This is as self-evident as it is irrelevant to furthering the dialog in improving Healing Signet. Whereas removing conditions from your Warrior is clearly a Learn to Play issue, Healing Signet is really lackluster standing between Healing Surge and Mending, no matter how skilled one becomes in its use.
You’re either misunderstanding my stance or you’re preaching to the choir.
The passive effect needs to be improved, but my thoughts are towards making it more viable among builds focused on healing power, just as Mending is a clear choice for my builds high volume of condition mitigation, and Healing Surge is optimal for my adrenaline building weapon swapper. Ideally a boost to healing power, making it more responsive to healing power, reducing the cooldown and activation times would give it more of an impact.
There’s also the dev stated goal of making Healing Signet viable for more builds other than defensive ones and I think that’s a perfectly respectable goal. I’d even agree that Healing Signet should be usable for any build just like pretty much all the other heals in the game…but passive healing is a no-no for a mainly offensive build. That’s why I suggest improving the active heal in addition to helping the passive scaling for defensive builds.
Actually, I believe the active is in line with the others. It’s in the middle of the pack with a 20s cooldown (Malice has 15, Restoration has 25) and all heal for ~3300 with a .5 Healing Power ratio.
I’m basing my information off of the wiki:
http://wiki.guildwars2.com/wiki/Signet_of_Malice
http://wiki.guildwars2.com/wiki/Signet_of_Restoration
http://wiki.guildwars2.com/wiki/Healing_SignetIf the information’s wrong in there I’ll retract my statement, but I’m pretty sure the active is fine. It’s the passive that’s not pulling its weight in builds it should support.
I was more talking about the other heals for Warrior (Mending and Healing Surge). Taking into account the possible use of just using the active every time it’s up or just using the passive and not the active, I feel Healing Signet should be at least equal to the other two before traits. Taking Signet Mastery should just help the offensive build who uses the active more often, IMO.
I don’t believe that’s currently the case…and then you factor in Mending removing conditions, Healing Surge granting Adrenaline, and both synergizing well with on-heal traits/gear vs Healing Signet giving something up for that effect (namely, half of its effect).
I don’t think the skill needs a HUGE improvement, but a re-thinking and re-balancing might help it…for example, would it be easier to increase the active heal if said heal occurred over a period of time (such as Troll Unguent)?