Arguments in favor of healing signet?
Ok Antares that’s a fair point, so do you suggest thing we have access to be able to swap to 2 more weapon sets (like the ele has the ability to swap between 4 weapon sets essentially) and one of those weapon sets can be used for healing?
Or do you mean we get extra class unique skills like a guardian which assist with damage mitigation?
And no, you don’t play a warrior. You have a warrior because you wanted to see what they are about, you don’t play a warrior though.
Every anti-warrior that comes into here seems to mysteriously have a warrior so they know the exact ins and outs.
As a warrior, would you feel like you are in a fair fight if you are fighting someone who heals 625 HPS (.02 × 31238) passively and has a base health pool of 31238? These numbers simply allow you to view things from a new perspective. If you think it is fair, then all the power to you. I just hope these numbers will allow people to view this from an entirely humbling perspective.
Yeah, but
a) That guy will be slower than me, and his skills will be harder to land than mine. Or he will have straight-line gap closers, which can be avoided by strafing.
b) I’ll have more acces to vigor and protection or other active defenses than him.
Then the problem is about how much this will be.
However, IMHO a class with high damage and high damage resistance CAN exist. As long as it has skills that are harder to land. A class that is the more powerful the better the player is.
Like in Dark Souls pvp: you can stay in heavy armor and equip a big weapon.
You will deal a ton of damage to the enemy and suffer much less.
Then new players will bite the dust, because big weapons are slow and easy to avoid (if they get you, they might stunlock you to death, but it will happen rarely). While they will have a harder time avoiding damage (heavy armor = more equip load = shorter dodge rolls and slower movement speed = much more precision and timing required to avoid damage).
because he doesn’t know it himself
(edited by redslion.9675)
Yes, Healing Signet heals a lot passively. The reason for this is that Warriors get very little access to other healing skills.
http://wiki.guildwars2.com/wiki/Healing
Note the warrior only appears twice in this list.
This doesn’t even touch on the plethora of ways other classes have to mitigate damage that warriors do not have access to.
The skill is powerful, but it is not over powered when the class is viewed as a whole.
They won’t stop till everything get nerfed into ground.
In wvw the problem isn’t so much the signet alone, it’s that the Warrior can use his mobility to kite and ensure those huge passive heals.
Solution: HS heals normally when in 600 range of an enemy, but outside of that range its heal interval is reduced to once per 3s.
Rush on GS and Savage Leap also should get increased cooldowns when used without an in-range target.
That and the Dec 10 changes would fix just about everything about Warrior imo.
In wvw the problem isn’t so much the signet alone, it’s that the Warrior can use his mobility to kite and ensure those huge passive heals.
Solution: HS heals normally when in 600 range of an enemy, but outside of that range its heal interval is reduced to once per 3s.
Rush on GS and Savage Leap also should get increased cooldowns when used without an in-range target.That and the Dec 10 changes would fix just about everything about Warrior imo.
And by fix you mean freekill status again right ?
Solution: HS heals normally when in 600 range of an enemy, but outside of that range its heal interval is reduced to once per 3s.
Rush on GS and Savage Leap also should get increased cooldowns when used without an in-range target.That and the Dec 10 changes would fix just about everything about Warrior imo.
Yeah, and fries to that right?
In wvw the problem isn’t so much the signet alone, it’s that the Warrior can use his mobility to kite and ensure those huge passive heals.
Solution: HS heals normally when in 600 range of an enemy, but outside of that range its heal interval is reduced to once per 3s.
Rush on GS and Savage Leap also should get increased cooldowns when used without an in-range target.That and the Dec 10 changes would fix just about everything about Warrior imo.
And by fix you mean freekill status again right ?
As long as Warrior has its stability utilities, zerk stance, dogged march and cleansing ire it’ll never be a “freekill”. None of which from that list I think need nerfing particularly. Kiting mobility coupled with passive regen promotes a cheesy run and peck playstyle that doesn’t really punish an overextended Warrior.
In wvw the problem isn’t so much the signet alone, it’s that the Warrior can use his mobility to kite and ensure those huge passive heals.
Solution: HS heals normally when in 600 range of an enemy, but outside of that range its heal interval is reduced to once per 3s.
