her.
At least it has counter play: does nothing about conditions, and you can theoretically stop attacking the guy if it has a tell.
The necro skill is filler trash. Useful only if the game gets a dedicated healer class, or if Necromancers gain the ability to heal in shroud AND transfusion heals in shroud AND transfusion doesn’t get nerfed.
(edited by nekretaal.6485)
Yep. Necro heal seems to be the worst of all of them. Engineer is the way ALL the new heals should be – High Risk, High reward!
Lol at anybody who says the Engineer one is bad.
You get
1. A stun gadget
2. A guarabtee that you can’t be downed while the skill is up
3. A heal when you would otherwise be downed
4. A heal when the skill timer ends.
Now you don’t get a heal immediately when you press heal. This seems like a problem, but the problem can be mitigated by either 1. Carrying Regen in you build, and/or 2. Pre casting the heal before you enter the fight. Experienced players will get used to this.
The Necromancer heal has alleged team DPS increase (worse than frost spirit or banners for example) in exchange for not healing when you need a heal. Garbage. The only interesting thing, maybe, is synergy with the new runes from fractals. Not having a heal but getting a 5-6s Aegis might be fair.
The Engineer heal looks quality. THAT is how ALL the heals should be. Has that great risk reward play to it, what do Necros get? a crappy heal when attacked and a active heal that helps everyone else who already has heals of there own….
Pathetic heal choice.
The Engineer heal looks quality. THAT is how ALL the heals should be. Has that great risk reward play to it, what do Necros get? a crappy heal when attacked and a active heal that helps everyone else who already has heals of there own….
Pathetic heal choice.
i somehow fail to see where the risk of the engi-heal is…
as for the warrior heal:
http://www.gw2db.com/skills/23544-defiant-stance
it’s only 3 seconds.
depends how it works i think. if it has a base heal and converts all damage, even conditions, into health, then it’s OP.
if it only blocks attacks and heals for a fixed amount (the 125 in the link) per attack, then it’s fine, i think.
Gunnar’s Hold
The necro one isn’t going to get much play at all. Its not enough healing to compensate, plus there’s no “going back up” with it. AND if your signet use is blocked/evaded, then what? And it has no synergy with minions. I couldn’t see it being useful to really anyone. It needed to be “on hit” plain and simple.
Warlord Sikari (80 Scrapper)
The Engineer heal looks quality. THAT is how ALL the heals should be. Has that great risk reward play to it, what do Necros get? a crappy heal when attacked and a active heal that helps everyone else who already has heals of there own….
Pathetic heal choice.
i somehow fail to see where the risk of the engi-heal is…
as for the warrior heal:
http://www.gw2db.com/skills/23544-defiant-stance
it’s only 3 seconds.
depends how it works i think. if it has a base heal and converts all damage, even conditions, into health, then it’s OP.
if it only blocks attacks and heals for a fixed amount (the 125 in the link) per attack, then it’s fine, i think.
those are level 1 stats. It heals for 3600ish on use, then heals for all damage taken beyond that point.
Warlord Sikari (80 Scrapper)
The Engineer heal looks quality. THAT is how ALL the heals should be. Has that great risk reward play to it, what do Necros get? a crappy heal when attacked and a active heal that helps everyone else who already has heals of there own….
Pathetic heal choice.
i somehow fail to see where the risk of the engi-heal is…
as for the warrior heal:
http://www.gw2db.com/skills/23544-defiant-stance
it’s only 3 seconds.
depends how it works i think. if it has a base heal and converts all damage, even conditions, into health, then it’s OP.
if it only blocks attacks and heals for a fixed amount (the 125 in the link) per attack, then it’s fine, i think.those are level 1 stats. It heals for 3600ish on use, then heals for all damage taken beyond that point.
<The Undead Lords>
Since 1994 – undeadlords.net
Assuming the siphon isn’t super weak and deals some damage, I will instantly run this in my wvw build. It’ll also be interesting for calling targets with my guilders. “Blow up their commander and get some heals!”
