Healing Signet still worthless.

Healing Signet still worthless.

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Posted by: Kuruptz.4782

Kuruptz.4782

patch notes for warrior

Leg Specialist:
This trait will no longer function with the Burning Oil siege weapon in WvW.
Healing Signet:
Updated skill facts to show the passive effect and accurately display the healing value for the active effect.

They buffed healing signet to much

No they didn’t. The regeneration data stayed the same, but the active received a nerf. Before the patch I was able to heal for 4234 and using the tactics banner it raised to 4454.
Now it heals for 3757 and with tactics banner 3842.

Edit: If anything it gotten worst lol.

i was sarcastic

Ofcourse its CRAP i rather run with nothing than using that piece of crap signet

Wait infact i insult the word CRAP by saying its CRAP

Its crappier than crappiest than crap crap crappy

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Posted by: Brutalistik.6473

Brutalistik.6473

patch notes for warrior

Leg Specialist:
This trait will no longer function with the Burning Oil siege weapon in WvW.
Healing Signet:
Updated skill facts to show the passive effect and accurately display the healing value for the active effect.

They buffed healing signet to much

No they didn’t. The regeneration data stayed the same, but the active received a nerf. Before the patch I was able to heal for 4234 and using the tactics banner it raised to 4454.
Now it heals for 3757 and with tactics banner 3842.

Edit: If anything it gotten worst lol.

i was sarcastic

Ofcourse its CRAP i rather run with nothing than using that piece of crap signet

Wait infact i insult the word CRAP by saying its CRAP

Its crappier than crappiest than crap crap crappy

Yeah and if you reread my other post when someone said the same thing you said. You would of notice my post.

I can careless if it was pure sarcasm because you know a lot of warriors 100% was looking forward for this change and to get results like this.

That’s how deeply I felt about this change whether it was tooltip fix or something else. I wanted to see good results and they did not give me that nor the others that was looking forward for it as well.

Pineapples

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Posted by: Daecollo.9578

Daecollo.9578

Lets compare Necromancer to Warrior heal-skill wise, since we both have the same health and similar abiltiies. By the way, Necromancers are not even that good of a class, infact they are compared to ours for suckness in PvP.


http://wiki.guildwars2.com/wiki/Consume_Conditions
http://wiki.guildwars2.com/wiki/Mending
Same cooldown, consume conditions cures all conditions, Mending only cures two and Consume Conditions gets a huge healing bonus for all cured, mending does not.

Winner by far: Consume Conditions.


http://wiki.guildwars2.com/wiki/Healing_Signet
http://wiki.guildwars2.com/wiki/Summon_Blood_Fiend
Healing Signets HP/S: 200, can also give 40 precision!!!11
Blood Fiends HP/S: 463, and can be sacrificed when its almost dead for an additional great healing, and can become a poison combo field, and can remove a condition every 10 seconds.

They also both have the same cool-down, even when both traited.

Winner by far: Summon Blood Fiend.

Obviously, something is wrong with the Warrior class…

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

(edited by Daecollo.9578)

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Posted by: Kuruptz.4782

Kuruptz.4782

patch notes for warrior

Leg Specialist:
This trait will no longer function with the Burning Oil siege weapon in WvW.
Healing Signet:
Updated skill facts to show the passive effect and accurately display the healing value for the active effect.

They buffed healing signet to much

No they didn’t. The regeneration data stayed the same, but the active received a nerf. Before the patch I was able to heal for 4234 and using the tactics banner it raised to 4454.
Now it heals for 3757 and with tactics banner 3842.

Edit: If anything it gotten worst lol.

i was sarcastic

Ofcourse its CRAP i rather run with nothing than using that piece of crap signet

Wait infact i insult the word CRAP by saying its CRAP

Its crappier than crappiest than crap crap crappy

Yeah and if you reread my other post when someone said the same thing you said. You would of notice my post.

I can careless if it was pure sarcasm because you know a lot of warriors 100% was looking forward for this change and to get results like this.

That’s how deeply I felt about this change whether it was tooltip fix or something else. I wanted to see good results and they did not give me that nor the others that was looking forward for it as well.

Cause i didnt want to see results? I didnt want buffs. Its only you who plays warrior you dumb kitten, and you wont see any changes

JON PETERS 5 Signets Dojo #BeliveInKarl

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Posted by: Navzar.2938

Navzar.2938


Armor does not have diminishing returns…

Armor DOES have diminishing returns…
…Each point in armor you gain is worth less and less damage reduction…
…According to your logic then going from 2% damage taken to 1% damage taken is the same, which it clearly isn’t…
…Then say getting 100K of something else you lack?

