https://twitter.com/TalathionEQ2
Berserker's Healing
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This goes very well with:
http://wiki.guildwars2.com/wiki/Combustive_Shot
http://wiki.guildwars2.com/wiki/Flurry
http://wiki.guildwars2.com/wiki/Rending_Strikes
https://twitter.com/TalathionEQ2
While I agree we lack sustainability This trait seems to belong in the tactics line as well as a T2 if not T3.
Anywhere else and I can see this being far too over powering.
Jade Quarry
While I agree we lack sustainability This trait seems to belong in the tactics line as well as a T2 if not T3.
Anywhere else and I can see this being far too over powering.
We apply conditions as much as Guardian’s apply boons, if it is overpowering then its as overpowering as traits that are already in the game.
It makes sense because a berserker would stay in the fight the more wounds he inflicts, a condition to us is pretty much a wound, since we can only apply vulnerability and bleeding and a tiny bit of fire with one weapon.
However, the line I chose itself is because it is mostly our condition line, it applys the most conditions.
It is also the same line that uses the two weapons that apply conditions. Greatsword/Sword.
https://twitter.com/TalathionEQ2
While I agree we lack sustainability This trait seems to belong in the tactics line as well as a T2 if not T3.
Anywhere else and I can see this being far too over powering.
We apply conditions as much as Guardian’s apply boons, if it is overpowering then its as overpowering as traits that are already in the game.
It makes sense because a berserker would stay in the fight the more wounds he inflicts, a condition to us is pretty much a wound, since we can only apply vulnerability and bleeding and a tiny bit of fire with one weapon.
However, the line I chose itself is because it is mostly our condition line, it applys the most conditions.
It is also the same line that uses the two weapons that apply conditions. Greatsword/Sword.
I am not saying that this would be game breaking or even overpowered but putting it as in strength makes no sense to me. Putting it into the tactics line makes people have to invest points into tactics as well as arms if they truly want to have that benefit of healing from applying conditions. This is an ability for sustainability not damage, so I conclude that it should be in a line such as Tactics or even Discipline.
Jade Quarry
While I agree we lack sustainability This trait seems to belong in the tactics line as well as a T2 if not T3.
Anywhere else and I can see this being far too over powering.
We apply conditions as much as Guardian’s apply boons, if it is overpowering then its as overpowering as traits that are already in the game.
It makes sense because a berserker would stay in the fight the more wounds he inflicts, a condition to us is pretty much a wound, since we can only apply vulnerability and bleeding and a tiny bit of fire with one weapon.
However, the line I chose itself is because it is mostly our condition line, it applys the most conditions.
It is also the same line that uses the two weapons that apply conditions. Greatsword/Sword.
I am not saying that this would be game breaking or even overpowered but putting it as in strength makes no sense to me. Putting it into the tactics line makes people have to invest points into tactics as well as arms if they truly want to have that benefit of healing from applying conditions. This is an ability for sustainability not damage, so I conclude that it should be in a line such as Tactics or even Discipline.
It would be in “Arms.” not “Strength.” I agree it makes no sense in strength.
Tactics isn’t “berserkerish.” Tactics line is more like a commander, that is why it has support like shouts and banners. A commander or tactician would not gain pleasure or vigor from wounding (applying conditions.) to others.
I don’t know what Arms refers to for warriors, but one description is this: Extremely upset; indignant. It could also mean weapons as well.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
While I agree we lack sustainability This trait seems to belong in the tactics line as well as a T2 if not T3.
Anywhere else and I can see this being far too over powering.
We apply conditions as much as Guardian’s apply boons, if it is overpowering then its as overpowering as traits that are already in the game.
It makes sense because a berserker would stay in the fight the more wounds he inflicts, a condition to us is pretty much a wound, since we can only apply vulnerability and bleeding and a tiny bit of fire with one weapon.
However, the line I chose itself is because it is mostly our condition line, it applys the most conditions.
It is also the same line that uses the two weapons that apply conditions. Greatsword/Sword.
