Druid changes from BWE3...
Druid came out in really bad shape. Heavily reliant on one weapon, lacking in dps, buffs, and ability to protect itself from lockdown and spikes, poorly synergising with both pets and all other existing ranger specs.
This should be a priority and involving us should be a priority. We should know what is being done to fix all this, because at the moment, the druid just isn’t viable and is more like some sort of strange, poorly built class all of its own with one spec.
Very disappointing.
Druid came out in really bad shape.
no it didn’t, lol.
Druid came out in really bad shape.
no it didn’t, lol.
Parts of it did. Parts of it did not.
That’s why I started this thread. In the hopes that we’d get some information before HoT launches.
As Belzebu calls out: You’ll have to check out the rest of the changes on the 23rd!
I … was joking … aww man.
wow bro.
If I see you in wvw….. its on
As Belzebu calls out: You’ll have to check out the rest of the changes on the 23rd!
I … was joking … aww man.
got darn you,,, this why we need to be serious at all times…
/jk
So, you changed everything around a little, but don’t tell us more about it?
That’s the definition of teasing I think.
just tell us you didn’t add damage (or at least not to celestial avatar) pleeease?
told yall they planning another aspect to get added.
So, you changed everything around a little, but don’t tell us more about it?
That’s the definition of teasing I think.
just tell us you didn’t add damage (or at least not to celestial avatar) pleeease?
told yall they planning another aspect to get added.
If you’re right I owe you a cookie in game! xD
Meanwhile “Here are all the Daredevil and Dragonhunter changes for after BW3!”
Holding off until the launch for reasons …
anything that has to deal with traditional Trinity roles other than DPS, was delayed to the last moment to get revealed for PR reasons.
this new change will be Healing related that makes Druid more of a healer.
watch..
PS: not saying thats a bad thing. I actually like this direction. Vanilla Zerker meta design wasnt fun for people that traditionally enjoy non-dps roles.
Druid came out in really bad shape.
no it didn’t, lol.
If you feel that, then by all means quote the sentence I wrote after the one you quoted and argue why you feel those things I mentioned are not the case.
As Belzebu calls out: You’ll have to check out the rest of the changes on the 23rd!
Holy mother of the six gods!
While the other professions get severe testing and clear feedback from the DEVs on the changes, all the rangers get is that? Wait till launch, wait and see what your specialization will be? Well thank you I think.
It is true, rangers are second class citizens.
They have Inhouse testers. All the changes for other classes was done from Inhouse testers not Public Beta testers as they would have you believe. Inhouse testers dont even play the same build we got our hands on.
thats the illusion. Game designers do this to catch smaller bugs and for marketing.
Irenio – While I appreciate you taking the time to answer my original question, I do have to ask: Why are we being made to wait until the 23rd to see/digest the changes?
It would be nice to know now, so that we can plan/change our builds accordingly.
Irenio has to wait because of PR/Marketing reasons.
Usually its trinity(traditional trinity that is) related. This is why Druid was saved for last to get revealed. Its the most heavy in Traditional Trinity, while Revenant (which was the first smaller hint at Trinity return) was revealed first.
likely they waiting to the HoT release to add this big new Healing addition, that they rather the excitement of the release to overshadow the screams of the consumers that dont like Trinity elements.
All PR moves.
Good chance we getting a new Aspect to the Druid as well for balance.
My fear is that once HoT launches, Druid will never be looked at again.
No. people calm down. Again this is a PR move to use the Release excitement to overshadow the Trinity elements of the Druid, so less Anti-Healer chat would linger around during the new Druid additions, because the forum would be full of excitement from HoT release.
Very good PR business move.
Relax, we still will get updates post release. These last few betas were simply marketing. so dont worry.
My fear is that once HoT launches, Druid will never be looked at again.
No. people calm down. Again this is a PR move to use the Release excitement to overshadow the Trinity elements of the Druid, so less Anti-Healer chat would linger around during the new Druid additions, because the forum would be full of excitement from HoT release.