Rush on GS and Savage Leap also should get increased cooldowns when used without an in-range target.That and the Dec 10 changes would fix just about everything about Warrior imo.
Rather an odd solution. Why not cut back on the base passive regen but up the coefficient healing power modifier which would allow for warriors investing in healing power to take advantage of it more. You typically won’t see GC warriors running HS because the signet is terrible when it comes to burst damage.
300 (0.10) Passive
5240 (0.05) Active
Warrior with 1500 Healing power (which every warrior knows is a huge investment) would only garner 450 per second passive regen and only up the active heal to 5315.
This allows for those warriors that want to run a sustain warrior can do so and will make other offensive warriors look at Mending and Healing Surge. If the warrior had 1500 healing power you would see his total passive/active regen looking like this:
HS - 450
Adrenal Health - 585 every 3 seconds with full adrenaline. (or 195 per second)
Regen - 318 per second
----------------------------------------------
Total regen per second: 963
I really wish they would adjust Mending to be something like Troll Unguent.
Mending - Clear three conditions and heal yourself over time.
Health Per Second: 700 (0.10)
Duration: 10 seconds
Cool down: 25 seconds
That means 1500 healing power would equate to almost what the base heal overtime is for the Ranger but we also get our condition cleanses.
Black Gate – Immortals of the Mist [IoM]
(edited by ArtemisEntreri.4138)
In wvw the problem isn’t so much the signet alone, it’s that the Warrior can use his mobility to kite and ensure those huge passive heals.
Solution: HS heals normally when in 600 range of an enemy, but outside of that range its heal interval is reduced to once per 3s.
Rush on GS and Savage Leap also should get increased cooldowns when used without an in-range target.That and the Dec 10 changes would fix just about everything about Warrior imo.
And by fix you mean freekill status again right ?
As long as Warrior has its stability utilities, zerk stance, dogged march and cleansing ire it’ll never be a “freekill”. None of which from that list I think need nerfing particularly. Kiting mobility coupled with passive regen promotes a cheesy run and peck playstyle that doesn’t really punish an overextended Warrior.
Learn to warrior if your playstile it’s run and peck.Warriors were supposed to be a strong frontline class not squishy ao be forced to run every 5 seconds to regain health.Warriors don’t have to run outside of a fight to survive what does that tell you about how good warrior’s survavibility is ?
Ok Antares that’s a fair point, so do you suggest thing we have access to be able to swap to 2 more weapon sets (like the ele has the ability to swap between 4 weapon sets essentially) and one of those weapon sets can be used for healing?
Or do you mean we get extra class unique skills like a guardian which assist with damage mitigation?
And no, you don’t play a warrior. You have a warrior because you wanted to see what they are about, you don’t play a warrior though.
Every anti-warrior that comes into here seems to mysteriously have a warrior so they know the exact ins and outs.
Sorry but I run a Charr warrior in McM, GS/Hammer sometimes GS/Mace+Axe, with healing signet, and melandru runes for condition removal.
Healing Signet passive is too strong as it is, it’s my opinion, even if you don’t like it.
On 1vs1 only some occasonnal zerk thieves can bring down the build, if I miss some dodges. Other than that, when suffering, I just escape through running with GS, regen a bit then come back to finish the poor guy.
You can try deny there is a problem, but the problem is still there.
Why people can’t try to be a little objective about their own profession a bit ?
(edited by Antares.2586)
Ok Antares that’s a fair point, so do you suggest thing we have access to be able to swap to 2 more weapon sets (like the ele has the ability to swap between 4 weapon sets essentially) and one of those weapon sets can be used for healing?
Or do you mean we get extra class unique skills like a guardian which assist with damage mitigation?
And no, you don’t play a warrior. You have a warrior because you wanted to see what they are about, you don’t play a warrior though.
Every anti-warrior that comes into here seems to mysteriously have a warrior so they know the exact ins and outs.
Sorry but I run a Charr warrior in McM, GS/Hammer sometimes GS/Mace+Axe, with healing signet, and melandru runes for condition removal.
Healing Signet passive is too strong as it is, it’s my opinion, even if you don’t like it.
On 1vs1 only some occasonnal zerk thieves can bring down the build, if I miss some dodges. Other than that, when suffering, I just escape through running with GS, regen a bit then come back to finish the poor guy.