I’m definitely intrigued.
those are level 1 stats. It heals for 3600ish on use, then heals for all damage taken beyond that point.
the exact value isnt the point. i was just wondering how to interpret it. if it’s a base heal or the amount you get healed for per attack…
Gunnar’s Hold
That is a base heal. Then you absorb the damage you take as HP. So its like 2800 hp (with no HP) + any damage you take.
Warlord Sikari (80 Scrapper)
The necro one isn’t going to get much play at all. Its not enough healing to compensate, plus there’s no “going back up” with it. AND if your signet use is blocked/evaded, then what? And it has no synergy with minions. I couldn’t see it being useful to really anyone. It needed to be “on hit” plain and simple.
Do we know the actual numbers on it at 80? And the scaling?
Also, how does it not work with minions?
Our signet is going to actually be fairly strong in coordinated play, I think, if you can make do with the loss of CC. No ICD on being hit, even if its say 100 per hit (which seems low), for 5s (the listed duration), realize that just us as a Necro alone can hit around 15 times channeling two skills. A full team of kittenting 10 times in that? Plus minions who you can get 10 hits out of as well? That is a lot of potential burst damage and not-bad healing, with a very short CD.
The things that will keep it niche is its weakness compared to being a “real” healing skill, and needing coordinated play for full use. It won’t be a soloQ pugging heal for most people.
(edited by Bhawb.7408)
The necro one isn’t going to get much play at all. Its not enough healing to compensate, plus there’s no “going back up” with it. AND if your signet use is blocked/evaded, then what? And it has no synergy with minions. I couldn’t see it being useful to really anyone. It needed to be “on hit” plain and simple.
I guess Blood Fiend stays for me , only thing I would’ve changed it with was another minion :p
Because the tool tip specifically says “Allied PLAYERS” steal health from the target. And If you link it in chat ingame its passive heals/deals about 320 health/damage per hit taken, and the on use lasts 5 seconds and siphons 550 hp per hit, and that’s if it hits at all, and doesn’t include minions. :S
Warlord Sikari (80 Scrapper)
Because the tool tip specifically says “Allied PLAYERS” steal health from the target. And If you link it in chat ingame its passive heals/deals about 320 health/damage per hit taken, and the on use lasts 5 seconds and siphons 550 hp per hit, and that’s if it hits at all, and doesn’t include minions. :S
Is there any skill in the game right now that doesn’t treat summoned creatures like allies?
Well it specifically says Allied “Players”, most skills say allies, minus the players. It sounds really specific and I can only assume it’s because Anet doesn’t want to deal with Minion bomb specs.
Signet+ All minions
Let them all attack, use a dagger, use the signet and explode the bone minions, people would drop so fast and so hard o.o
Warlord Sikari (80 Scrapper)
Yeah, with how high the numbers are… lol.
Well it’d be what. Say…
Signet = 5 seconds, that’s about… what? 2 waves of minion attacks and 6 dagger slashes? So IF it let minion damage count it’d be about…
500 dmg x
6 dagger attacks
4 bone minion attacks
4 Bone fiend attacks
2 Flesh golem attacks
2 Flesh Wurm attacks.
18×500 damage = 9000 damage on top of the dagger damage/minion damage, every 20 seconds. They’re not going to allow that. :P
Warlord Sikari (80 Scrapper)
18×500 damage = 9000 damage on top of the dagger damage/minion damage, every 20 seconds. They’re not going to allow that. :P
Ugh, FINE MOM, ruin all the fun.
But yeah, it’d be crazy if they allowed that. I really want to see what good Necros in teams do with this skill. Because that damage you listed is possible, and exceedable, by a team of 5 focus firing someone in PvP.
Yeah in team fight’s itll allow some pretty good single target burst. And will be stronger with fast attacks, like thieves/dagger necros/any fast ticking channel attacks.