Going from 2% to 1% is the same as going from 100% to 50%
It really is about effective hp. If you were changing nothing but armor, then each unit of armor adds as much time alive against direct damage as the rest.
The graph of effective hp vs armor is a straight line. So guess what? That last 100armour adds just as much as that first 100.
Sure you say that 1% is clearly less than 50%, but in context, that 1% is still halving the damage you take. In terms of what it actually does, that 1% is equal to that 50%.

In terms of survivability, it’s actually a bit better because your healing is now worth more.

…Then say getting 100K of something else you lack?

Now this again. This is important because isn’t about diminishing returns. This is about opportunity cost*, which is something else that applies to every stat in the game. The more armor you have, the more valuable your other stats are yes. But that doesn’t mean that additional armor is statistically adding any less than the previous.

In short: X armor always means at least Y more survivability vs direct damage. So no, it’s not diminishing returns, because the effect (aka return) isn’t diminishing.

*This of course leads to trying to find ratios to maximize your limited resources.


Ex. From 1k armor to 2k armor= double effective health. 10k hp to 20k hp doubles effective health. Both same effect at same cost, but 1k armor to 1.5k armor and 10k hp to 15k hp, leads to 2.25x effective health, still at the same cost.

Does this mean the contribution of either hp or armor was getting lower? No. But as the the amount of one gets higher, the other’s ability to contribute increases. As a result, it’s more worthwhile to add that stat until it also reaches a certain point. Take note however, that if you were to increase health by 10,000 again, it’d still add an additional 100% effective health. More importantly, if you were to raise the stats at the proper ratio (in this case, it’s just evenly because this is a very simple example), neither of the two becomes less effective than the other, and both will effectively adding more than before.

I’m guessing this is probably why you though that increasing only armor is leading to diminishing returns, but as you can see, that’s not the case. It’s simply not giving increasing returns that you could get when you raise other stats along with it. At no point is either extra health or armor any less effective than before.

P.S. I chose health because it is very similar to armor in this situation and in how the effects of adding its stat works because adding a certain amount of hp directly adds a certain amount of damage you can take, just like armor.

-Also about the percent of total health healed thing I saw earlier; % healed of total hp vs. % damage of total hp taken might be a bit more accurate for measuring healing+damage mitigation capabilities (or else with two builds identical in all but hp, the one with less hp would look better)

(edited by Navzar.2938)

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Posted by: XII.9401

XII.9401


Armor does not have diminishing returns…

Armor DOES have diminishing returns…
…Each point in armor you gain is worth less and less damage reduction…
…According to your logic then going from 2% damage taken to 1% damage taken is the same, which it clearly isn’t…
…Then say getting 100K of something else you lack?

Going from 2% to 1% is the same as going from 100% to 50%
It really is about effective hp. If you were changing nothing but armor, then each unit of armor adds as much time alive against direct damage as the rest.
The graph of effective hp vs armor is a straight line. So guess what? That last 100armour adds just as much as that first 100.
Sure you say that 1% is clearly less than 50%, but in context, that 1% is still halving the damage you take. In terms of what it actually does, that 1% is equal to that 50%.

In terms of survivability, it’s actually a bit better because your healing is now worth more.

…Then say getting 100K of something else you lack?

Now this again. This is important because isn’t about diminishing returns. This is about opportunity cost*, which is something else that applies to every stat in the game. The more armor you have, the more valuable your other stats are yes. But that doesn’t mean that additional armor is statistically adding any less than the previous.

In short: X armor always means at least Y more survivability vs direct damage. So no, it’s not diminishing returns, because the effect (aka return) isn’t diminishing.

*This of course leads to trying to find ratios to maximize your limited resources.


Ex. From 1k armor to 2k armor= double effective health. 10k hp to 20k hp doubles effective health. Both same effect at same cost, but 1k armor to 1.5k armor and 10k hp to 15k hp, leads to 2.25x effective health, still at the same cost.

Does this mean the contribution of either hp or armor was getting lower? No. But as the the amount of one gets higher, the other’s ability to contribute increases. As a result, it’s more worthwhile to add that stat until it also reaches a certain point. Take note however, that if you were to increase health by 10,000 again, it’d still add an additional 100% effective health. More importantly, if you were to raise the stats at the proper ratio (in this case, it’s just evenly because this is a very simple example), neither of the two becomes less effective than the other, and both will effectively adding more than before.

I’m guessing this is probably why you though that increasing only armor is leading to diminishing returns, but as you can see, that’s not the case. It’s simply not giving increasing returns that you could get when you raise other stats along with it. At no point is either extra health or armor any less effective than before.