Very good PR business move.
Relax, we still will get updates post release. These last few betas were simply marketing. so dont worry.
I’m seeing a distinct lack of red around your name. Gaile has said elsewhere that the Betas we had were actual BETAs…not just a PR stunt. So I’m going with you don’t know what you’re talking about.
Wait. No change to the way astral force is generated and consumed? Will I still have to run Troll Unguent on pretty much every druid build because the generation is not % based but how often the healing ticks? Will I still have no real bemefit from celestial glyph versions because the whole thing is time gated and I rather get in as much 1-5 as possible?
Very good PR business move.
Relax, we still will get updates post release. These last few betas were simply marketing. so dont worry.
They intended to market that they made a hotmess embarrassment of a new squad system that was so terrible that it needed to be taken offline?
Your constructive feedback has been really awesome so far and I trust will continue to be. I understand your concerns with not enough being communicated and I’m looking into getting more information out on some of the more solid changes we have.
I just hope you consider that one BWE does not equal three BWEs and that you continue to tune druid accordingly post HOT launch. I don’t want the same fiasco like with original ranger were core issues pretty much stayed for months, some of them for years.
There’ve been some changes to Druid staff, glyphs, traits and Celestial avatar skills.
One change I can mention is that Ancestral Grace will now end as soon as you reach your destination rather than having to wait out the animation. We weren’t able to do this before with point-based movement, but an awesome programmer threw together a way for us to script it in.
As Belzebu calls out: You’ll have to check out the rest of the changes on the 23rd!
Thanks for the mini update! Glad to see everything was looked at!
Druids need a lot more access to robust group condi control if they are ever going to be useful over say a Guardian for WvW support.
As it stands i found Druids susceptible to condis themselves, and the group cleansing of conditions was poor. This was with me running Signet of Renewal(signets over glyphs) and Druidic Clarity. Key to supporting your group in WvW is condi control and boons which the Druid sadly lacks.
The heals are strong but the healing isnt going to make up for the loss of say stability and protection uptime. Nor is it going to make up the gap in damage if you are just leaving condis on your group ticking.
[lion]~ riperonis
[tRex]
Key to supporting your group in WvW is condi control and boons which the Druid sadly lacks.
any good zerg stomping/gvg guild will have at least 2 guards in a squad. there’s your stability and condi control. put a druid in there for the heals and proft.
this changes still did not adress the isue that druid is forced to use staff .
Key to supporting your group in WvW is condi control and boons which the Druid sadly lacks.
any good zerg stomping/gvg guild will have at least 2 guards in a squad. there’s your stability and condi control. put a druid in there for the heals and proft.
Every group in good wvw guild have 2-3 guardians, 1-2 warriors and 1 more man necro/mesmer/elem
Key to supporting your group in WvW is condi control and boons which the Druid sadly lacks.
any good zerg stomping/gvg guild will have at least 2 guards in a squad. there’s your stability and condi control. put a druid in there for the heals and proft.
Except that you really only need 1 or 2 that shadow the commander and that’s it. Druids can’t heal the whole zerg and the more you bring, the less offensive power you have till you can’t down the enemy and it stops mattering how tanky you are.
We went from “pick something other than ranger” to "sorry, we already have 2 druids, pick something other than ranger.
you’ll have to get a little bit more creative. i can think of several offensive variants that will likely play like a gs/staff guardian, doing respectable damage outside of avatar with staff/GS, and providing heals, CC and 15% extra damage for the squad in avatar.
I hope this not 80% of the work done to druids.
There’s more right?
or is it, just 5 more changes on the 23rd?
Guys? gals?
I hope this not 80% of the work done to druids.
There’s more right?
or is it, just 5 more changes on the 23rd?
Guys? gals?
there should be lots more. staff changes for sure. not sure if shout buff will make it in.