I am not saying that this would be game breaking or even overpowered but putting it as in strength makes no sense to me. Putting it into the tactics line makes people have to invest points into tactics as well as arms if they truly want to have that benefit of healing from applying conditions. This is an ability for sustainability not damage, so I conclude that it should be in a line such as Tactics or even Discipline.
It would be in “Arms.” not “Strength.”.
Tactics isn’t “berserkerish.” Tactics line is more like a commander, that is why it has support like shouts and banners. A commander or tactician would not gain pleasure or vigor from wounding (applying conditions.) to others.
This really doesn’t have to do with what a commander would do. What you are asking for is healing, great damage, and sustain all in one trait line.
Jade Quarry
While I agree we lack sustainability This trait seems to belong in the tactics line as well as a T2 if not T3.
Anywhere else and I can see this being far too over powering.
We apply conditions as much as Guardian’s apply boons, if it is overpowering then its as overpowering as traits that are already in the game.
It makes sense because a berserker would stay in the fight the more wounds he inflicts, a condition to us is pretty much a wound, since we can only apply vulnerability and bleeding and a tiny bit of fire with one weapon.
However, the line I chose itself is because it is mostly our condition line, it applys the most conditions.
It is also the same line that uses the two weapons that apply conditions. Greatsword/Sword.
I am not saying that this would be game breaking or even overpowered but putting it as in strength makes no sense to me. Putting it into the tactics line makes people have to invest points into tactics as well as arms if they truly want to have that benefit of healing from applying conditions. This is an ability for sustainability not damage, so I conclude that it should be in a line such as Tactics or even Discipline.
It would be in “Arms.” not “Strength.”.
Tactics isn’t “berserkerish.” Tactics line is more like a commander, that is why it has support like shouts and banners. A commander or tactician would not gain pleasure or vigor from wounding (applying conditions.) to others.
This really doesn’t have to do with what a commander would do. What you are asking for is healing, great damage, and sustain all in one trait line.
Sounds exactly like the Guardian’s Toughness tree. However it would just create builds and give the class more sustain, which it desperately needs.
It has “great” damage, but not the damage that discipline and strength tree have. It would have “great” sustain, but not the healing or burst healing or condition removal tactics has.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
While I agree we lack sustainability This trait seems to belong in the tactics line as well as a T2 if not T3.
Anywhere else and I can see this being far too over powering.
We apply conditions as much as Guardian’s apply boons, if it is overpowering then its as overpowering as traits that are already in the game.
It makes sense because a berserker would stay in the fight the more wounds he inflicts, a condition to us is pretty much a wound, since we can only apply vulnerability and bleeding and a tiny bit of fire with one weapon.
However, the line I chose itself is because it is mostly our condition line, it applys the most conditions.
It is also the same line that uses the two weapons that apply conditions. Greatsword/Sword.
I am not saying that this would be game breaking or even overpowered but putting it as in strength makes no sense to me. Putting it into the tactics line makes people have to invest points into tactics as well as arms if they truly want to have that benefit of healing from applying conditions. This is an ability for sustainability not damage, so I conclude that it should be in a line such as Tactics or even Discipline.
It would be in “Arms.” not “Strength.”.
Tactics isn’t “berserkerish.” Tactics line is more like a commander, that is why it has support like shouts and banners. A commander or tactician would not gain pleasure or vigor from wounding (applying conditions.) to others.
This really doesn’t have to do with what a commander would do. What you are asking for is healing, great damage, and sustain all in one trait line.
Sounds exactly like the Guardian’s Toughness tree. However it would just create builds and give the class more sustain, which it desperately needs.
I completely agree with you. More classes need more builds, guardian included. Have you ever thought that the guardians toughness tree might not be ideal? Have you noticed there are only a handful of Viable builds for each class and some classes only have 1 or 2 really decent options. I don’t know if you played guildwars 1 at all but I have 98 months on there and i can tell you there were countless builds for EVERY class. I think that saying guardian has it so we should to is not justifiable means. Personally What i want from anet for warrior is the following
Shorter CD on Heals
Stronger heals (our heals compared to HP pools is a joke)
More pro-active Adren Use as opposed to getting 3 bars and not using it till you need to
Fix shield. 61 Defense. 61 Defense. Six- One. Know how much defense cloth gloves give at level 80? 133. Over 2 times what a Huge metal shield gives.