You can try deny there is a problem, but the problem is still there.
Why people can’t try to be a little objective about their own profession a bit ?
The reason why HS is a little out of hand is because warriors lack other ways to regen health and mitigate damage compared to other low base HP/armor classes. Anet probably felt giving a slightly exaggerated passive heal would come half way on our sustain and make up for the lack of mitigation. They probably didn’t take into consideration the bonus of mobility to disengage or avoid damage while the passive regen is still going. Couple that with adrenal health and how easy warriors can build adrenaline even using their burst abilities. Really, any good warriors will understand this and maximize their Endure Pain, Shield Block, and CC to reduce the incoming damage to allow HS to continue to build health. Personally, I like what they did with Healing Signet but I think just a slight adjustment should be made to it. Unless they want to give warriors a way to gain access to protection, which you may as well just call them guardians at that point as you bleed in to other class mechanics. As a warrior being a specialist of weapons, they should really rethink how they want us to fight and give us 1 attack on a 10-20 second cool down that we can use to mitigate damage (block, evade, CC or reflect) per weapon.
Black Gate – Immortals of the Mist [IoM]
Probably disengaging ability wasn’t taken into account because before the buffs disengaging as a warrior meant losing the fight:
either you disengaged to run away, or stayed in the fight: gaining time would have meant being in a disadvantage, considering other classes had a higher hps than you.
because he doesn’t know it himself
@ArtemisEntreri
That’s exactly the problem. With adrenal health, I can reach 700+ hps easily, and use some blocks or escapes to capitalize on that.
Sure it’s fun to play, at start, when you kill pepole. But as I realized some professions simply can’t dish out as much damage to pass my regen, the 1vs1 fights don’t seem fair to me anymore.
I’m not asking to nerf the warrior without other solutions, but this one is too easy to build / achieve, I think. Some regen on skill activation, for example, would be better than this.
@ArtemisEntreri
That’s exactly the problem. With adrenal health, I can reach 700+ hps easily, and use some blocks or escapes to capitalize on that.
Sure it’s fun to play, at start, when you kill pepole. But as I realized some professions simply can’t dish out as much damage to pass my regen, the 1vs1 fights don’t seem fair to me anymore.
I’m not asking to nerf the warrior without other solutions, but this one is too easy to build / achieve, I think. Some regen on skill activation, for example, would be better than this.
Do u know what hps mean?
@ArtemisEntreri
That’s exactly the problem. With adrenal health, I can reach 700+ hps easily, and use some blocks or escapes to capitalize on that.
Il
Sure it’s fun to play, at start, when you kill pepole. But as I realized some professions simply can’t dish out as much damage to pass my regen, the 1vs1 fights don’t seem fair to me anymore.I’m not asking to nerf the warrior without other solutions, but this one is too easy to build / achieve, I think. Some regen on skill activation, for example, would be better than this.
Whar does healing signet have to do with your 700hps.Hs is 400 End of story .You could still keep the other 300hps even if you equip another heal and you need to trade almost everyrhing thing to spec a cheesyy healing power regen bunk with the new change to UF.
I just 1v2 two of these warriors today in wvw, me alone, so your argument that classes don’t have enough dps it’s just false.Not my problem they choose to use bunky with crappy dps builds.
Ps your hps is wrong too.Andrenal health does not work like that.Yet another fotm reroller that knows nothing about what he is talking about.
(edited by mini.6018)
405 + 360/3 + ~1800 × 2 Heal from Shouts every 20s = 715 hps with my build.
The idea is you can easily reach that level with the help fo HS.
Passive regen from the Signet is still the most of it.
Yeah, you’d just 1vs10 HS wars today and still won, I know. That does prove HS is not OP at all, for sure.
(edited by Antares.2586)
405 + 360/3 + ~1800 × 2 Heal from Shouts every 20s = 715 hps with my build.
The idea is you can easily reach that level with the help fo HS.
Passive regen from the Signet is still the most of it.Yeah, you’d just 1vs10 HS wars today and still won, I know. That does prove HS is not OP at all, for sure.
So you basicly spec for healing on shouts and then you call Healing signet OP even if it has absolutely nothing to do with it .LOL .You can do the same with andrenal surge.You want me to make a drawing for you ?All the other classes can easily reach 600-800 hps too so what’s your point ?