P.S. I chose health because it is very similar to armor in this situation and in how the effects of adding its stat works because adding a certain amount of hp directly adds a certain amount of damage you can take, just like armor.

-Also about the percent of total health healed thing I saw earlier; % healed of total hp vs. % damage of total hp taken might be a bit more accurate for measuring healing+damage mitigation capabilities (or else with two builds identical in all but hp, the one with less hp would look better)

The point is mute. Protection/Regen trumps all of the above. Guardians/Eles have better survivability than us because of that.

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Posted by: Daecollo.9578

Daecollo.9578

Compare our heals…
http://wiki.guildwars2.com/wiki/Consume_Conditions
http://wiki.guildwars2.com/wiki/Mending
(Lol.)

http://wiki.guildwars2.com/wiki/Healing_Signet
(Can be traited to be +40 Precision…)
http://wiki.guildwars2.com/wiki/Summon_Blood_Fiend
(Can be traited to remove conditions every 10 seconds, become a poison field and can also be traited to heal even more (an additional 110.)

No contest…

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

(edited by Daecollo.9578)

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Posted by: kiwituatara.6053

kiwituatara.6053

  • It being healing skill vs a utility skill would matter if we were comparing their activekittenhat healing per second is only *if you used it as soon as it came off cooldown … there are times it is ideal to use the active on your healing signet because you need a burst of healing
  • Healing per second is NOT supposed to allow you to continue to take damage. It is meant to allow you to recover more quickly from taking damage. This recovery requires that you stop taking more damage
  • @Daecollo: your post history is attrocious. Your “points” have already been covered. When players have to kill my Ranger pet before they kill my Ranger, then the regen my pet gets from the signet will matter.
  • Warriors also have access to Adrenal Health
    • Adrenal Health gives you 125 / 240 / 360 health per second based on how much adrenaline you have.

With full adrenaline, adrenal health, and healing signet with zero healing power a warrior has 560 health per second. For a ranger to get this, they have to have a 30 points trait, a utility, regeneration, and large amount of healing power.

Heck, take a look, i made a spreadsheet for the Ranger community.

So a warrior has to take a specific heal, a 15 point trait, and have full adrenaline (which several warrior builds love to have and keep) with zero healing power in order to have more health per second than one of the most viable Ranger builds.

So why the heck are you guys complaining?

Why exactly is Jon Peters even talking about this but we’re not seeing the same for Signet of the Wild?

Yea but the problem is~ the Healing Signet for warrior is a heal utility skill, not a regular utility skill. Signet of the Wild is fine. Healing Signet, however, really needs to be buffed.

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Posted by: Julie Yann.5379

Julie Yann.5379

  • It being healing skill vs a utility skill would matter if we were comparing their activekittenhat healing per second is only *if you used it as soon as it came off cooldown … there are times it is ideal to use the active on your healing signet because you need a burst of healing
  • Healing per second is NOT supposed to allow you to continue to take damage. It is meant to allow you to recover more quickly from taking damage. This recovery requires that you stop taking more damage
  • @Daecollo: your post history is attrocious. Your “points” have already been covered. When players have to kill my Ranger pet before they kill my Ranger, then the regen my pet gets from the signet will matter.
  • Warriors also have access to Adrenal Health
    • Adrenal Health gives you 125 / 240 / 360 health per second based on how much adrenaline you have.

With full adrenaline, adrenal health, and healing signet with zero healing power a warrior has 560 health per second. For a ranger to get this, they have to have a 30 points trait, a utility, regeneration, and large amount of healing power.

Heck, take a look, i made a spreadsheet for the Ranger community.

So a warrior has to take a specific heal, a 15 point trait, and have full adrenaline (which several warrior builds love to have and keep) with zero healing power in order to have more health per second than one of the most viable Ranger builds.

So why the heck are you guys complaining?

Why exactly is Jon Peters even talking about this but we’re not seeing the same for Signet of the Wild?

Yea but the problem is~ the Healing Signet for warrior is a heal utility skill, not a regular utility skill. Signet of the Wild is fine. Healing Signet, however, really needs to be buffed.

Yeah, with Signet of the Wild you get the regen as well as your regular heal skill which doesn’t affect your regen. With the healing Signet you lose that regen for a crappy healing burst when you use it. Definitely inferior to SoW.

Also Adrenal health is 360 per 3 sec= 120per sec.

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

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Posted by: Navzar.2938

Navzar.2938

Compare our heals…
http://wiki.guildwars2.com/wiki/Consume_Conditions
http://wiki.guildwars2.com/wiki/Mending
(Lol.)

http://wiki.guildwars2.com/wiki/Healing_Signet
(Can be traited to be +40 Precision…)
http://wiki.guildwars2.com/wiki/Summon_Blood_Fiend
(Can be traited to remove conditions every 10 seconds, become a poison field and can also be traited to heal even more (an additional 110.)

