Theoretical Maximum Healing Output?
If we account for regen priority, the maximum healing output over time (Most likely in the entire game) is with a Minstrels Druid.
It’s challenging to quantify sustained healing over time since much of a druid’s play is reactionary. In that you only press big heals when people are in danger. That said, a regular minstrels druid rotation will take 8 (Staff time) + 15 (CA time) = 23 seconds and be roughly:
(1873 healing power assumed)
Staff
1x Ancestral Grace = 4,985 HP
8x Staff auto = 4,620 HP
1x Water sigil = 976 HP
CA
2x Rejuvenating tides = 23,798 HP
2x Lunar Impact = 14,974 HP
~18x Cosmic ray = 42,786 HP
Other
23 seconds of regen = 12,558 HP
23 seconds of nature renewal = 10,879 HP
_
Total (Per player) = 115,576 HP/ 23 seconds
= 301,502 HP/minute
Total for a party of 5 = 1,407,009 HP/minute.
This doesn’t even account for dropping glyphs, cultivated synergy, live vicariously or advanced rotations such as blasting staff #5 or alternating #1 and #2 in CA.
Interestingly enough, a single Minstrel’s druid can very easily keep 5 players who are standing in Slothasors poison alive, even without being able to use staff #1/2. To my knowledge, no other healer can do that.
^ Good detailed post, I like. I’m curious about it myself, actually. I enjoy rolling around with the front line of my zerg and watching the green numbers fly.
Does any of that include things outside of the profession itself that buff healing to allies, such as Delicious Rice Balls, Runes of the Monk or Sigils of Transference?
Also, 1,873 seems a little higher than I can get with straight Minstrels. I’m usually in the 1,600~ range. May I see your various sources of healing power?
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
^ Good detailed post, I like. I’m curious about it myself, actually. I enjoy rolling around with the front line of my zerg and watching the green numbers fly.
Does any of that include things outside of the profession itself that buff healing to allies, such as Delicious Rice Balls, Runes of the Monk or Sigils of Transference?Also, 1,873 seems a little higher than I can get with straight Minstrels. I’m usually in the 1,600~ range. May I see your various sources of healing power?
~ Kovu
I included 50% outgoing healing in all of the above numbers. The only exception is for the 5-player numbers, which include 4 players at 150% outgoing healing and 1 player at 100% outgoing healing (Self).
As for 1873 healing power, my Druid in full Minstrels with a Magi’s staff (Enough for 10.25s regen on healing spring) has a base of 1473 healing power. I then add 100 from rice balls, 100 from furious tuning crystals and an extra 200 from the warrior might. Hope that sounds reasonable!
(edited by AnariiUK.7409)
Ah, fair enough. We’re on the same page then, I just didn’t think to include warrior might.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Thanks for the reply Anarri!
I have to admit when I first saw those numbers my eyes almost fell out of their sockets. The best Elementalist and Mesmer healing builds I could come up with only reached 450-550k healing over a minute. As a primarily WvW player, I completely forgot about quickness/alacrity/inspiring presence!
Do you think you could advise me on a staff or CA rotation if you didn’t have permanent quickness or Alacrity uptime? Then I can crunch the numbers for a WvW context!
Thanks for the reply Anarri!
I have to admit when I first saw those numbers my eyes almost fell out of their sockets. The best Elementalist and Mesmer healing builds I could come up with only reached 450-550k healing over a minute. As a primarily WvW player, I completely forgot about quickness/alacrity/inspiring presence!
Do you think you could advise me on a staff or CA rotation if you didn’t have permanent quickness or Alacrity uptime? Then I can crunch the numbers for a WvW context!
For WvW you’ve also got the problem of CA being a 15-second cooldown instead of 10. Without quickness and alacrity I’d estimate that the numbers would be somewhere like:
Staff (15 seconds)
2x Ancestral Grace = 9,970 HP
10x Staff auto = 5,500 HP
3x Water sigil = 2,928 HP
CA (15 seconds)
2x Rejuvenating tides = 23,798 HP
2x Lunar Impact = 14,974 HP
~10x Cosmic ray = 23,770 HP
Other
30 seconds of regen = 16,380 HP
30 seconds of nature renewal = 14,190 HP
_
Total (Per player) = 111,510 HP/ 30 seconds
= 223,020 HP/minute
Total for a party of 5 = 1,040,760 HP/minute.
The beauty of it in a zerg would be that your regen will affect a ton of people, since it pulses 6x rapidly for 10.25 seconds per pulse from healing spring. So if people are moving enough, you can potentially share out regen to 30 people.
What about traited water spirit and Lingering Light? Not direct healing per se, but still should have potential for high numbers in wvw zergs (if the water spirit can survive). Regen from traited water spirit?
(You can also add healing from pets like fern hound and moas, and possibly Invigorating Bond)