405 + 360/3 + ~1800 × 2 Heal from Shouts every 20s = 715 hps.
With healing surge: 9895/30 + 360/3 + 1800×2 every 20s = 639 hps.
Only 76hps less than your build. Tell me about how 76 less hps would suddendly make you weaker.
Let alone that Surge can heal way more than Signet if poison is in the scheme.
Assuming you only Surge after removing poison, Healing signet comes off underpowered already.
If healing signet was to heal 329hps like surge, this complain would not change, proof being that math is not a problem here, but probably just paranoia in that people see “regen” as a better heal than burst heals, when in fact it is not.
This thread is mathematically a pointless complaint.
405 + 360/3 + ~1800 × 2 Heal from Shouts every 20s = 715 hps.
With healing surge: 9895/30 + 360/3 + 1800×2 every 20s = 639 hps.
Only 76hps less than your build. Tell me about how 76 less hps would suddendly make you weaker.Let alone that Surge can heal way more than Signet if poison is in the scheme.
Assuming you only Surge after removing poison, Healing signet comes off underpowered already.
If healing signet was to heal 329hps like surge, this complain would not change, proof being that math is not a problem here, but probably just paranoia in that people see “regen” as a better heal than burst heals, when in fact it is not.This thread is mathematically a pointless complaint.
Exactly.
People seem to not understand where war was before HS was buffed. There’s a reason this skill was buffed. There’s a reason the december 10th nerf doesn’t include it.
Warriors need this skill to remain viable.
Total healing is far higher for ele than war
Most eles have 16-18k hp.
405 + 360/3 + ~1800 × 2 Heal from Shouts every 20s = 715 hps.
With healing surge: 9895/30 + 360/3 + 1800×2 every 20s = 639 hps.
Only 76hps less than your build. Tell me about how 76 less hps would suddendly make you weaker.Let alone that Surge can heal way more than Signet if poison is in the scheme.
Assuming you only Surge after removing poison, Healing signet comes off underpowered already.
If healing signet was to heal 329hps like surge, this complain would not change, proof being that math is not a problem here, but probably just paranoia in that people see “regen” as a better heal than burst heals, when in fact it is not.This thread is mathematically a pointless complaint.
You’re missing the point, but proving it in the same time.
It’s passive. Uninterruptible. It requires no skill from the player to use it properly.
So it’s easier than an active skill you have to trigger, yet it heals for higher, hps speaking. That’s exactly the problem.
Speaking about burst, it’s pointless. You shouldn’t win 1vs3 competent people, and against a single opponent, the burst is more avoided with dodges, endure pain/shield tricks than through pure healing.
(edited by Antares.2586)
maibe put internal cooldown on Vigorous Shouts instead of nerfing signet?
You’re missing the point, but proving it in the same time.
It’s passive. Uninterruptible. It requires no skill from the player to use it properly.
So it’s easier than an active skill you have to trigger, yet it heals for higher, hps speaking. That’s exactly the problem.
Speaking about burst, it’s pointless. You shouldn’t win 1vs3 competent people, and against a single opponent, the burst is more avoided with dodges, endure pain/shield tricks than through pure healing.
Then make it harder to use.
And maybe then you can even make it more powerful and be balanced.
Like a toggle on/off effect. The Signet heals while it’s toggled on but it has a drawback (I proposed more damage received, but some people didn’t like it). Then put a small cd on toggle (5s).
Here, instead of a skill that many people want nerfed because they feel it’s supposed to be a noob skill (less strong, easier to use), which is a BAD, BAD, BAD design, let’s have a highly risky, highly rewarding skill that works completely different from others.
Or just put healing signet’s hps on active, remove regen and put something else on passive (6400 heals when activated, so that it has the same HPS with Signet Mastery).
Or change it into an “Old School Signet”. No healing, no procs, but reduces all damage received by 50%, or something like that. Back in the days when healing was rare.XD
because he doesn’t know it himself
It’s passive. Uninterruptible. It requires no skill from the player to use it properly.
Almost every class has an healing skill with those exact same characteristics and even stronger than healing signet, your point is invalid.
Let alone HS is hard-countered by poison.