No contest…

Hmm…
Blood fiend’s attacks can be avoided, which results in not healing on that attack (makes a big impact). The poison field and condition removal are both traits are grandmaster level, so they don’t do much in the way of saying blood fiend is a better heal. The CD doesn’t start the fiend is dead, so while you can kill it for the heal (though it’s 3/4 sec, not instant), that’s not much different than popping a signet. And of course the fiend can die, but that means a person is attacking a minion rather than you (unless its aoe), so that’s a plus.

Overall, the passive seems to be decently better, but maybe not as much as you think. The active does seem to get twice the bonus from healing power on the active heal, as well as a slightly better base.

Consume conditions? Not much to say. That pretty much just tramples mending…
And yes, considering warriors are supposed to rely on being heavily armored, it’s surprising that they don’t have much in the way of damage reduction.

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Posted by: Daecollo.9578

Daecollo.9578

Actually the healing part happens regardless if its blocked or avoided.

http://wiki.guildwars2.com/wiki/Life_Siphon is the same way.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

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Posted by: XII.9401

XII.9401

Introduce a New Healing mechanic:
Healing per damage done. 1% of damage done to targets converted to healing no your self/group then take it from there to achieve a good balance.
This way you utilize the warriors dps into something useful and help us last against condition classes.

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Posted by: Daecollo.9578

Daecollo.9578

Passive:
Healing received on skill activation, heals intensify the closer to death you are.
100%-70%: 15 + (2.5 * Level) + (0.25 * Healing Power)
70%-33%: 20 + (3.5 * Level) + (0.35 * Healing Power)
33%-0%: 25 + (4.5 * Level) + (0.45 * Healing Power)

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(edited by Daecollo.9578)

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Posted by: Navzar.2938

Navzar.2938

Passive:
Healing received on skill activation, heals intensify the closer to death you are.
100%-70%: 15 + (2.5 * Level) + (0.25 * Healing Power)
70%-33%: 20 + (3.5 * Level) + (0.35 * Healing Power)
33%-0%: 25 + (4.5 * Level) + (0.45 * Healing Power)

So is that passive or active healing? You said both in your description. Assuming it’s passive, that seems too strong on the healing power scaling. If someone uses clerics gear, they’ll be healing around 650hp/sec from a single skill (in mid). Other passive healing slot skills seem to increase about 50% in healing with 1000 healing power, so maybe around .15 would be more reasonable? That would still place you at 300-450/sec.

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Posted by: Daecollo.9578

Daecollo.9578

Passive:
Healing received on skill activation, heals intensify the closer to death you are.
100%-70%: 15 + (2.5 * Level) + (0.25 * Healing Power)
70%-33%: 20 + (3.5 * Level) + (0.35 * Healing Power)
33%-0%: 25 + (4.5 * Level) + (0.45 * Healing Power)

So is that passive or active healing? You said both in your description. Assuming it’s passive, that just seems way too strong on the healing power scaling. If someone uses clerics gear, they’ll be healing around 650hp/sec from a single skill (in mid). Other passive healing slot skills seem to increase about 50% in healing with 1000 healing power, so maybe around .15 would be more reasonable? That would still place you at 300-450/sec.

Its not really that strong, we have a bigger health bar then most classes with less means of preventing conditions or damage, this means we /need/ more healing out of just spite.

Highest health, lowest damage mitigation, lowest condition removal. We need better healing to compensate for that. The warriors description itself says “Strong body.” we need sustain.

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(edited by Daecollo.9578)

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Posted by: Navzar.2938

Navzar.2938

Nah, I think that just means war needs more damage mitigation instead. Just adding more passive healing supports faceroll play imo. With more non passive damage mitigation instead, it rewards skill more.

So while I do understand the lack of conditions/damage prevention, I think those should be addressed on their own rather than through healing.

That much healing would also invite more zero damage bunkers by people using builds that do have those anti condition/damage at the cost of damage.

(edited by Navzar.2938)

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Posted by: Daecollo.9578

Daecollo.9578

Since Necromancers/Rangers/Eles/Guardians can do it, I doubt they would /nerf it/.

Although the power needs spread out to the warrior with new traits/condition removal/sustain bonuses.

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Posted by: Navzar.2938

Navzar.2938

Actually, they have been nerfing eles and guardians because they can do it. It’s just that rather than nerfing the straight up bunker abilities, they’ve been nerfing abilities that supplement the bunker builds, leading to less build variety while only lightly changing the bunker.

And because other classes can isn’t really that good of a reason imo, since that’s what people complain about.