Fixing our burst% 3% for 30 points. Sounds legit
Giving more Burst skills for each weapon set. WE are the master of weapons but yet we are a 1 trick pony when it comes to our go-to skill with the actual weapon
Endure pain What a joke. I haven’t used endure pain since my 3000th kill in wvw as a warrior It isn’t worth it with this massive cool down
I’m sure there are many more i Would like to say but This is just off the top of my head and I am very tired
Jade Quarry
There was a lot removed from this thread, can people please re-post the ideas they had?
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Berserker’s Healing (Replaces Furious.)
Applying a condition to enemies heals you.Trait line: Arms
Tier: Grandmaster
Type: Major“At level 80, the amount healed per condition is 69 + 0.01 * Healing Power”
This is because the Greatsword and Sword are in this tree, both apply conditions on Autoattack.
All my previous posts were removed. Apparently it is unacceptable to disagree with what anyone says.
So I guess I’ll agree and hope I don’t get infracted again.
I don’t think it should be per condition. This leaves axe and mace out.
Also, it could make AoE particularly broken.
Berserker’s Healing (Replaces Furious.)
Applying a condition to enemies heals you.Trait line: Arms
Tier: Grandmaster
Type: Major“At level 80, the amount healed per condition is 69 + 0.01 * Healing Power”
This is because the Greatsword and Sword are in this tree, both apply conditions on Autoattack.
All my previous posts were removed. Apparently it is unacceptable to disagree with what anyone says.
So I guess I’ll agree and hope I don’t get infracted again.
I don’t think it should be per condition. This leaves axe and mace out.
Also, it could make AoE particularly broken.
Axe and Mace are not really part of the arms line, its mostly focused on greatswords/swords which both apply conditions on hit, moreso for the sword which does a lot less raw damage then most other weapons. I figure it would make sword more favorable even though its kind of worse off then most other weapons. It really helps the sword more then any other.
AoE isn’t broken in the fact that enemies have to stand in them, because of that fact it has high skill and opportunity cost, altruistic healing is actually better because allies want to stand in them, however enemies will try and avoid your stuff.
((I really want all trees to have some kind of sustain boost, except tactics, tactics is one of our better trees. However the warrior deserves other playstyles.))
https://twitter.com/TalathionEQ2
While I don’t agree that there should be a boost to sustain in all trees..
I am kind of curious to see how this would work out.
I would not mind testing it if it ever came out~
While I don’t agree that there should be a boost to sustain in all trees..
I am kind of curious to see how this would work out.I would not mind testing it if it ever came out~
I would really like a trait test server, we really have a lot of smart minds playing this game. GW1 was one of the best trait systems and skill systems ever created.
https://twitter.com/TalathionEQ2
While I don’t agree that there should be a boost to sustain in all trees..
I am kind of curious to see how this would work out.I would not mind testing it if it ever came out~
I would really like a trait test server, we really have a lot of smart minds playing this game. GW1 was one of the best trait systems and skill systems ever created.
If making a test server is plausible, I would definitely be willing to help out with testing.
Hell, even if they charged gold to try out the servers, I would do it.
one of the biggest problems that I currently have with this game is that our traits are not trees, they are lines. Even though These lines have options in them, it still leaves out a lot more customiation that could come from a more traditional ‘trait tree’
Jade Quarry
The problem with more Warrior healing traits is that it needs to take into account the various ways warriors have heals from other sources; that’s the problem with the balance…it would need a reduction in say Adrenaline Health or Shout Healing/Banner Regen frequency. There is nothing wrong with the idea per se except it would likely need an internal cooldown or it falls into the realm of lifesteal food/Whirling Axe issues with heals on crit procs (bleeds/vulns/etc. all within the same Arms line).