The only thing that needs to be done – on an unbiased, objective basis – is lower the amount of healing to that of surge, aka 329hps instead of 395hps.
Everything else posted on this thread is emotional nonsense.
Everything else posted on this thread is emotional nonsense.
^
I hope Anent stops nerfing based off people crying on these forums and gets some actual testers that are actual gamers
Warrior needs ways to stand when focused and healing signet can give some sustain against conditions but its weak against bursts. Its a choice you made. You dont have sustain against burst if you take HS. You dont have sustain against attrition if you take surge.
If you dont see many warriors with surge its because the meta is a condition one. When players decide to change the meta you will see the surge warriors. and then you will see the whine against surge. And the qq will go on…
Warrior needs ways to stand when focused and healing signet can give some sustain against conditions but its weak against bursts. Its a choice you made. You dont have sustain against burst if you take HS. You dont have sustain against attrition if you take surge.
If you dont see many warriors with surge its because the meta is a condition one. When players decide to change the meta you will see the surge warriors. and then you will see the whine against surge. And the qq will go on…
All other classes sustain gives them health on attack. Make healing signet 360 regen per attack, not regen out of ur anus while u run around picking t1 materials.
Warrior needs ways to stand when focused and healing signet can give some sustain against conditions but its weak against bursts. Its a choice you made. You dont have sustain against burst if you take HS. You dont have sustain against attrition if you take surge.
If you dont see many warriors with surge its because the meta is a condition one. When players decide to change the meta you will see the surge warriors. and then you will see the whine against surge. And the qq will go on…All other classes sustain gives them health on attack. Make healing signet 360 regen per attack, not regen out of ur anus while u run around picking t1 materials.
Comparing classes its not the smartiest thing to do unless they are all equal.
The objective Anet should be looking at is, "How can I make Healing signet effective without making it the go to heal regardless of the situation." Your healing signet is strong versus conditions, especially if you have high condition cleansing or Melandru/Hoelbrak + Lemongrass food. Its weakness is countering high amounts of burst damage which is where Endure Pain, Shield Block, and Defy Pain (if you get it) come in to play. Defy Pain (5) + Endure Pain (4) + Shield stance (3) was fantastic way to reduce incoming damage and gain a little over 6k health back from HS and adrenal health. Now maybe if Endure Pain and Defy Pain didn’t allow us to continue the good fight, that might not be bad or reduced our dmg output by 25% (or w/e) could that be fair but 9 seconds of not taking damage (besides conditions which HS usually kept you alive from if they didn’t fall off) while still being able to drop the pain, was crazy good.
Making comparisons between classes is extremely difficult because they all play different and have other variables that are never factored in. i.e. Warrior has high base HP and heavy armor + now this very good sustain mainly because his options for low cooldown mitigation is not available like guardians where guardian mitigation is very good due to their low HP and heavy armor but they don’t have as high sustain or burst heals.
Black Gate – Immortals of the Mist [IoM]
(edited by ArtemisEntreri.4138)
I think Artemis really got onto what I wanted to say… I dont know if HS is really overpowered, but there is something wrong when nearly all warriors are running the same heal skill in all situations. Thats not right and does suggest its overpowered to a degree, although in 1v1 situations (which is all I can accurately comment on) I dont find warriors using it to be anymore better or worse than another class using some other heal.
Gunnar’s Hold
I think Artemis really got onto what I wanted to say… I dont know if HS is really overpowered, but there is something wrong when nearly all warriors are running the same heal skill in all situations. Thats not right and does suggest its overpowered to a degree, although in 1v1 situations (which is all I can accurately comment on) I dont find warriors using it to be anymore better or worse than another class using some other heal.
That was the same thing before buffs, with Healing Surge.
That didn’t actually meant Healing Surge was OP, right?
However, yeah, damage immunity might be a problem.
But it gets nerfed: if you move unsuspecting foe up, people will probably have to drop 30 points int defense. And Hammer warriors already didn’t use Defy Pain.
Mace/shield GS is able to stack such invulnerability, but they won’t from December 10.
