PVE alternatives to Zealot's
A lot of the math here assumes someone is running full zealot but I doubt that’s the intention, or at least it isn’t for me.
I plan on using my existing zerker trinkets with zealot armor and altruism runes to get a decent amount of healing power without sacrificing too much damage.
Altruism’s runes give that added healing power but also proc fury which synergizes well with remorseless, and with WHaO you can pile up the might stacks now.
Since CA exists you can basically pump WHaO every 16 seconds without worrying to much about personal healing.
CLERICS GEAR HANDS DOWN!!!!!
Lv.80 Scrapper (Alchemist Persenia)
Lv.80 Druid (Mender Zalintyre)
Dunno where everyone’s getting the idea that Zealots is going to be the best, but clerics is the way to go. You don’t play a druid in raids to do damage, you play one to heal and gimping your healing to do some terrible DPS is not worth the trade off
Yup!!! This is why I’m going FULL CLERIC!!!
Lv.80 Scrapper (Alchemist Persenia)
Lv.80 Druid (Mender Zalintyre)
The only way I see a healing druid doing useful dmg (one of its weapon is lol staff) is maybe condi traps lol. Apothecary.
It comes down to, healing power/x/x stats. Power builds use 3 stats and conditions use 2stats, one of which is only found on giver’s weapon/runes/sigils/traits/foods/utilities.
thinking:
axe/torch, staff,traps
generate af with staff/use traps and swap to axe/torch, pop into celestial form.
leave celestial form and drop bonfire/split blade and swap into staff/use traps.
generate af and swap into axe/torch and enter celestial form.
leave cf and drop bonfire/split blade and swap to staff/use traps.
on and on and onI tried this, a condi/ healer because o the exact same logic – condition damage needs 2 stats, power needs 3. However, when testing it, sustained dps was non existent because of one key factor, not being able to weapon swap to the second torch meant no second bonfire = really hurt dps (much lower than pure zerker power builds). Since CA form now has a 10s cd means you don’t want to waste it as a weapon swap to get that second bonfire.
The fact that the vale Guardian and I assume future bosses don;t sit in the bonfire also hurt dps.
The biggest weakness though was the staff having no condi damage on it. You basically need the staff to get into CA form. So much so, you spend 90% of fights with either staff or in CA form. The few times you get to use a condi burst, the dps is average but really suffers from not using condi foods and condi runes = duration’s are not capped.
If they don;t add conditions to the staff, then power builds are the way to go. I was trying a bleed short bow variant too but had to take Ancient seeds to get some decent dps. Given that ancestral grace is now pretty much mandatory in groups, again I don’t think a short bow druid will work.
I’m pretty sure CA triggers quickdraw. If using the staff trait with a staff using a sigil of geomancy you can apparently proc aoe ancient seeds.
Using both staff and CA as swaps you should be able to drop a bonfire every ~10sec.
Geomancy/earth, same difference ;-)
That’s just it though. Normal A/T rotation is getting bonfire every 10s because you could go Bonfire -> Some other stuff > Weapon swap -> bonfire. If you are switching to CA form or the Staff you can no longer get that second bonfire as you will not have the torch equipped and be locked in CA/ with a staff for 10s.
In the beta you could not get enough astral force without the staff (so it was and I think still will be mandatory) and it was hard to get into CA form with just the A/T.
Bottom line, A/T does not work without quick draw + having torch on both weapon sets. Otherwise you will have 10s intervals (either on staff or in CA form) with low to zero dps.
Try it this weekend, but as it stands, condition dps isn;t high enough without the 2 torches sadly.
As I mentioned, the new GM grace of the lands which will give your party a 15% dps boost is much better than any personal dps we could offer and will become mandatory in groups meaning ancient seeds will not be used in raids/ fractals. Thats just my 2 cents.
If i remember, diminutive returns start to kick in around 750 healing power. We have a trait that gives increase outgoing healing, combined with delicious rice balls and Rune of the Monk, we are talking 30% more outgoing healing (42% with fully charged sigil of benevolence) or, 55% more outgoing healing (67% with fully charged Sigil of Benevolence) when using celestial form Glyph of Empowerment. I doubt we really need to run full cleric gear.
(edited by Lévis.5489)
The only way I see a healing druid doing useful dmg (one of its weapon is lol staff) is maybe condi traps lol. Apothecary.