Finally, Furious isn’t a horrible talent even if grandmaster (but it would be better if Furious was the baseline grandmaster 25 in Discipline though instead of Versatile Power).
The problem with more Warrior healing traits is that it needs to take into account the various ways warriors have heals from other sources; that’s the problem with the balance…it would need a reduction in say Adrenaline Health or Shout Healing/Banner Regen frequency. There is nothing wrong with the idea per se except it would likely need an internal cooldown or it falls into the realm of lifesteal food/Whirling Axe issues with heals on crit procs (bleeds/vulns/etc. all within the same Arms line).
Finally, Furious isn’t a horrible talent even if grandmaster (but it would be better if Furious was the baseline grandmaster 25 in Discipline though instead of Versatile Power).
Why? All those moves suffer from confusion/retaliation the same. Why do you need to reduce the other healing abilities? The Warrior sacrifices critical bonus (damage.) and Power for all that survivability. Just like other classes have the option to do.
The /real/ problem with Omnomberry Pie is that you could go full damage and get that survivability, this gives you worse survivability while sacrificing all your damage.
People could just go full zerker and heal for max, and spec for all power/critical damage and do tons of damage.
Altruistic Healing does not have an internal cool-down, and it is fairly balanced, it probably would heal for more then this trait because you don’t need a target for it and allies and enemies don’t move out of your circles. You could argue that guardians need more healing, however I think Warriors should out heal guardians since they don’t have virtues (Passive Procs/Healing/Effects.) and don’t have protection or very much if not any condition removal.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Something needs done, this is ridiculous, our survivability is just nothing compared to other classes and its just an absolute joke.
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Axe and Mace are not really part of the arms line, its mostly focused on greatswords/swords which both apply conditions on hit…
Blanket adds that sound cool aren’t always ideal. The four weapons mentioned, why does it matter what trait line a weapon happens to be in to benefit from an overall sustain improvement to the profession? Are not Axes and Greatswords both offensive weapons? So why should one heal on auto-attack and the other can’t? Mace and Sword are arguably more defensive weapons with Sword being a bit more offensive…so why should Sword become more defensive ontop of that?
You should answer these points and describe the effects such a change would have on the weapon combos and the profession. Perhaps you’d see imbalances it creates or places it doesn’t help at all where it probably should.
((I really want all trees to have some kind of sustain boost, except tactics, tactics is one of our better trees. However the warrior deserves other playstyles.))
The overarching balance of the game as a whole is give-and-take. You only get 70 trait points to spend, you only have 6 active rune slots, you can only choose traits of specific brackets such as Master and Grandmaster, you can only keep 3 utilities while in combat, etc. etc.
This is hardly different for all professions. If you want defense or sustain, you pick the defense/sustain trait line. Elementalist doesn’t pick air for healing, Mesmers don’t pick Dueling for defense, Warrior shouldn’t be picking strength and arms for healing. It’s that simple. You want something to help you survive, you have to give something up, be it offensive traits, an offensive weapon, offensive utilities or offensive gear.
Whether or not a Warrior can accomplish these effectively isn’t really covered by your suggestion and I doubt it will because you’ll likely not be willing to adjust your ideals to make compromises that should be inherent to builds of all professions regardless of what bias opinion you may have of what another profession is capable of. Propositions to balance a profession should have nothing to do with possible imbalances of other professions as those can be adjusted if needed.
Axe and Mace are not really part of the arms line, its mostly focused on greatswords/swords which both apply conditions on hit…
Blanket adds that sound cool aren’t always ideal. The four weapons mentioned, why does it matter what trait line a weapon happens to be in to benefit from an overall sustain improvement to the profession? Are not Axes and Greatswords both offensive weapons? So why should one heal on auto-attack and the other can’t? Mace and Sword are arguably more defensive weapons with Sword being a bit more offensive…so why should Sword become more defensive ontop of that?
You should answer these points and describe the effects such a change would have on the weapon combos and the profession. Perhaps you’d see imbalances it creates or places it doesn’t help at all where it probably should.