Hammer/Longbow warrior only uses Endure Pain. It’s OP for other reasons. Worse than that, it’s over punishing. With some builds you can take down a hammer/longbow war, even if neither of you makes mistakes. But your mistakes are much more damaging than theirs (which was also the problem with dueling phantasm mesmers, back in their days).
because he doesn’t know it himself
(edited by redslion.9675)
Warrior needs ways to stand when focused and healing signet can give some sustain against conditions but its weak against bursts. Its a choice you made. You dont have sustain against burst if you take HS. You dont have sustain against attrition if you take surge.
If you dont see many warriors with surge its because the meta is a condition one. When players decide to change the meta you will see the surge warriors. and then you will see the whine against surge. And the qq will go on…All other classes sustain gives them health on attack. Make healing signet 360 regen per attack, not regen out of ur anus while u run around picking t1 materials.
Well, if you think we need that… but what when I stricke 5 people with my GS? 1800 healing every 0.5 seconds? Thanks!XD
Or even… just 720 hps for autoattack (if it heals per attack and not per strike).
Cool!
Or almost 1440 hps with axe
Yep. Totally balanced.xD
because he doesn’t know it himself
The problem was that ANET buffed the healing signet, but left warriors mobility untouched. You can’t have a tank and have the highest mobility in game, thats just OP. I suggest shaving off a bit of range from bulls charge and rush.
Warrior needs ways to stand when focused and healing signet can give some sustain against conditions but its weak against bursts. Its a choice you made. You dont have sustain against burst if you take HS. You dont have sustain against attrition if you take surge.
If you dont see many warriors with surge its because the meta is a condition one. When players decide to change the meta you will see the surge warriors. and then you will see the whine against surge. And the qq will go on…All other classes sustain gives them health on attack. Make healing signet 360 regen per attack, not regen out of ur anus while u run around picking t1 materials.
Omnomberry Ghost has at most a 66% chance to heal on hit and it heals for 325. Meaning it average out to a maximum of 214 hp/hit.
They put an internal cooldown on that because it was too strong on a zerker warrior. You’re basically suggesting turning Healing Signet from the current state to the only heal anyone would ever pick for any reason. Oh and guess what? Since AoEs hit 5 people, that would mean the new signet would cause things like Combustive Shot pulsing for 1,800 hp every 2 seconds if it hits 5 people.
Your ideal could work… if warriors did not have cleave or AoEs on every weapon that is not Rifle. And Rifle gets pierce.
On the other hand, making Healing Signet heal on skill use would also be kinda worrisome, as most of our autoattacks can output far more than 1 attack/s. For example, the axe chain averages to about 2/s, the sword is a bit above that.
(edited by Olba.5376)
From a sPvP point of view:
400 hp/sec is not really that amazing. You basicly sacrifice a burst heal for it, which is a big trade-off. It’s completely uncontrollable and +1k healing only increases it by 50hp/sec. For a light/medium armor build (basicly dps oriented) a burst heal would be more functional, because more damage taken/sec decreases the effectiveness of the signet. As mentioned, it’s vulnerable to bursts.
It gets interesting when you have 3k+ armor, and/or healing throughout other sources such as banners(regen), dolyak, ..
Now it’s (450 +250 + 30) 730 hp/sec, which is pretty solid. If you pair this with a massive amount of toughness and/or some defensive traits, you got yourself a neat
bunker spec. Altho, it would never be as effective as an engineer bunker due to it’s lack of burst heals. (engineers have it both)
On the upside, you maintain more dps. I run the build sometimes for fun, but there are far better builds out there (without healing sig).
I’m pretty much neutral on the issue. It’s like getting paid 50.000 in cash or recieving 500 every day.. Depends on how long it’ll last, or how badly i need the cash instantly :P
Necromancer in the Warrior forum!
@ArtemisEntreri
That’s exactly the problem. With adrenal health, I can reach 700+ hps easily, and use some blocks or escapes to capitalize on that.
Sure it’s fun to play, at start, when you kill pepole. But as I realized some professions simply can’t dish out as much damage to pass my regen, the 1vs1 fights don’t seem fair to me anymore.
I’m not asking to nerf the warrior without other solutions, but this one is too easy to build / achieve, I think. Some regen on skill activation, for example, would be better than this.
Healing signet (30 discipline) with full healing/dwayna gear = 420 per tick.
adrenal healing doesn’t scale w/ healing power at all.