If the power is spread out like you say though, then it should be fine and you won’t have something to the extend of /d ele bunkers again, but more balanced builds instead. I don’t think .35 healing power on passive is the way to do it though.

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Posted by: Daecollo.9578

Daecollo.9578

Actually, they have been nerfing eles and guardians because they can do it. It’s just that rather than nerfing the straight up bunker abilities, they’ve been nerfing abilities that supplement the bunker builds, leading to less build variety while only lightly changing the bunker.

And because other classes can isn’t really that good of a reason imo, since that’s what people complain about.

If the power is spread out like you say though, then it should be fine and you won’t have something to the extend of /d ele bunkers again, but more balanced builds instead. I don’t think .35 healing power on passive is the way to do it though.

Sorry but warriors are trash in the current meta, they need something /now/. I am sure its fine for you to be a punching bag for 9 months, but warrior is the class I like and play.

I am sure /taking away/ abilities from other classes sounds fine and all for you, but i’d rather they simply add stuff to the warrior.

Its easier to fix an UP class then nerf 6 OP ones.

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Posted by: Navzar.2938

Navzar.2938

I’m not saying don’t buff warrior, I’m just saying that the buffs should be spread out instead of wanting it all in one area to try to fix the class.

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Posted by: Leo G.4501

Leo G.4501

Its not really that strong, we have a bigger health bar then most classes with less means of preventing conditions or damage, this means we /need/ more healing out of just spite.

Flawed logic. It’s the other way around.

When you have less HP, you need means to recover it or die. Trying to pitch the reverse is just all kinds of wrong. So bigger HP bar = more healing than natural…I guess smaller HP bars can get by with rinky-dink HP/sec?

No, if you have a bigger HP bar, you need more ways of protecting it not faster ways to recover it. The better ways you have to protect it, the easier it is to leverage other stats like toughness, crit, etc.

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Posted by: Daecollo.9578

Daecollo.9578

Its not really that strong, we have a bigger health bar then most classes with less means of preventing conditions or damage, this means we /need/ more healing out of just spite.

Flawed logic. It’s the other way around.

When you have less HP, you need means to recover it or die. Trying to pitch the reverse is just all kinds of wrong. So bigger HP bar = more healing than natural…I guess smaller HP bars can get by with rinky-dink HP/sec?

No, if you have a bigger HP bar, you need more ways of protecting it not faster ways to recover it. The better ways you have to protect it, the easier it is to leverage other stats like toughness, crit, etc.

Not really, they have less HP but much higher armor (almost double) with good condition removal.

So we need much higher HPS to compensate.

One person has 10k Health but 80% Damage Reduction.
We have 20k Health and 40% Damage Reduction.
They should get 200 hps, then we should get 400 hps so our healing would be equal, because we take more damage.

Please go back to the Guardian/Ranger forums, it was quiet without you here. Kicking us while we are down is kind of merciless.

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(edited by Daecollo.9578)

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Posted by: Spifnar.4712

Spifnar.4712

I am a big proponent of getting Healing Signet improved, but I can see the DEV’s problem with doubling the base heal:

If you have huge self healing, and someone gives you protection on top of the customary higher toughness warriors have (and lack of need for +vit), then warrior become OP in that duo.

If the scaling goes up to .1, then a warrior at least has to gear for +healing to get a large increase.

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Posted by: Navzar.2938

Navzar.2938

We already discussed the hp thing earlier. It’s not about how much or how little you have, but how large a percentage of hp you lose in comparison to how much of it you can heal.

So more hp=/= need more healing. It’s more damage taken = need more healing.
And no one is kicking spvp warriors, just disputing how you should be buffed. Don’t over exaggerate it :p

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Posted by: Leo G.4501

Leo G.4501

Please go back to the Guardian/Ranger forums, it was quiet without you here. Kicking us while we are down is kind of merciless.

Players blind by intra-profession concerns deserve to be pointed out.

I’m doing that. You’re blind and bias, end of story. Which is why you playing the victim, or victimizing Warrior in general isn’t going to get people to turn their head the other way while you request outrageous buffs.

So save your “go back to your own forums and leave us Warriors alone” for someone that doesn’t play Warrior and is easily intimidated.

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Posted by: loseridoit.2756

loseridoit.2756

We already discussed the hp thing earlier. It’s not about how much or how little you have, but how large a percentage of hp you lose in comparison to how much of it you can heal.

So more hp=/= need more healing. It’s more damage taken = need more healing.
And no one is kicking spvp warriors, just disputing how you should be buffed. Don’t over exaggerate it :p

I wonder about this game calculation on effective health.