((I really want all trees to have some kind of sustain boost, except tactics, tactics is one of our better trees. However the warrior deserves other playstyles.))
The overarching balance of the game as a whole is give-and-take. You only get 70 trait points to spend, you only have 6 active rune slots, you can only choose traits of specific brackets such as Master and Grandmaster, you can only keep 3 utilities while in combat, etc. etc.
This is hardly different for all professions. If you want defense or sustain, you pick the defense/sustain trait line. Elementalist doesn’t pick air for healing, Mesmers don’t pick Dueling for defense, Warrior shouldn’t be picking strength and arms for healing. It’s that simple. You want something to help you survive, you have to give something up, be it offensive traits, an offensive weapon, offensive utilities or offensive gear.
Whether or not a Warrior can accomplish these effectively isn’t really covered by your suggestion and I doubt it will because you’ll likely not be willing to adjust your ideals to make compromises that should be inherent to builds of all professions regardless of what bias opinion you may have of what another profession is capable of. Propositions to balance a profession should have nothing to do with possible imbalances of other professions as those can be adjusted if needed.
All trees should have there own goods and bads. Defense tree should survive with damage reduction, not healing. However there is no option for that either.
I don’t understand what you mean by the elementalist thing, there best survivability tree is also there best offensive tree, the ability to constantly switch attunements for offensive and defensive buffs is insane.
Tactics line has shouts and banners, both of which provide a lot of damage and healing, more-so damage then healing for banners, and moreso healing then damage for shouts. However its more group-wise.
It could benefit from Axe/Mace I guess if you account how much vulnerability they add, but it would be more bursty healing then the sword/greatsword healing.
Arms is a bit more narcissistic then tactics. (More self reliant.) So it has its own playstyle.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
All trees should have there own goods and bads. Defense tree should survive with damage reduction, not healing. However there is no option for that either.
I wouldn’t be so quick to delegate Tactics as the ‘healing’ line and Defense as the ‘take-less-damage’ line. The general concept of Tactics is ‘team-play’, usually involving team-aid skills. Defense “should be” straight personal survivability but still not forgetting what other things you’re capable of with other trait lines.
I don’t understand what you mean by the elementalist thing, there best survivability tree is also there best offensive tree, the ability to constantly switch attunements for offensive and defensive buffs is insane.
Acrane is for utility, not offense. Utility can be leveraged for offense, but swapping attunements faster does not net more damage. Using damaging skills and having them cooldown faster is what generates damage and Arcane does not decrease the cooldowns on Fire/Air skills. Constantly swapping attunements for the boons is a trait you can use, but it isn’t just for yourself but for the team. It’s utility for your team not just yourself.
All trees should have there own goods and bads. Defense tree should survive with damage reduction, not healing. However there is no option for that either.
I wouldn’t be so quick to delegate Tactics as the ‘healing’ line and Defense as the ‘take-less-damage’ line. The general concept of Tactics is ‘team-play’, usually involving team-aid skills. Defense “should be” straight personal survivability but still not forgetting what other things you’re capable of with other trait lines.
I don’t understand what you mean by the elementalist thing, there best survivability tree is also there best offensive tree, the ability to constantly switch attunements for offensive and defensive buffs is insane.
Acrane is for utility, not offense. Utility can be leveraged for offense, but swapping attunements faster does not net more damage. Using damaging skills and having them cooldown faster is what generates damage and Arcane does not decrease the cooldowns on Fire/Air skills. Constantly swapping attunements for the boons is a trait you can use, but it isn’t just for yourself but for the team. It’s utility for your team not just yourself.
Wrong, swapping attunements faster lets them go on a rotation to all there cool-downs, making them deal 2x more damage because they have more abilities to cycle through.
http://wiki.guildwars2.com/wiki/Arcane_Precision Can also apply a lot of damage via conditions. They also can get a lot of Might from there attunement switching, and boon duration.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Wrong, swapping attunements faster lets them go on a rotation to all there cool-downs, making them deal 2x more damage because they have more abilities to cycle through.
http://wiki.guildwars2.com/wiki/Arcane_Precision Can also apply a lot of damage via conditions. They also can get a lot of Might from there attunement switching, and boon duration.