Therefore your claim you can easily achieve 700+ would assume your using healing signet at 30 discipline w/ full cleric/dwayna runes and never use adrenaline at all..which still leaves you short of 700+..so attach healing power +10 on kill and assume your running at 25 stacks..and you say you felt it was op?..you’re just a mound of healing jelly with stubby little legs and arms and weapons that should be replaced with ping pong paddles for the dmg your doing. Which by the way is 120 per auto attack and 230 on crit which you’ll achieve about 3% of the time. You say that is OP?..it is not OP,..it is just a really unclever. Just say’n.
@ArtemisEntreri
That’s exactly the problem. With adrenal health, I can reach 700+ hps easily, and use some blocks or escapes to capitalize on that.
Sure it’s fun to play, at start, when you kill pepole. But as I realized some professions simply can’t dish out as much damage to pass my regen, the 1vs1 fights don’t seem fair to me anymore.
I’m not asking to nerf the warrior without other solutions, but this one is too easy to build / achieve, I think. Some regen on skill activation, for example, would be better than this.
Healing signet (30 discipline) with full healing/dwayna gear = 420 per tick.
adrenal healing doesn’t scale w/ healing power at all.Therefore your claim you can easily achieve 700+ would assume your using healing signet at 30 discipline w/ full cleric/dwayna runes and never use adrenaline at all..which still leaves you short of 700+..so attach healing power +10 on kill and assume your running at 25 stacks..and you say you felt it was op?..you’re just a mound of healing jelly with stubby little legs and arms and weapons that should be replaced with ping pong paddles for the dmg your doing. Which by the way is 120 per auto attack and 230 on crit which you’ll achieve about 3% of the time. You say that is OP?..it is not OP,..it is just a really unclever. Just say’n.
I’m gonna go a step further and say its actually pretty easy to achieve 1100hps passive heals on warrior. Btw, damage is not that low.
Have a good day
@ArtemisEntreri
That’s exactly the problem. With adrenal health, I can reach 700+ hps easily, and use some blocks or escapes to capitalize on that.
Sure it’s fun to play, at start, when you kill pepole. But as I realized some professions simply can’t dish out as much damage to pass my regen, the 1vs1 fights don’t seem fair to me anymore.
I’m not asking to nerf the warrior without other solutions, but this one is too easy to build / achieve, I think. Some regen on skill activation, for example, would be better than this.
Healing signet (30 discipline) with full healing/dwayna gear = 420 per tick.
adrenal healing doesn’t scale w/ healing power at all.Therefore your claim you can easily achieve 700+ would assume your using healing signet at 30 discipline w/ full cleric/dwayna runes and never use adrenaline at all..which still leaves you short of 700+..so attach healing power +10 on kill and assume your running at 25 stacks..and you say you felt it was op?..you’re just a mound of healing jelly with stubby little legs and arms and weapons that should be replaced with ping pong paddles for the dmg your doing. Which by the way is 120 per auto attack and 230 on crit which you’ll achieve about 3% of the time. You say that is OP?..it is not OP,..it is just a really unclever. Just say’n.
I’m gonna go a step further and say its actually pretty easy to achieve 1100hps passive heals on warrior. Btw, damage is not that low.
Have a good day
You’re going to have to enlighten me, because I’m pretty sure you can’t. Things to note: Mango pie has nothing to do with warrior and shout heals are not HPS or passive and you’re sacrificing the far superior stances for the shouts.
I’m going to assume you’re going full clerics and healing power is by far the worst stat in the game but that’s fine, at least list where the 1100HPS is coming from since you claim it’s possible.
If healing singet isn’t op can the rest of the classes get it. I would trade aed for healing singet on my alt engi any day of the week.
If you give Warriors access to near perma protection, engis can have healing signet too.
Mesmer pretty much has a refined version of Healing signet and I don’t see nearly as much QQ about them.
(edited by Kagamiku.9731)
Actually my warrior needs that stealth and illusion spamm…
@ArtemisEntreri
That’s exactly the problem. With adrenal health, I can reach 700+ hps easily, and use some blocks or escapes to capitalize on that.
Sure it’s fun to play, at start, when you kill pepole. But as I realized some professions simply can’t dish out as much damage to pass my regen, the 1vs1 fights don’t seem fair to me anymore.