I hope this not 80% of the work done to druids.
There’s more right?
or is it, just 5 more changes on the 23rd?
Guys? gals?
Irenio specifically said these are only the changes that are set in stone and will absolutely happen. More changes are to come that are still being ironed out.
I hope this not 80% of the work done to druids.
There’s more right?
or is it, just 5 more changes on the 23rd?
Guys? gals?
Irenio specifically said these are only the changes that are set in stone and will absolutely happen. More changes are to come that are still being ironed out.
So which one is it? Mistisim said a different thing. haha
Also, I thought a lot of people are advocating for damaging conditions on staff? Don’t tell staff is still pigeonholed into healing?
http://dulfy.net/2015/10/14/gw2-druid-post-bwe3-changes/
Some knowledge at least, loving the change to Grace of the Land
http://dulfy.net/2015/10/14/gw2-druid-post-bwe3-changes/
Some knowledge at least, loving the change to Grace of the Land
Glad to see some good trait changes.
But feel really sad that many Glyphs are still pretty bad
Also while staff 1 and 3 are decent, 4 and 5 still feel very lackluster, and cd is too long.
10s Avatar CD is abit too long, consider there’s no trait to reduce the CD like shroud.
Avatar still lacks any means of attacking foes on auto attack is still disappointing too.
Overall I feel like traits are buffed abit more than I expected, while everything else is pretty underwhelming.
Druid will pretty much pigeon-holed in Spirits in PVE and survival in PVP/WvW like always… Sigh. At least now Druid’s traits are even more desirable.
(edited by Aomine.5012)
http://dulfy.net/2015/10/14/gw2-druid-post-bwe3-changes/
Some knowledge at least, loving the change to Grace of the Land
Some really good changes here Irenio and team, however some make me wonder if they will be effective. Im going to make a list of the Spells/Traits that I wish to comment on. The Glyphs and their changes I did not list, because I like them and I have no comments about their reworkings. Now on to the spells/traits I did like and wish to comment on.
- Grace Of The Land: This trait has been re-worked. Instead of its former behavior, allies affected by your celestial avatar abilities gain 3% damage and condition damage increase for 8 seconds. This buff stacks 5 times.
(G.O.T.L – New rework seems really nice. That increase to DMG and it stacks, I wonder how grand it will be once the game is live.)
- Lingering Light: This trait has been re-worked. Instead of its former behavior, when you heal an ally their next outgoing attack will heal them (based upon your healing) and blind their target.
(L.L- New rework for this trait seems interesting. I wonder how effective it will be for our allies, and I wonder if there is a Internal Cooldown, for this trait regarding the heal on an allies next attack and the blind.)
- Ancestral Grace: _ Is now an evade and will immediately end upon reaching your destination._
(A.G- Amazing! My only comment! Truly happy about this spell’s new change!)
~~~Celestial Avatar Form Changes~~~
- C.A.F: Entering this form now has a 10s CD. Charging of Astral force by healing has been reduced by 40%. Charging of Astral force by outgoing strikes has been increased by 200%. You now retain half your current astral force if you decide to break form early.
(While I do not see any issue with the 10sec cooldown, I hope it wont make a difference when HoT is live. The reduction of charging Astral Force by healing down to 40% concerns me a bit. While outgoing attacks grant you a 200% increase, I wonder if this means that attacking grants you faster Astral Force gain. If it does, I hope it wont mean that healing to get Astral Force will be obsolete vs striking astral force gain. Since I will mostly be healing. This is just speculation of course.)
- Healing Spells: Skills that heal have had their base heals reduced by 15-25% and increased their healing coefficients from 100-145%. This should leave base heals solid while really rewarding players who elect to use healing power stats.
( I will be in all Clerics gear with Superior runes of the monk, water sigils, etc. Iam really looking forward to how much better my heals will be, knowing that I will be rewarded with good heals in my healing gear. Only question is if this applies to both Celestial Avatar form heals, and Druid heals? Silly question, but I just want to confirm.)