And you’re reaching. Elementalist 101: more skill spam doesn’t = bigger damage. I’m not going to go into details that you continue to disregard (like how Arcane Precision is only a 8%) as that only derails your thread. Point is, the viability of a defensive trait as strong as you propose is out of place in the Strength or Arms line, the balance of said trait not withstanding.
Wrong, swapping attunements faster lets them go on a rotation to all there cool-downs, making them deal 2x more damage because they have more abilities to cycle through.
http://wiki.guildwars2.com/wiki/Arcane_Precision Can also apply a lot of damage via conditions. They also can get a lot of Might from there attunement switching, and boon duration.
And you’re reaching. Elementalist 101: more skill spam doesn’t = bigger damage. I’m not going to go into details that you continue to disregard (like how Arcane Precision is only a 8%) as that only derails your thread. Point is, the viability of a defensive trait as strong as you propose is out of place in the Strength or Arms line, the balance of said trait not withstanding.
Where is this “Strength” coming, in this entire thread I said it was gonna be an arms trait, it does not fit strength at all.
https://twitter.com/TalathionEQ2
Where is this “Strength” coming, in this entire thread I said it was gonna be an arms trait, it does not fit strength at all.
You derail your own thread. I said Strength OR Arms. Honestly, they are interchangeable as they are both just offensive lines. If anything, it’s a preventative statement so you don’t go back and suggest it be swapped to that line either.
Where is this “Strength” coming, in this entire thread I said it was gonna be an arms trait, it does not fit strength at all.
You derail your own thread. I said Strength OR Arms. Honestly, they are interchangeable as they are both just offensive lines. If anything, it’s a preventative statement so you don’t go back and suggest it be swapped to that line either.
All Warrior lines are offensive. Discipline line adds more DPS then Arms does.
https://twitter.com/TalathionEQ2
Since I was asked what I would do for the Tactics and Defense tree as well, here are my ideas I think that would make them a lot better.
New Boons for Warrior (I could go on for other classes as well.)
Indomitable.
Impossible to subdue or defeat: “indomitable spirit”.
Heals caster whenever they are hit.
10 + (1.5 * Level) + (0.15 * Healing Power) per stack.
Focused.
Intense concentration, the opposite of confusion.
Heals caster on skill activation; stacks intensity.
10 + (1.5 * Level) + (0.15 * Healing Power) per stack.
Since that was the arm’s tree, this is what I had in mind for the Defensive tree:
Mandatory Traits
5: Thick Skin:
Become Immune to Retaliation damage when channeling.
Traits
Turtle’s Defense:
Gain 2 seconds of Indomitable when crippled, chilled, stunned, or immobilized.
Spiked Armor
Gain 5 seconds of Indomitable and Retaliation when struck by a critical hit. (Cooldown: 15s.)
This is what I had in mind for the Tactic’s Tree:
Mandatory Traits
5: Empower Allies: Increases Power of nearby allies by 70.
15: Drill Instructor: Nearby allies gain “Focused” for 4 seconds when you use a shout.
25: Empowered: deal extra damage for every boon.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
We really need a survivability boost, its stupid pathetic how weak we are compared to other classes.
https://twitter.com/TalathionEQ2
As always I agree with a lot of what you’re saying Daecollo :P but for a second there I thought this was about a new armor set idea for Precision, Healing Power and Critical Damage, I’d love to see how that would come into use xD
This idea I like, it would solve the problem of the Omnomberry food nerf to warriors.
The problem with more Warrior healing traits is that it needs to take into account the various ways warriors have heals from other sources; that’s the problem with the balance…it would need a reduction in say Adrenaline Health or Shout Healing/Banner Regen frequency. There is nothing wrong with the idea per se except it would likely need an internal cooldown or it falls into the realm of lifesteal food/Whirling Axe issues with heals on crit procs (bleeds/vulns/etc. all within the same Arms line).