For example, adrenaline surge have a base health of 8.4k with full adrenaline which is pretty high; however, warriors have very low survivability which means I would rather consider the skill a 4k effective heal.

In contrast, a memser ether fest is around 4k heal but they have better staying power which means their effect heal is much greater.

Especially for classes like guardians. They may have the lowest health base their effective health might be highest due their natural survivability.

I wonder who have the knowledge and ability to calculate effect heal vs base heal

Note: i choosed a mesmer because their heals are much simpler to understand than other classes.

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Posted by: silentnight warrior.2714

silentnight warrior.2714

patch notes for warrior

Leg Specialist:
This trait will no longer function with the Burning Oil siege weapon in WvW.
Healing Signet:
Updated skill facts to show the passive effect and accurately display the healing value for the active effect.

They buffed healing signet to much

No they didn’t. The regeneration data stayed the same, but the active received a nerf. Before the patch I was able to heal for 4234 and using the tactics banner it raised to 4454.
Now it heals for 3757 and with tactics banner 3842.

Edit: If anything it gotten worst lol.

So Anet says the healing signet should see some use and then they nerf it?

Good job. Next step… Do the same to all other classes that are WORST than us.

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Posted by: Navzar.2938

Navzar.2938

They didn’t nerf it, the tooltip was wrong. The GW2 wiki had a note about the real healing for a long time.

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Posted by: FenGuild.1097

FenGuild.1097

They didn’t nerf it, the tooltip was wrong. The GW2 wiki had a note about the real healing for a long time.

Even so it was still a slap in the face to a lot of players that was looking forward for it to be buff and have some improvements than it is now.

I can say from my perspective that when Jon Peters spoke on here once just to the excite the crowd which isn’t new to bring good news to something good happening for a profession that needs to be worked on. He said the passive healing on healing signet may need to come up on non healing builds, but that should be in both fields instead of one. He also speaks of Dolyak Signet that could use some changes as well. Now what I am getting is that a lot of warriors players were expecting it to come May 14th patch, but It didn’t. That’s why there is still a uproar going on in this thread and a few others.

As for the people who keeps comparing oranges and apples / those who keep coming up with silly theories which is a lot. I know none aren’t experience with warriors well besides being the glass cannon / P V T build and nothing more. I know none aren’t bunker build and if you want to say shout healing is bunkering then this profession is really out of balance. Bunkering is really is about doing low sustain damage, but with good regen healing / burst healing depending on the healing power. However Healing power doesn’t function well on warriors from what I’ve seen. They do not have much counters against other professions that have good burst / condition damage. On a warrior no matter how many times they remove the condition. They have to wait on the cool down to come again instead having it passive. Having high defense / health pool doesn’t help much either if the class doesn’t have any good survivability methods besides running away like a thief, but in heavy armor.

Anyways if you still have faith in this profession then keep on fighting, but for those who say this profession is fine where it’s at. Check the statistics on how many are representing it in Spvp overall and not WvW.

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Posted by: Dand.8231

Dand.8231

Warriors have a higher base HP, but that’s not much of an argument for, or against buffing healing signet. A high base HP protects versus spike damage but only counts for an extra 2 seconds of survival in a sustain battle, in which some classes can regen and survive nearly forever.

Healing signet is (supposed to be) all about sustain, giving up burst healing for steady recovery. In that sense, I feel the pros and cons should be as such:

Pro:
Passive HP Regen
No Cast Time
Highest HPS heal skill

Con:
No Regen when on CD
Poor burst healing
Weak versus high poison uptime

Healing Signet still worthless.

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Posted by: Alcy.3642

Alcy.3642

IN FACT
the passive sig is 210hp/s
Mending is in fact, 234.4hp/s. the gap is 680 every 25s and mending can cure 2 conditions

The different is
when using mending I sometimes hold it until emergency, which means Im not using it as it’s ready, so in the long run, sig wins.
as for condition remove, I use the rune shout remove condition, so no big different for me.
finally, think carefully about urself. will u use mending as it ready? will u use it realy rapidly? if not, sig is definetly better for u

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Posted by: Daecollo.9578

Daecollo.9578

Healing Signet is 200 hp/s

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Posted by: Oni Link.4621

Oni Link.4621

IN FACT
the passive sig is 210hp/s
Mending is in fact, 234.4hp/s. the gap is 680 every 25s and mending can cure 2 conditions

The different is
when using mending I sometimes hold it until emergency, which means Im not using it as it’s ready, so in the long run, sig wins.
as for condition remove, I use the rune shout remove condition, so no big different for me.
finally, think carefully about urself. will u use mending as it ready? will u use it realy rapidly? if not, sig is definetly better for u

Healing Signet base HPS is 200.
Mending base heal 5560, cooldown 25 s → 5560 / 25 = 222 HPS.