- Lunar Impact: Reduced the daze on this skill from 3s to 2s. This skill is now ground targeted and will blast finish correctly.
(L.I- Looking forward to testing this out!)
Anyway that’s all my comments for now. I like what I see here, and I’am very eager to get my Druid main, up and running.
-Purecura
Lv.80 Scrapper (Alchemist Persenia)
Lv.80 Druid (Mender Zalintyre)
http://dulfy.net/2015/10/14/gw2-druid-post-bwe3-changes/
Some knowledge at least, loving the change to Grace of the LandSome really good changes here Irenio and team, however some make me wonder if they will be effective. Im going to make a list of the Spells/Traits that I wish to comment on. The Glyphs and their changes I did not list, because I like them and I have no comments about their reworkings. Now on to the spells/traits I did like and wish to comment on.
- Grace Of The Land: This trait has been re-worked. Instead of its former behavior, allies affected by your celestial avatar abilities gain 3% damage and condition damage increase for 8 seconds. This buff stacks 5 times.
(G.O.T.L – New rework seems really nice. That increase to DMG and it stacks, I wonder how grand it will be once the game is live.)
- Lingering Light: This trait has been re-worked. Instead of its former behavior, when you heal an ally their next outgoing attack will heal them (based upon your healing) and blind their target.
(L.L- New rework for this trait seems interesting. I wonder how effective it will be for our allies, and I wonder if there is a Internal Cooldown, for this trait regarding the heal on an allies next attack and the blind.)
- Ancestral Grace: _ Is now an evade and will immediately end upon reaching your destination._
(A.G- Amazing! My only comment! Truly happy about this spell’s new change!)
~~~Celestial Avatar Form Changes~~~
- C.A.F: Entering this form now has a 10s CD. Charging of Astral force by healing has been reduced by 40%. Charging of Astral force by outgoing strikes has been increased by 200%. You now retain half your current astral force if you decide to break form early.
(While I do not see any issue with the 10sec cooldown, I hope it wont make a difference when HoT is live. The reduction of charging Astral Force by healing down to 40% concerns me a bit. While outgoing attacks grant you a 200% increase, I wonder if this means that attacking grants you faster Astral Force gain. If it does, I hope it wont mean that healing to get Astral Force will be obsolete vs striking astral force gain. Since I will mostly be healing. This is just speculation of course.)
- Healing Spells: Skills that heal have had their base heals reduced by 15-25% and increased their healing coefficients from 100-145%. This should leave base heals solid while really rewarding players who elect to use healing power stats.
( I will be in all Clerics gear with Superior runes of the monk, water sigils, etc. Iam really looking forward to how much better my heals will be, knowing that I will be rewarded with good heals in my healing gear. Only question is if this applies to both Celestial Avatar form heals, and Druid heals? Silly question, but I just want to confirm.)
- Lunar Impact: Reduced the daze on this skill from 3s to 2s. This skill is now ground targeted and will blast finish correctly.
(L.I- Looking forward to testing this out!)
Anyway that’s all my comments for now. I like what I see here, and I’am very eager to get my Druid main, up and running.
-Purecura
Do note, when they mean "increase the healing power scaling by 100~140%, it doesn’t mean your healing goes up from 5000 to 10000. It only means the SCALING of healing power is increased.
So if the original scaling of healing power is around 0.1, it means it now becomes 0.2~0.24, so 1000 healing power will only net you an additional 200~240 healing.
Reducing Base heal is more serious, since if the original is 5000, reducing by 25% means it’d now becomes 3750, a net lost of 1250. Overall it’s a huge nerf.