Finally, Furious isn’t a horrible talent even if grandmaster (but it would be better if Furious was the baseline grandmaster 25 in Discipline though instead of Versatile Power).
Why? All those moves suffer from confusion/retaliation the same. Why do you need to reduce the other healing abilities? The Warrior sacrifices critical bonus (damage.) and Power for all that survivability. Just like other classes have the option to do.
The /real/ problem with Omnomberry Pie is that you could go full damage and get that survivability, this gives you worse survivability while sacrificing all your damage.
People could just go full zerker and heal for max, and spec for all power/critical damage and do tons of damage.
Altruistic Healing does not have an internal cool-down, and it is fairly balanced, it probably would heal for more then this trait because you don’t need a target for it and allies and enemies don’t move out of your circles. You could argue that guardians need more healing, however I think Warriors should out heal guardians since they don’t have virtues (Passive Procs/Healing/Effects.) and don’t have protection or very much if not any condition removal.
ANet hates, despises, and frankly wants to smash (without breaking how classes were built from the ground up) any bunker builds. Healing additions with any form would come at cost from somewhere else.
You’re correct, Altruistic Healing does not have an internal cooldown but all other Guardian boon creations now do (what it procs from). Altruistic Healing was so imbalanced than when ANet realized it, they nerf-’hammer’ed Vigorous Precision. I used to play a Guardian and still occasionally do – trust me, it was night and day in levels of survivability kitten I can survive an army on me, to oh now, need to actually watch my health and limit my targets attacked).
Note, I do agree that there is room for improvement on Warrior survivability but this is not a balanced means to do it. I would argue that Retaliation Boon (defensive punishment) is the way to do it but that is for a different thread.
(edited by Artaz.3819)
The problem with more Warrior healing traits is that it needs to take into account the various ways warriors have heals from other sources; that’s the problem with the balance…it would need a reduction in say Adrenaline Health or Shout Healing/Banner Regen frequency. There is nothing wrong with the idea per se except it would likely need an internal cooldown or it falls into the realm of lifesteal food/Whirling Axe issues with heals on crit procs (bleeds/vulns/etc. all within the same Arms line).
Finally, Furious isn’t a horrible talent even if grandmaster (but it would be better if Furious was the baseline grandmaster 25 in Discipline though instead of Versatile Power).
Why? All those moves suffer from confusion/retaliation the same. Why do you need to reduce the other healing abilities? The Warrior sacrifices critical bonus (damage.) and Power for all that survivability. Just like other classes have the option to do.
The /real/ problem with Omnomberry Pie is that you could go full damage and get that survivability, this gives you worse survivability while sacrificing all your damage.
People could just go full zerker and heal for max, and spec for all power/critical damage and do tons of damage.
Altruistic Healing does not have an internal cool-down, and it is fairly balanced, it probably would heal for more then this trait because you don’t need a target for it and allies and enemies don’t move out of your circles. You could argue that guardians need more healing, however I think Warriors should out heal guardians since they don’t have virtues (Passive Procs/Healing/Effects.) and don’t have protection or very much if not any condition removal.
ANet hates, despises, and frankly wants to smash (without breaking how classes were built from the ground up) any bunker builds. Healing additions with any form would come at cost from somewhere else.
You’re correct, Altruistic Healing does not have an internal cooldown but all other Guardian boon creations now do (what it procs from). Altruistic Healing was so imbalanced than when ANet realized it, they nerf-’hammer’ed Vigorous Precision. I used to play a Guardian and still occasionally do – trust me, it was night and day in levels of survivability kitten I can survive an army on me, to oh now, need to actually watch my health and limit my targets attacked).
Note, I do agree that there is room for improvement on Warrior survivability but this is not a balanced means to do it. I would argue that Retaliation Boon (defensive punishment) is the way to do it but that is for a different thread.
They start removing playstyles then they also start drowning there player-base. Anet needs to step back and actually look at what there players want.
- MORE BUILDS.
- More Variety.
- More then 1 meta per class.
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