Healing Signet healing power ratio is 0,033 so 1000 healing power →33 increased HPS
Mending healing power ratio is 1,0 so 1000 healing power → 1000 / 25 = 40 increased HPS

It doesn’t matter if you say “will you use when it is ready?”. The matter here is that its base HPS is too small to make it a valid choice for any build, neither PVE, nor WvW, nor SPVP in my opinion.

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Posted by: Daecollo.9578

Daecollo.9578

I hope they change or fix healing signet and add more to the warrior soon.

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Posted by: Veritas.6071

Veritas.6071

I think the passive might need to come up in non-healing builds. If I run a clerics tactics build this signet can hold its weight…

Jon

The Healing Signet has the lowest coefficient of all our heals. You may feel like it can, “hold its own weight” but the math says the other heals are stronger no matter how much healing stat you pile on…

Not to mention it’s the only heal that doesn’t simultaneously do something special like grant adrenaline/heal better or cleanse conditions.

Ve·ri·tas [English ver-i-tahs] A Latin noun meaning Truth.

(edited by Veritas.6071)

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Posted by: Daecollo.9578

Daecollo.9578

When another classes trait out-heals our ‘6’ ability then someone needs to take a look at our class in general, also the fact we lack ANY forms of condition removal in our traits/trees.

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Posted by: Veritas.6071

Veritas.6071

Ve·ri·tas [English ver-i-tahs] A Latin noun meaning Truth.

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Posted by: Daecollo.9578

Daecollo.9578

Restorative Strength isn’t worth 10 points, it has to long of a CD and relies on using a HEALING spell. Other classes cure conditions from simply dodging, using a spell, or waiting every 10 seconds.

Dogged March, sure its nice… but what kills us most is Poison>Bleeding>Fire, in that order.

Shrug it Off: You would take this trait over lowering all shouts by 20% Or Quick breathing?

Quick Breathing: You can’t choose what you want to remove, warhorn skills have to long of a cool-down for it to be viable, and it relies on a weapon and using buffs when you don’t want to, to be honest it should convert 2 boons instead of 1.

Mobile Strikes: This is just worthless, it doesn’t stop the most common things like cripple/chill.

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Posted by: Veritas.6071

Veritas.6071

Restorative Strength isn’t worth 10 points, it has to long of a CD and relies on using a HEALING spell. Other classes cure conditions from simply dodging, using a spell, or waiting every 10 seconds.

Dogged March, sure its nice… but what kills us most is Poison>Bleeding>Fire, in that order.

Shrug it Off: You would take this trait over lowering all shouts by 20% Or Quick breathing?

Quick Breathing: You can’t choose what you want to remove, warhorn skills have to long of a cool-down for it to be viable, and it relies on a weapon and using buffs when you don’t want to, to be honest it should convert 2 boons instead of 1.

Mobile Strikes: This is just worthless, it doesn’t stop the most common things like cripple/chill.

I wasn’t aware those didn’t count as, “ANY” form of condition removal.

Ve·ri·tas [English ver-i-tahs] A Latin noun meaning Truth.

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Posted by: Daecollo.9578

Daecollo.9578

Restorative Strength isn’t worth 10 points, it has to long of a CD and relies on using a HEALING spell. Other classes cure conditions from simply dodging, using a spell, or waiting every 10 seconds.

Dogged March, sure its nice… but what kills us most is Poison>Bleeding>Fire, in that order.

Shrug it Off: You would take this trait over lowering all shouts by 20% Or Quick breathing?

Quick Breathing: You can’t choose what you want to remove, warhorn skills have to long of a cool-down for it to be viable, and it relies on a weapon and using buffs when you don’t want to, to be honest it should convert 2 boons instead of 1.

Mobile Strikes: This is just worthless, it doesn’t stop the most common things like cripple/chill.

I wasn’t aware those didn’t count as, “ANY” form of condition removal.

“Cures a condition when you X.”

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Posted by: Veritas.6071

Veritas.6071

Restorative Strength isn’t worth 10 points, it has to long of a CD and relies on using a HEALING spell. Other classes cure conditions from simply dodging, using a spell, or waiting every 10 seconds.

Dogged March, sure its nice… but what kills us most is Poison>Bleeding>Fire, in that order.

Shrug it Off: You would take this trait over lowering all shouts by 20% Or Quick breathing?

Quick Breathing: You can’t choose what you want to remove, warhorn skills have to long of a cool-down for it to be viable, and it relies on a weapon and using buffs when you don’t want to, to be honest it should convert 2 boons instead of 1.

