Menorah | Charr Cat | Some Cat Thing
Still running my old RRR build because why not
(edited by Faux Sheaux.6179)
A while back I posted an explorational thread into ranger healing which became the basis for my RRR build (which people at the time were saying wouldn’t be all that effective in fights due to mediocre condition damage). The thread talked about how you could make a build centered around a 600 hp/s regen while still maintaining the ability to do pretty good damage.
What if we didn’t care about damage and just wanted a bunch of healing (brought different foods, used specific sigil stacks, had some buddies nearby, and had Troll Unguent on autocast)?
For healing power, we can have a maximum of:
1474 from equipment/traits
250 from Stacks of Life
170 from Banner of Tactics (standing near warrior)
= 1894 healing power before food
From food, we get the maximum healing potential from Mango Pie (not other foods that increase healing power).
Now for the math
Regenerations with Icons
HP = Healing Power
HP0 = Guardian’s Healing Power (unknown)
HP1 = Elementalist’s Healing Power (unknown)
Regeneration buff: 125 + 0.125*HP
Signet of the Wild: 62 + 0.06*HP
Rejuvenation (standing near guardian): 84 + 0.06*(170+HP0) >= 94
Soothing Mist (standing near elementalist): 80 + 0.05*(170+HP1) >= 89
Mango Pie: 85
Rejuvenation Booster: 100
With regeneration stacked constantly (easy to do with regen bunker builds):
Healing >= (125+62+85+100+94+89) + (0.125+0.06)*1894 = 905 hp/s
From Troll Unguent
TU has a 25s cooldown and a 1s casting time. Assuming we cast the moment it comes off cooldown, we can find an average healing from TU per second by dividing the total healing during its activation by 26:
Healing = 10 x (856 + 0.12*HP)/26 = (10/26) x (856 + 0.12*1894) = 0.3846*1063 = 416.65 hp/s (using fractions since this is an average unlike the others)
From Traits and Skills
Here’s a cool little goody a lot of people don’t know about. BM GM trait Natural Healing heals player 177 hp/3s when traited for pets to heal for more. Spirit Elite also heals for 480 hp/s, not the 320 hp/s listed. So:
From Natural Healing: 177/3 = 59 hp/s
From Elite: 480 hp/s (for 60 seconds every 240 seconds)
Healing w/o Spirit: 59 hp/s = 3560 hp/min
Healing w/ Spirit: 59+480 = 539 hp/s = 32360 hp/min
Total Healing
Since Elementalist/Guardian healing power is unknown, healing here is expressed as an inequality.
Healing w/o Spirit >= 905+416.65+59 = 1380.65 hp/s = 82839 hp/min
Healing w/ Spirit >= 1095+416.65+539 = 1860.65 hp/s = 111639 hp/min
How much are your friends helping you?
Banner of Tactics: 170 HP gives (0.125+0.06+(10/26)x0.12)x170 = 39.3 hp/s = 2358 hp/min without guardian and elementalist nearby
Rejuvenation: 84 + 0.06*(170+HP0) >= 94 hp/s = 5640 hp/min
Soothing Mist: 80 + 0.05*1894 = 89 hp/s = 5340 hp/min
From friends: Healing >= 39.3+94+89 = 222.3 hp/s = 13338 hp/min
Which means we can heal on our own for:
Healing w/o Spirit >= 82839 – 13338= 69501 hp/min = 1158.35 hp/s on average
Healing w/ Spirit >= 111639 – 13338= 98301 hp/min = 1638.35 hp/s on average
With friends who have healing power of 1200+, you can easily hit 120k regen/min. Not too shabby
(edited by Faux Sheaux.6179)
You can get more hps if you bring that elite spirit along.
You can get more hps if you bring that elite spirit along.
Thanks. Fixed.
You can get more hps if you bring that elite spirit along.
Yes, and also buff the natural healing a little bit too with the trait.
You can get more hps if you bring that elite spirit along.
Yes, and also buff the natural healing a little bit too with the trait.
How much does it buff to? I’ve got the trait, but I always have a tough time reading off healing numbers in-game (colorblind), so I usually go by wiki.
You can get more hps if you bring that elite spirit along.
Yes, and also buff the natural healing a little bit too with the trait.
How much does it buff to? I’ve got the trait, but I always have a tough time reading off healing numbers in-game (colorblind), so I usually go by wiki.
it’s 177h/3s
You can get more hps if you bring that elite spirit along.
Yes, and also buff the natural healing a little bit too with the trait.
How much does it buff to? I’ve got the trait, but I always have a tough time reading off healing numbers in-game (colorblind), so I usually go by wiki.
it’s 177h/3s
Thank you, and it’s fixed
How much are your friends helping you?
Banner of Tactics: 170 HP gives (0.125+0.06+(10/26)x0.12)x170 = 39.3 hp/s = 2358 hp/min without guardian and elementalist nearby
Rejuvenation: 84 + 0.06*1894 = 198 hp/s = 11880 hp/min
Soothing Mist: 80 + 0.05*1894 = 175 hp/s = 10500 hp/minFrom friends: Healing = 39.3+198+175 = 412.3 hp/s = 24738 hp/min
Healing from your friends uses their HP, not yours.