I know it’s easy to miss, but the changes are posted right here on this very forum…
http://dulfy.net/2015/10/14/gw2-druid-post-bwe3-changes/
Some knowledge at least, loving the change to Grace of the LandSome really good changes here Irenio and team, however some make me wonder if they will be effective. Im going to make a list of the Spells/Traits that I wish to comment on. The Glyphs and their changes I did not list, because I like them and I have no comments about their reworkings. Now on to the spells/traits I did like and wish to comment on.
- Grace Of The Land: This trait has been re-worked. Instead of its former behavior, allies affected by your celestial avatar abilities gain 3% damage and condition damage increase for 8 seconds. This buff stacks 5 times.
(G.O.T.L – New rework seems really nice. That increase to DMG and it stacks, I wonder how grand it will be once the game is live.)
- Lingering Light: This trait has been re-worked. Instead of its former behavior, when you heal an ally their next outgoing attack will heal them (based upon your healing) and blind their target.
(L.L- New rework for this trait seems interesting. I wonder how effective it will be for our allies, and I wonder if there is a Internal Cooldown, for this trait regarding the heal on an allies next attack and the blind.)
- Ancestral Grace: _ Is now an evade and will immediately end upon reaching your destination._
(A.G- Amazing! My only comment! Truly happy about this spell’s new change!)
~~~Celestial Avatar Form Changes~~~
- C.A.F: Entering this form now has a 10s CD. Charging of Astral force by healing has been reduced by 40%. Charging of Astral force by outgoing strikes has been increased by 200%. You now retain half your current astral force if you decide to break form early.
(While I do not see any issue with the 10sec cooldown, I hope it wont make a difference when HoT is live. The reduction of charging Astral Force by healing down to 40% concerns me a bit. While outgoing attacks grant you a 200% increase, I wonder if this means that attacking grants you faster Astral Force gain. If it does, I hope it wont mean that healing to get Astral Force will be obsolete vs striking astral force gain. Since I will mostly be healing. This is just speculation of course.)
- Healing Spells: Skills that heal have had their base heals reduced by 15-25% and increased their healing coefficients from 100-145%. This should leave base heals solid while really rewarding players who elect to use healing power stats.
( I will be in all Clerics gear with Superior runes of the monk, water sigils, etc. Iam really looking forward to how much better my heals will be, knowing that I will be rewarded with good heals in my healing gear. Only question is if this applies to both Celestial Avatar form heals, and Druid heals? Silly question, but I just want to confirm.)
- Lunar Impact: Reduced the daze on this skill from 3s to 2s. This skill is now ground targeted and will blast finish correctly.
(L.I- Looking forward to testing this out!)
Anyway that’s all my comments for now. I like what I see here, and I’am very eager to get my Druid main, up and running.
-Purecura
Do note, when they mean "increase the healing power scaling by 100~140%, it doesn’t mean your healing goes up from 5000 to 10000. It only means the SCALING of healing power is increased.
So if the original scaling of healing power is around 0.1, it means it now becomes 0.2~0.24, so 1000 healing power will only net you an additional 200~240 healing.
Reducing Base heal is more serious, since if the original is 5000, reducing by 25% means it’d now becomes 3750, a net lost of 1250. Overall it’s a huge nerf.
A nerf? Irenio seems pretty confident about the healing changes. Expressing that those investing in healing gear, (which I get 1400 in all exotics) will be rewarded. Iam really hoping these changes to healing are going to make a difference, especially for a support class like Druid.
Lv.80 Scrapper (Alchemist Persenia)
Lv.80 Druid (Mender Zalintyre)
http://dulfy.net/2015/10/14/gw2-druid-post-bwe3-changes/
Some knowledge at least, loving the change to Grace of the LandSome really good changes here Irenio and team, however some make me wonder if they will be effective. Im going to make a list of the Spells/Traits that I wish to comment on. The Glyphs and their changes I did not list, because I like them and I have no comments about their reworkings. Now on to the spells/traits I did like and wish to comment on.
- Grace Of The Land: This trait has been re-worked. Instead of its former behavior, allies affected by your celestial avatar abilities gain 3% damage and condition damage increase for 8 seconds. This buff stacks 5 times.