I think on my Necro I’ll use the active at the same time as I use Life Siphon. That’d be like (do math… 550 hpx9 4950 HP+ (255×9) 2295, plus time for a few more dagger slashes, if all goes well, it MIGHT do pretty good. We’ll have to see… The problem is mass evades/running.
Warlord Sikari (80 Scrapper)
I’m actually looking forward to the new necro heal. My gears are already turning and coming up with ideas for it. but ultimately we’ll have to wait until it releases and see how it plays out with the rest of our skills and make more accurate judgements based on that. As for the others, they seem…interesting. I think the engi one is pretty awesome and is exactly what a few of my engi builds need honestly. The ranger one seems “meh” but might play in better to a spirit support build for pve, doubt it will see much competitive play though. The others are pretty cool and I can see me working them into various builds I run on those classes…but then we come to warrior…. Lets give an already tanky, healbot, op class yet another immunity skill. Yes condis can get through it, but unless you’re doing a 1v1, that warrior is gonna be nigh unkillable. My only response to the warrior one:
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
I don’t actually know how strong the Warrior one will be, considering that a lot of current warrior builds totally rely on Healing Signet, and this thing’s healing is… pathetic comparatively.
most of these skills are very closely related to gw1 skills.
A.E.D.: same as Divine Intervention
Signet of Vampirism: closely related to Blood Bond
Defiant Stance: similar to Healing Hands / Mark of Protection
Skelk Venom: similar to Order of theVampire
Sorrow’s Furnace
The class with most ways to block damage gets more. The class with none gets none. That’s ANet’s idea of balance alright. It’s no wonder they don’t like directly comparing classes since that just shows what a broken mess this game currently is.
The Engineer heal looks quality. THAT is how ALL the heals should be. Has that great risk reward play to it, what do Necros get? a crappy heal when attacked and a active heal that helps everyone else who already has heals of there own….
Pathetic heal choice.
Are you serious? In a WvW setting, the necro skills looks insanely OP. Passive heal of 341 per strike? It will be by far the best necro heal skill when multiples are hitting you all at once.
Until its time to actually heal yourself. Gotta hope you aren’t still getting focused or chain CC’d.
With this heal, you’d really have to be less aggressive.
<The Undead Lords>
Since 1994 – undeadlords.net
It will work on this build nicely: http://youtu.be/y_bIqwtB-fw
Is there any skill in the game right now that doesn’t treat summoned creatures like allies?
20% of player skills, a nice chunk of cleaves and every main boss aoe attack that is on the 5 cap limit will take players 2k away into account over npcs that melee him, still i do think that it might actually work on minions since noone seriously runs them unlike nature spirits and to my surprise spirit weapons which got a massive uptime in fractals for some reason if there are 2 or more guardians (well the bow and the shield).
Yep. Necro heal seems to be the worst of all of them. Engineer is the way ALL the new heals should be – High Risk, High reward!
Have you seen the thief one ? :P The necro one seems useful to me, in some situations.
I’ll say, I’m super glad/excited we get do ‘debuff a target’ that others focus for gains.
Excluding our healing minion doesn’t heal out of combat, I’d say #6 heals for us are pretty good. (I know sacrifice minions an’t suppose to, but I still think it’s dumb)
Anyway, it’s sad we didn’t get endurance regen/invul/block or something that’d actually help bring us up to the other class’s… But I still like the idea of necro’s debuffing the target the group will beat up…
Have you not seen the mesmer heal? It’s going to be broken beyond belief.
Read on reddit:
A new warrior stance ,
• block all incoming attacks
• all incoming attacks heal you
OP I Guess..Necro: Signet of Vampirism : Siphon health from incoming damage
Active: mark an enemy, allies will siphon health from that enemy
Compare already existing heals:
Consume Conditions
Feast on your conditions, gaining health for each one consumed.
Healing: 5,240 (1.0)?
Heal per condition: 724 (0.1)?
Mending
Heal yourself and cure three conditions.
Healing: 5,240 (1.0)?
Conditions Removed: 3
It’s worthless to compare class abilities directly and you’re cherry picking.