Stat: Healing Power on Druid
Here is some math I did in another thread on heals in CAF that might give you a little comparison of stacking healing power to a more middle ground as you described:
Note: I assumed 5 stacks of Natural Mender for 10% heal effectiveness in both cases. And then I also assumed GoE was used in CAF for another 25% effectiveness. For the case with healing power without Druid Runes I also assumed another 10% effectiveness from Rune of the Monk.
Lunar Impact(675 hp)- [2452 + 1.1(675)]x1.35= 4312.575
Lunar Impace(1200 hp)- [2452 + 1.1(1200)]x1.45= 5469.4
For Rejuvenating Tides I assumed it pulsed once a second so you would only get 675 hp for 2 pulses and 175 for 3 pulses.
Rejuvenating Tides(675 hp)- [810 + .35(675)]x1.35= 1412.4375(2)= 2824.875
Rejuvenating Tides(175 hp)- [810 + .35(175)]x1.35= 1176.1875(3)= 3528.5625
Combined= 2824.875 + 3528.5625= 6353.4375
Rejuvenating Tides(1200 hp)- [810 +.35(1200)]x1.45= 1783.5(5)= 8917.5
Also note that for this scenario I was achieving 675 healing power through Druid runes. If you simply had 675 hp without those runes, then the rejuvenating tides heal would be a little bit higher than what I calculated.
this is what i’m looking at running, low healing power but a lot of outgoing healing modifiers from the food, runes and weapon sigils. it’s at +42.5% outgoing healing not including any natural mender stacks. Natural mender would further improve outgoing healing.
edit: if you want a bit more healing power over dps you can add clerics or zealots in the head, chest and leg armor slots.
(edited by Prophet.1584)
Healing power does not really scale that great. You get more mileage out of toughness, being able to reduce damage to heal your self up. Your allies would get the same.
Here is what I am running . I find it very well rounded, being that the build can tank, heal and dish out burst when stacking might.
I Play WvW to have fun. I don’t find it fun anymore. Therefore I don’t play.
Healing power does not really scale that great. You get more mileage out of toughness, being able to reduce damage to heal your self up. Your allies would get the same.
Here is what I am running . I find it very well rounded, being that the build can tank, heal and dish out burst when stacking might.
just a thought on your build, unless your setting yourself up to be both the tank and the healer of your group I wouldn’t devote as much to toughness. A lot of mobs in the new content seem to key off toughness and you’ll pull aggro even though you’re not doing the most dps.
Healing power does not really scale that great. You get more mileage out of toughness, being able to reduce damage to heal your self up. Your allies would get the same.
Here is what I am running . I find it very well rounded, being that the build can tank, heal and dish out burst when stacking might.
just a thought on your build, unless your setting yourself up to be both the tank and the healer of your group I wouldn’t devote as much to toughness. A lot of mobs in the new content seem to key off toughness and you’ll pull aggro even though you’re not doing the most dps.
Yup I know. Being able to pull agro after a mob burst is great because you can then focus on healing up people with them basically being safe. It is a lot easier to heal people when they are not trying to run away from the mobs agro. This is more a wvw based build but works for pve as well(with SoS traded for glyph of empowerment).
I Play WvW to have fun. I don’t find it fun anymore. Therefore I don’t play.