It comes down to, healing power/x/x stats. Power builds use 3 stats and conditions use 2stats, one of which is only found on giver’s weapon/runes/sigils/traits/foods/utilities.
thinking:
axe/torch, staff,traps
generate af with staff/use traps and swap to axe/torch, pop into celestial form.
leave celestial form and drop bonfire/split blade and swap into staff/use traps.
generate af and swap into axe/torch and enter celestial form.
leave cf and drop bonfire/split blade and swap to staff/use traps.
on and on and onI tried this, a condi/ healer because o the exact same logic – condition damage needs 2 stats, power needs 3. However, when testing it, sustained dps was non existent because of one key factor, not being able to weapon swap to the second torch meant no second bonfire = really hurt dps (much lower than pure zerker power builds). Since CA form now has a 10s cd means you don’t want to waste it as a weapon swap to get that second bonfire.
The fact that the vale Guardian and I assume future bosses don;t sit in the bonfire also hurt dps.
The biggest weakness though was the staff having no condi damage on it. You basically need the staff to get into CA form. So much so, you spend 90% of fights with either staff or in CA form. The few times you get to use a condi burst, the dps is average but really suffers from not using condi foods and condi runes = duration’s are not capped.
If they don;t add conditions to the staff, then power builds are the way to go. I was trying a bleed short bow variant too but had to take Ancient seeds to get some decent dps. Given that ancestral grace is now pretty much mandatory in groups, again I don’t think a short bow druid will work.
I’m pretty sure CA triggers quickdraw. If using the staff trait with a staff using a sigil of geomancy you can apparently proc aoe ancient seeds.
Using both staff and CA as swaps you should be able to drop a bonfire every ~10sec.
Geomancy/earth, same difference ;-)
That’s just it though. Normal A/T rotation is getting bonfire every 10s because you could go Bonfire -> Some other stuff > Weapon swap -> bonfire. If you are switching to CA form or the Staff you can no longer get that second bonfire as you will not have the torch equipped and be locked in CA/ with a staff for 10s.
In the beta you could not get enough astral force without the staff (so it was and I think still will be mandatory) and it was hard to get into CA form with just the A/T.
Bottom line, A/T does not work without quick draw + having torch on both weapon sets. Otherwise you will have 10s intervals (either on staff or in CA form) with low to zero dps.
Try it this weekend, but as it stands, condition dps isn;t high enough without the 2 torches sadly.
As I mentioned, the new GM grace of the lands which will give your party a 15% dps boost is much better than any personal dps we could offer and will become mandatory in groups meaning ancient seeds will not be used in raids/ fractals. Thats just my 2 cents
.
I imagine Zealot’s will become more readily available.
I already made Keeper’s armour and weapons thanks to getting a Wurm armour drop and that being the stat choice I went for… it was that complete accident that I bought the full set of recipes for a song and crafted it all up. No idea how long I’ve had that gear… a long time.
That gear has already proven itself to me in WvW where you need a strategy for health recovery in say, keep fights. While I’ve found healing power worthless on many classes, that’s not been the case on the ranger. I honestly notice a difference.
Currently there’s no Zealot’s trinkets and I’m keen to see if there’ll be any in HoT. In the mean time I’ve been using others and switching them has been enough to flip from “pretty glassy” to “pretty tanky”. A bunch of Nomad’s trinkets is the fastest way to suddenly get tanky and if there were Zealot’s trinkets it wouldn’t even affect healing power when you swapped them.
Currently there’s no Zealot’s trinkets and I’m keen to see if there’ll be any in HoT.
So far, only exotic versions of Zealot trinkets available. Hoping Keeper’s are added later.
https://wiki.guildwars2.com/wiki/Exquisite_Watchwork_Sprocket
Will update once Path of Fire releases.
Celestial all the way!
If i remember, diminutive returns start to kick in around 750 healing power. We have a trait that gives increase outgoing healing, combined with delicious rice balls and Rune of the Monk, we are talking 30% more outgoing healing (42% with fully charged sigil of benevolence) or, 55% more outgoing healing (67% with fully charged Sigil of Benevolence) when using celestial form Glyph of Empowerment. I doubt we really need to run full cleric gear.
Delicious Rice Balls – +10%
Monk Runes – +10%
Natural Mender – +20%
Sigil of Benevolence – +12.5%
CAF GoEmp – +25%
Total – +77.5% outgoing healing
Exactly. Full Clerics is only 400 healing power better off than full Zealots. Which with the scaling, is negligible. Not worth such a huge loss of damage, imo. Especially when you have that amount of outgoing healing modifiers.
Currently there’s no Zealot’s trinkets and I’m keen to see if there’ll be any in HoT.