(G.O.T.L – New rework seems really nice. That increase to DMG and it stacks, I wonder how grand it will be once the game is live.)
- Lingering Light: This trait has been re-worked. Instead of its former behavior, when you heal an ally their next outgoing attack will heal them (based upon your healing) and blind their target.
(L.L- New rework for this trait seems interesting. I wonder how effective it will be for our allies, and I wonder if there is a Internal Cooldown, for this trait regarding the heal on an allies next attack and the blind.)
- Ancestral Grace: _ Is now an evade and will immediately end upon reaching your destination._
(A.G- Amazing! My only comment! Truly happy about this spell’s new change!)
~~~Celestial Avatar Form Changes~~~
- C.A.F: Entering this form now has a 10s CD. Charging of Astral force by healing has been reduced by 40%. Charging of Astral force by outgoing strikes has been increased by 200%. You now retain half your current astral force if you decide to break form early.
(While I do not see any issue with the 10sec cooldown, I hope it wont make a difference when HoT is live. The reduction of charging Astral Force by healing down to 40% concerns me a bit. While outgoing attacks grant you a 200% increase, I wonder if this means that attacking grants you faster Astral Force gain. If it does, I hope it wont mean that healing to get Astral Force will be obsolete vs striking astral force gain. Since I will mostly be healing. This is just speculation of course.)
- Healing Spells: Skills that heal have had their base heals reduced by 15-25% and increased their healing coefficients from 100-145%. This should leave base heals solid while really rewarding players who elect to use healing power stats.
( I will be in all Clerics gear with Superior runes of the monk, water sigils, etc. Iam really looking forward to how much better my heals will be, knowing that I will be rewarded with good heals in my healing gear. Only question is if this applies to both Celestial Avatar form heals, and Druid heals? Silly question, but I just want to confirm.)
- Lunar Impact: Reduced the daze on this skill from 3s to 2s. This skill is now ground targeted and will blast finish correctly.
(L.I- Looking forward to testing this out!)
Anyway that’s all my comments for now. I like what I see here, and I’am very eager to get my Druid main, up and running.
-Purecura
Do note, when they mean "increase the healing power scaling by 100~140%, it doesn’t mean your healing goes up from 5000 to 10000. It only means the SCALING of healing power is increased.
So if the original scaling of healing power is around 0.1, it means it now becomes 0.2~0.24, so 1000 healing power will only net you an additional 200~240 healing.
Reducing Base heal is more serious, since if the original is 5000, reducing by 25% means it’d now becomes 3750, a net lost of 1250. Overall it’s a huge nerf.
A nerf? Irenio seems pretty confident about the healing changes. Expressing that those investing in healing gear, (which I get 1400 in all exotics) will be rewarded. Iam really hoping these changes to healing are going to make a difference, especially for a support class like Druid.
No, you pretty much heal the same as before without healing power. Just that now you need to waste 1500 stats on healing to do the same thing you can do in BWE 3.
Like I said earlier, base heal -25% result in a net lost of 1250. Your healing power coefficient merely add that 1250 back.
http://dulfy.net/2015/10/14/gw2-druid-post-bwe3-changes/
Some knowledge at least, loving the change to Grace of the LandSome really good changes here Irenio and team, however some make me wonder if they will be effective. Im going to make a list of the Spells/Traits that I wish to comment on. The Glyphs and their changes I did not list, because I like them and I have no comments about their reworkings. Now on to the spells/traits I did like and wish to comment on.
- Grace Of The Land: This trait has been re-worked. Instead of its former behavior, allies affected by your celestial avatar abilities gain 3% damage and condition damage increase for 8 seconds. This buff stacks 5 times.
(G.O.T.L – New rework seems really nice. That increase to DMG and it stacks, I wonder how grand it will be once the game is live.)
