Buff other heals
On mending I totally agree. 20 second cooldown is really low and we don’t want to lower it further. 6000 healing sounds kinda highish when you add the condi removal thing on the side, but I doubt mending would see much light even with this change.
Change to surge sounds interesting. All though I fear if we make it like this, hambows and weapon sets that have two powerful burst skills would become even more powerful because you can now spam them even more.
Defiant stance. I’m not sure what you are trying to say here. If we would negate and heal only 50% damage that would make the skill another endure pain. You take as much damage as you heal so you won’t gain anything, but you won’t lose anything either. And I think if you make the stance anyway more complicated it will be too hard for people to really understand how it functions. It is rather nice at the moment. It’s a niche heal but it still works.
Mouggari – Warrior – Candy cane Avenger
How about adding a 2nd activation to Defiant Stance that stops the turns-damage-into-heal but heals for a small amount ? Just enough to make it somewhat worth it when you’re not in a zerg, but just a little less than other heals.
Maybe add a cast-time so that you cannot wait untill just before the buff ends to heal for even more than it does now while in a zerg.
I quote Theloseronian. Reduce the CD of The Stance is a bad Idea because you can’t always figure out all the buffs of your enemy. I’ve find one time a warrior using that skill, but when you see that it’s too late, expecially in spvp on the mid, where almost all the damage is AoE. And it’s a skill that grant you all the healing that you want, if the enemy don’t stop to attack. You can reacharge 20k hp in 3 sec. Isn’t that enough? It’s like 570 hps!
Then, there’s the ability of the player to know when use it. Just like the Guardian healing Shelter, that is a bad healing skill (only 4.5k) but you can block a large amount of damage. And that skill not only block your enemy attack: that skill convert your enemy damage in HP!!
And Shelter, the best healing skill for a guardian in spvp, have a CD of 30 sec and last for 2. But Defiant Stance have a CD of only 5 sec more and last for 3 sec.
I think that the only thing they can do is increase the healing power of Mending and change Healing Surge in something like:
Heal for 8k if no adrenaline, 7k if 1 bar, 6k if 2 bar and 5k if 3 bar and give 30 adrenaline. In that way you can use it properly to obtain Adrenaline and high amount of heal. But you’re not always at 0 of ASdrenaline, expecially with the last builds for spvp.
That can be a good new.
I use Defiant Stance almost exclusively now. It’s a great heal, especially for zerg/large havoc type gameplay, which is what I mostly do nowadays. However, outside of that situation, it’s really not that great. The way I look at how to fix it is to increase the initial heal it gives and leave the rest of it alone. Or increase the duration.
Comparing DS to Guardian’s Shelter skill is a bad correlation. The block on Shelter is instant so you can time it to block big hits. You can’t do that with DS because there is a windup time. Also, Shelter has a heal you will get independent of outside influence. DS requires being hit. It doesn’t take a whole lot of brain cells to figure it out when a warrior pops it and then the skill loses that heal potential.