So far, only exotic versions of Zealot trinkets available. Hoping Keeper’s are added later.
https://wiki.guildwars2.com/wiki/Exquisite_Watchwork_Sprocket
Same. Really hoping! They should, though, I’m kinda expecting them to be added with HoT, for all stat combos to be cleaned up a bit with regards to aquisition. Which would be nice, we shall see.
Being able to get the recipes through the Pact Mastery track with karma is sweet though, and they are tradable so they should come down in price on the TP.
(edited by Heimskarl Ashfiend.9582)
If i remember, diminutive returns start to kick in around 750 healing power. We have a trait that gives increase outgoing healing, combined with delicious rice balls and Rune of the Monk, we are talking 30% more outgoing healing (42% with fully charged sigil of benevolence) or, 55% more outgoing healing (67% with fully charged Sigil of Benevolence) when using celestial form Glyph of Empowerment. I doubt we really need to run full cleric gear.
Delicious Rice Balls – +10%
Monk Runes – +10%
Natural Mender – +20%
Sigil of Benevolence – +12.5%
CAF GoEmp – +25%
Total – +77.5% outgoing healingExactly. Full Clerics is only 400 healing power better off than full Zealots. Which with the scaling, is negligible. Not worth such a huge loss of damage, imo. Especially when you have that amount of outgoing healing modifiers.
Currently there’s no Zealot’s trinkets and I’m keen to see if there’ll be any in HoT.
So far, only exotic versions of Zealot trinkets available. Hoping Keeper’s are added later.
https://wiki.guildwars2.com/wiki/Exquisite_Watchwork_Sprocket
Same. Really hoping! They should, though, I’m kinda expecting them to be added with HoT, for all stat combos to be cleaned up a bit with regards to aquisition. Which would be nice, we shall see.
Being able to get the recipes through the Pact Mastery track with karma is sweet though, and they are tradable so they should come down in price on the TP.
Yeah, 77.5% outgoing healing. Thanks for the fix. For people that want to go for the cheaper option until they can afford zealot’s, ascended celestial armor with berserker’s trinkets (swap the amulet for an ascended cleric’s or magi if you want more healing) and Berserker’s (if you want more damage) Magi’s or Cleric’s (if you want more healing) or Nomad’s (if you want more defense) weapons might be a good option.
It’s kinda unfair to sum up all those possible modifiers for the unlikely scenario where you actually do have +77.5% modifer with a non 100% uptime. Stacking sigil of benevolance to full is going to be infeasible in raids and non-existant during progression. CAF GoEmp is something you are only goign to use when you really need it because the damage boost is way better. Natural Mender won’t even be 100% up time either if you are planning on using your on swap to DPS. Realistically, it’s more like +20% + x Natural Mending Stacks.
It’s kinda unfair to sum up all those possible modifiers for the unlikely scenario where you actually do have +77.5% modifer with a non 100% uptime. Stacking sigil of benevolance to full is going to be infeasible in raids and non-existant during progression. CAF GoEmp is something you are only goign to use when you really need it because the damage boost is way better. Natural Mender won’t even be 100% up time either if you are planning on using your on swap to DPS. Realistically, it’s more like +20% + x Natural Mending Stacks.
Unfair? To what or whom? We’re just saying with all those modifiers available, you don’t need to stack healing power to the maximum because you can use those. That is what is possible, the only one I would say is not feasible is Benevolence. The rest are easy, CAF GoEmp can be used at moments when you need big heals, not off CD, opportunity cost. Natural Mender will be at 20% all the time when using Staff/CAF and only drop by a few stacks when you swap to DPS, which would be returned instantly when you swap back to staff.
Flat out saying druid has 77.5% outgoing healing is misleading and is skewing the info to benefit your posts. It’d be like calculating DPS modifiers using SotW and Frost Spirit modifiers at 100% uptime.
The only way I see a healing druid doing useful dmg (one of its weapon is lol staff) is maybe condi traps lol. Apothecary.
It comes down to, healing power/x/x stats. Power builds use 3 stats and conditions use 2stats, one of which is only found on giver’s weapon/runes/sigils/traits/foods/utilities.
thinking:
axe/torch, staff,traps
generate af with staff/use traps and swap to axe/torch, pop into celestial form.
leave celestial form and drop bonfire/split blade and swap into staff/use traps.
generate af and swap into axe/torch and enter celestial form.
leave cf and drop bonfire/split blade and swap to staff/use traps.
on and on and onI tried this, a condi/ healer because o the exact same logic – condition damage needs 2 stats, power needs 3. However, when testing it, sustained dps was non existent because of one key factor, not being able to weapon swap to the second torch meant no second bonfire = really hurt dps (much lower than pure zerker power builds). Since CA form now has a 10s cd means you don’t want to waste it as a weapon swap to get that second bonfire.