I’m not asking to nerf the warrior without other solutions, but this one is too easy to build / achieve, I think. Some regen on skill activation, for example, would be better than this.
Healing signet (30 discipline) with full healing/dwayna gear = 420 per tick.
adrenal healing doesn’t scale w/ healing power at all.Therefore your claim you can easily achieve 700+ would assume your using healing signet at 30 discipline w/ full cleric/dwayna runes and never use adrenaline at all..which still leaves you short of 700+..so attach healing power +10 on kill and assume your running at 25 stacks..and you say you felt it was op?..you’re just a mound of healing jelly with stubby little legs and arms and weapons that should be replaced with ping pong paddles for the dmg your doing. Which by the way is 120 per auto attack and 230 on crit which you’ll achieve about 3% of the time. You say that is OP?..it is not OP,..it is just a really unclever. Just say’n.
I’m gonna go a step further and say its actually pretty easy to achieve 1100hps passive heals on warrior. Btw, damage is not that low.
Have a good day
You’re going to have to enlighten me, because I’m pretty sure you can’t. Things to note: Mango pie has nothing to do with warrior and shout heals are not HPS or passive and you’re sacrificing the far superior stances for the shouts.
I’m going to assume you’re going full clerics and healing power is by far the worst stat in the game but that’s fine, at least list where the 1100HPS is coming from since you claim it’s possible.
HS, adrenal health, and regen boon is around 1100hps. I think I can probably bump mine up to 1200hps, not sure if 1300hps is possible though. I dont actually run this build unless the server has trouble holding a keep from a large zerg though.
You can also throw in a 43.5 second aoe aegis every 48 seconds with monk runes if you’re into that lol.
HS, adrenal health, and regen boon is around 1100hps. I think I can probably bump mine up to 1200hps, not sure if 1300hps is possible though. I dont actually run this build unless the server has trouble holding a keep from a large zerg though.
You can also throw in a 43.5 second aoe aegis every 48 seconds with monk runes if you’re into that lol.
Healing Signet 392
Adrenal Health (with full adrenaline)120
Regen 130
= 642
Are you telling me full cleric increases regen by another 500HPS?
HS, adrenal health, and regen boon is around 1100hps. I think I can probably bump mine up to 1200hps, not sure if 1300hps is possible though. I dont actually run this build unless the server has trouble holding a keep from a large zerg though.
You can also throw in a 43.5 second aoe aegis every 48 seconds with monk runes if you’re into that lol.
HS, adrenal health and regen from banner is ~907 hps with 1500 healing power. I not even mention how laughable your damage will be with that amount of healing power.
25 charracters
@Rednik
Not gonna lie, damage is low to moderate, but definitely not as low as CntrlAltDefeat claims. But if I actually wanted to do damage, I’d obviously run knights, soldiers, zerkers, etc. Sword autoattack is 450+ while axe is around 500-1200 (noncrit, no buffs). This is pretty much what my ranger does with full soldiers. My point is that warriors do not surrender as much damage as other classes when taking clerics since our base damage is higher. You are also able to do a 4k-5k crit spikes (occasionally) with sword or axe skills, its not often you see a class with clerics gear being able to do that type of damage
____________________________________________
Now, about the passive heals
The screenshot here is with food buffs and 25 stacks of life.
- HS healing signet: 497hps
-Regen boon: 419hps
- Adrenal health: 713hp/3s
Total passive heal: 1153hps
Of course, I’m not going to have the bloodlust buff all the time, but to be fair, the runes I’m running don’t have healing power and theres still a couple more ways to push healing power up \o/
(edited by kiwituatara.6053)
If you give Warriors access to near perma protection, engis can have healing signet too.
Mesmer pretty much has a refined version of Healing signet and I don’t see nearly as much QQ about them.
Its called heavy armor your pretty much always have protection compared to an engi with medium armor can I has my healing singet now.
If you give Warriors access to near perma protection, engis can have healing signet too.
Mesmer pretty much has a refined version of Healing signet and I don’t see nearly as much QQ about them.
Its called heavy armor your pretty much always have protection compared to an engi with medium armor can I has my healing singet now.
Protection is *1.5 to armor. Can I be full zerker with 3k armor, plz?
25 charracters