You can count on the 170HP from the banner affecting them, but are you assuming they are going crazy healing as well?
Also, it doesn’t look like you’re counting the 300 pts of HP you get from putting 30 pts into Beast Mastery
It also appears you’re double counting the 170 buff from the Banner.
(edited by rodadams.5963)
Healing from your friends uses their HP, not yours.
You can count on the 170HP from the banner affecting them, but are you assuming they are going crazy healing as well?
Fix’d, thank you.
Also, it doesn’t look like you’re counting the 300 pts of HP you get from putting 30 pts into Beast Mastery
I’m counting it. It’s part of the armor/trait calculation.
It also appears you’re double counting the 170 buff from the Banner.
Nope, just once.
(edited by Faux Sheaux.6179)
Question, what kind of runes did you use?
I have been looking into running a healing Ranger build
but could never choose between the runes
A full set of superior runes of Dwayna
or 2 SR of Water, 2 SR of Monk, 2 SR of dwayna
Runes of Dwayna specifically
Can you explain why?
Runes of Dwayna has a higher healing power but the other ones when combined have a higher boon duration
(edited by Nerva.8903)
I haven’t tested this, but I think you can achieve an unlimited uptime of regeneration without the 2.2.2 rune combo that maximizes regen/boon duration?
Runes of Dwayna already give constant uptime when used in conjunction with a 0/0/30/10/30 build. This video shows you how it stacks throughout a fight:
If you are interested as to how the build stacks the regens, just scan through the thread I linked to at the top of the OP.
(edited by Faux Sheaux.6179)
You need full dwayna runes for perma regen.
I think you forgot to add engineers super elixir in.
Is it because of the 5% chance to gain regeneration for 10second with a 30sec cd/
Is it because of the 5% chance to gain regeneration for 10second with a 30sec cd/
Regen on hit + regen duration + 10 nature is a very good set up.
Is it because of the 5% chance to gain regeneration for 10second with a 30sec cd/
Regen on hit + regen duration + 10 nature is a very good set up.
Can be achieved with 2/2/2 combo, 53% regen duration and 60% boon duration with a 0/0/10/30/30.
Guess with oakheart salve(5s) + regen on hit(10s) + regen when using a healing skill (5s) + 53% regen duration + 10% boon duration could get you to a high margin.
Question is does it beat the 2/2/2 or which one comes out top.
I would test out both if I had the gold to invest into 2 healing sets.
I kinda want to make a ranger build that is viable in wvw with just straight up power/tough/healing power gear
Is it because of the 5% chance to gain regeneration for 10second with a 30sec cd/
Regen on hit + regen duration + 10 nature is a very good set up.
Can be achieved with 2/2/2 combo, 53% regen duration and 60% boon duration with a 0/0/10/30/30.
Guess with oakheart salve(5s) + regen on hit(10s) + regen when using a healing skill (5s) + 53% regen duration + 10% boon duration could get you to a high margin.
Question is does it beat the 2/2/2 or which one comes out top.
I would test out both if I had the gold to invest into 2 healing sets.
I kinda want to make a ranger build that is viable in wvw with just straight up power/tough/healing power gear
I have no idea why you would go 30 nature magic. 10 NM + 6 Dwayna runes with the 33% regen trait. thats 63% Regen Dur. Pretty much perma regen.
2/2/2 does not come close to that. Best you can do is 4 dwayna runes and 2 runes with duration then its almost perma.
Is it because of the 5% chance to gain regeneration for 10second with a 30sec cd/
Regen on hit + regen duration + 10 nature is a very good set up.
Can be achieved with 2/2/2 combo, 53% regen duration and 60% boon duration with a 0/0/10/30/30.
Guess with oakheart salve(5s) + regen on hit(10s) + regen when using a healing skill (5s) + 53% regen duration + 10% boon duration could get you to a high margin.
Question is does it beat the 2/2/2 or which one comes out top.
I would test out both if I had the gold to invest into 2 healing sets.
I kinda want to make a ranger build that is viable in wvw with just straight up power/tough/healing power gearI have no idea why you would go 30 nature magic. 10 NM + 6 Dwayna runes with the 33% regen trait. thats 63% Regen Dur. Pretty much perma regen.
2/2/2 does not come close to that. Best you can do is 4 dwayna runes and 2 runes with duration then its almost perma.
Actually it is only 53% regen duration (33% from the trait and 20% from the runes of dwayna) Don’t know where you got the last 10% from.
Also i would go 30NM because you would not need the conditon damage or toughness since healing gear gives toughness. Personally I would get Nature’s vengence.
10% Boon Duration is from the 10 NM im spending to get the 33% regen trait……
Toughness line traits offer give more surviveability then the NM line offers.
ah..ok i get it.
Still will use 30nm though
I think you forgot to add engineers super elixir in.
Nope, I’m not adding it because it’s a skill that has a heal on activation and heals per pulse (outside of the ranger class). If I were to add engineers super elixir, then I could add blast finishers in a water combo field, guardian heals, that bad breath elementalists have that heal people, and so on.
Needless to say, not only is this impossible to accurately calculate, but there is no ceiling on the healing possible.
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