The fact that the vale Guardian and I assume future bosses don;t sit in the bonfire also hurt dps.
The biggest weakness though was the staff having no condi damage on it. You basically need the staff to get into CA form. So much so, you spend 90% of fights with either staff or in CA form. The few times you get to use a condi burst, the dps is average but really suffers from not using condi foods and condi runes = duration’s are not capped.
If they don;t add conditions to the staff, then power builds are the way to go. I was trying a bleed short bow variant too but had to take Ancient seeds to get some decent dps. Given that ancestral grace is now pretty much mandatory in groups, again I don’t think a short bow druid will work.
I’m pretty sure CA triggers quickdraw. If using the staff trait with a staff using a sigil of geomancy you can apparently proc aoe ancient seeds.
Using both staff and CA as swaps you should be able to drop a bonfire every ~10sec.
Geomancy/earth, same difference ;-)
That’s just it though. Normal A/T rotation is getting bonfire every 10s because you could go Bonfire -> Some other stuff > Weapon swap -> bonfire. If you are switching to CA form or the Staff you can no longer get that second bonfire as you will not have the torch equipped and be locked in CA/ with a staff for 10s.
In the beta you could not get enough astral force without the staff (so it was and I think still will be mandatory) and it was hard to get into CA form with just the A/T.
Bottom line, A/T does not work without quick draw + having torch on both weapon sets. Otherwise you will have 10s intervals (either on staff or in CA form) with low to zero dps.
Try it this weekend, but as it stands, condition dps isn;t high enough without the 2 torches sadly.
As I mentioned, the new GM grace of the lands which will give your party a 15% dps boost is much better than any personal dps we could offer and will become mandatory in groups meaning ancient seeds will not be used in raids/ fractals. Thats just my 2 cents
.
I did not know that trick, thank you.
Flat out saying druid has 77.5% outgoing healing is misleading and is skewing the info to benefit your posts. It’d be like calculating DPS modifiers using SotW and Frost Spirit modifiers at 100% uptime.
It’s not misleading anyone. There is a possible +77.5% of outgoing healing available to Druid. That is fact. I never said 100% uptime. I said its there when you want it. It’s like healing, it’s there when you want it. On demand. Just like how you would include SoTW and FS in your DPS calc for a burst build.
You can get 40% very easily with 100% uptime if you wish, you can stack that to 52.5% with a sigil quite easily. If you need a burst heal for the group, you would use GoEmp while in CAF right before Rejuvenating Tides.
Giving you a +77.5% increase to the heal. Which you can do every 16s. If you take out Benevolence, you can still hit +65% whenever you need to.
And, since you can increase your heals by so much, on demand, like the healing itself, there is little point in maximising healing power and defensive stats over damage stats.
Imo.
with all those modifiers a full investment in Healing Power doesn’t seem necessary. As far as easily available armors a mix of zerk and cleric’s looks good. I was able to mix and match the sets and get 2,222 power, 32.7% crit chance 193% crit damage and 893 healing power.
We could then adjust for more healing power if needed or less if unnecessary. it’s also not enough toughness to pull aggro from a toughness tank. The one thing i think may be missing is vitality. with all that they’ve said about the difficulty level of the content some vitality could also be useful so that the healer can stay alive to heal the raid.
I really do hope they make a new way to get sprockets and recipe’s since zealots/clerics or zealots/magi may be a really nice mix
In the beta you could not get enough astral force without the staff (so it was and I think still will be mandatory) and it was hard to get into CA form with just the A/T.
Actually you could with Lingering Light and Vampiric Aura from necro (or any kind of lifesteal), it might still be doable at release if they keep lifesteal as it is and depending on how the new Lingering Light works. Also you now have 10s to generate Astral Force because of CF CD, easily doable.
Apothecary or something with Condi/Prec/H.power could very well work.
(edited by arkealia.2713)
If only you needed 250 sprockets instead of 500 to make one watchwork mechanism.
If only you needed 250 sprockets instead of 500 to make one watchwork mechanism.
Imo, it should be more like 75-100, not 500. Other recipes are much less material intensive for the T6, requiring 5 at 50s per (on average) would be 2.5g per piece in T6 materials. Sprockets are 3.5s each, so to be reasonable, the recipe should be around 75 sprockets. They should be added to the same drop tables and rarity as T6, only drop in multiples of 5-15 instead of just one.