- Lingering Light: This trait has been re-worked. Instead of its former behavior, when you heal an ally their next outgoing attack will heal them (based upon your healing) and blind their target.
(L.L- New rework for this trait seems interesting. I wonder how effective it will be for our allies, and I wonder if there is a Internal Cooldown, for this trait regarding the heal on an allies next attack and the blind.)
- Ancestral Grace: _ Is now an evade and will immediately end upon reaching your destination._
(A.G- Amazing! My only comment! Truly happy about this spell’s new change!)
~~~Celestial Avatar Form Changes~~~
- C.A.F: Entering this form now has a 10s CD. Charging of Astral force by healing has been reduced by 40%. Charging of Astral force by outgoing strikes has been increased by 200%. You now retain half your current astral force if you decide to break form early.
(While I do not see any issue with the 10sec cooldown, I hope it wont make a difference when HoT is live. The reduction of charging Astral Force by healing down to 40% concerns me a bit. While outgoing attacks grant you a 200% increase, I wonder if this means that attacking grants you faster Astral Force gain. If it does, I hope it wont mean that healing to get Astral Force will be obsolete vs striking astral force gain. Since I will mostly be healing. This is just speculation of course.)
- Healing Spells: Skills that heal have had their base heals reduced by 15-25% and increased their healing coefficients from 100-145%. This should leave base heals solid while really rewarding players who elect to use healing power stats.
( I will be in all Clerics gear with Superior runes of the monk, water sigils, etc. Iam really looking forward to how much better my heals will be, knowing that I will be rewarded with good heals in my healing gear. Only question is if this applies to both Celestial Avatar form heals, and Druid heals? Silly question, but I just want to confirm.)
- Lunar Impact: Reduced the daze on this skill from 3s to 2s. This skill is now ground targeted and will blast finish correctly.
(L.I- Looking forward to testing this out!)
Anyway that’s all my comments for now. I like what I see here, and I’am very eager to get my Druid main, up and running.
-Purecura
Do note, when they mean "increase the healing power scaling by 100~140%, it doesn’t mean your healing goes up from 5000 to 10000. It only means the SCALING of healing power is increased.
So if the original scaling of healing power is around 0.1, it means it now becomes 0.2~0.24, so 1000 healing power will only net you an additional 200~240 healing.
Reducing Base heal is more serious, since if the original is 5000, reducing by 25% means it’d now becomes 3750, a net lost of 1250. Overall it’s a huge nerf.
A nerf? Irenio seems pretty confident about the healing changes. Expressing that those investing in healing gear, (which I get 1400 in all exotics) will be rewarded. Iam really hoping these changes to healing are going to make a difference, especially for a support class like Druid.
No, you pretty much heal the same as before without healing power. Just that now you need to waste 1500 stats on healing to do the same thing you can do in BWE 3.
Like I said earlier, base heal -25% result in a net lost of 1250. Your healing power coefficient merely add that 1250 back.
AH now I see. Well I dont mind that. It will get rid of those druids wanting to spec in Zerker gear, by putting healing gear in the spotlight vs how it was looked at in the past.
There were Zerker Druids healing just as high without the need for healing gear in BWE3, and that was horrid to know. Glad these changes to healing are coming through.
Lv.80 Scrapper (Alchemist Persenia)
Lv.80 Druid (Mender Zalintyre)
“C.A.F: Entering this form now has a 10s CD. Charging of Astral force by healing has been reduced by 40%. Charging of Astral force by outgoing strikes has been increased by 200%. You now retain half your current astral force if you decide to break form early.”
This makes me really excited because of druidic clarity and celestial shadows.
I know it’s easy to miss, but the changes are posted right here on this very forum…
Everyone go here:
http://forum-en.guildwars2.com/forum/professions/ranger/Post-BWE3-Druid-Changes/first#post5606978
I know it’s easy to miss, but the changes are posted right here on this very forum…
It’s there now, yes. But it wasn’t when I started this thread.