Mobile Strikes: This is just worthless, it doesn’t stop the most common things like cripple/chill.

I wasn’t aware those didn’t count as, “ANY” form of condition removal.

“Cures a condition when you X.”

X like heal; get chilled, crippled, or immobilized; get more than 2 conditions; toot your horn; or use a movement skill?

Ve·ri·tas [English ver-i-tahs] A Latin noun meaning Truth.

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Posted by: Leo G.4501

Leo G.4501

Restorative Strength isn’t worth 10 points, it has to long of a CD and relies on using a HEALING spell. Other classes cure conditions from simply dodging, using a spell, or waiting every 10 seconds.

Dogged March, sure its nice… but what kills us most is Poison>Bleeding>Fire, in that order.

Shrug it Off: You would take this trait over lowering all shouts by 20% Or Quick breathing?

Quick Breathing: You can’t choose what you want to remove, warhorn skills have to long of a cool-down for it to be viable, and it relies on a weapon and using buffs when you don’t want to, to be honest it should convert 2 boons instead of 1.

Mobile Strikes: This is just worthless, it doesn’t stop the most common things like cripple/chill.

I wasn’t aware those didn’t count as, “ANY” form of condition removal.

“Cures a condition when you X.”

Restorative Strength, buddy.

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Posted by: Daecollo.9578

Daecollo.9578

Restorative Strength isn’t worth 10 points, it has to long of a CD and relies on using a HEALING spell. Other classes cure conditions from simply dodging, using a spell, or waiting every 10 seconds.

Dogged March, sure its nice… but what kills us most is Poison>Bleeding>Fire, in that order.

Shrug it Off: You would take this trait over lowering all shouts by 20% Or Quick breathing?

Quick Breathing: You can’t choose what you want to remove, warhorn skills have to long of a cool-down for it to be viable, and it relies on a weapon and using buffs when you don’t want to, to be honest it should convert 2 boons instead of 1.

Mobile Strikes: This is just worthless, it doesn’t stop the most common things like cripple/chill.

I wasn’t aware those didn’t count as, “ANY” form of condition removal.

“Cures a condition when you X.”

Restorative Strength, buddy.

That only heals movement based conditions. Dogged March is almost 100x better in every single way. That trait really isn’t worth its weight.

Its absolutely nothing compared to example like:
http://wiki.guildwars2.com/wiki/Purity

When you make a spell you have to know of Opportunity cost as well as all that. That heal makes you use your MAIN heal to do so. If you wanted to use it to cure a condition you sacrifice your ‘6’ ability to do so, when you may have not even needed to heal, or didn’t need to at the right time.

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(edited by Daecollo.9578)

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Posted by: Leo G.4501

Leo G.4501

Restorative Strength isn’t worth 10 points, it has to long of a CD and relies on using a HEALING spell. Other classes cure conditions from simply dodging, using a spell, or waiting every 10 seconds.

Dogged March, sure its nice… but what kills us most is Poison>Bleeding>Fire, in that order.

Shrug it Off: You would take this trait over lowering all shouts by 20% Or Quick breathing?

Quick Breathing: You can’t choose what you want to remove, warhorn skills have to long of a cool-down for it to be viable, and it relies on a weapon and using buffs when you don’t want to, to be honest it should convert 2 boons instead of 1.

Mobile Strikes: This is just worthless, it doesn’t stop the most common things like cripple/chill.

I wasn’t aware those didn’t count as, “ANY” form of condition removal.

“Cures a condition when you X.”

Restorative Strength, buddy.

That only heals movement based conditions. Dogged March is almost 100x better in every single way. That trait really isn’t worth its weight.

Its absolutely nothing compared to example like:
http://wiki.guildwars2.com/wiki/Purity

Couple it with Mending. Mending recharges faster and will remove 2 conditions after Restorative Strength. There are only 2 non-damaging conditions then left to cover you from removing those damaging conditions: Blind and Vulnerability. Meaning someone has to time their blinds with your heal instead of your attacks or vulnerability to stop you from removing 2 damaging conditions.

Now you’re complaining about not having the game auto-drop a single condition every 10 sec when you can have a skill fully cleanse you every 25sec. You’d be arguing preference since waiting 10sec to remove bleeding then 10 more seconds to remove poison IF you don’t have other conditions like Weakness or Chill in the way at the time is ultimately inferior to cleansing all conditions on command when you need to heal.

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Posted by: Daecollo.9578

Daecollo.9578

Restorative Strength isn’t worth 10 points, it has to long of a CD and relies on using a HEALING spell. Other classes cure conditions from simply dodging, using a spell, or waiting every 10 seconds.

Dogged March, sure its nice… but what kills us most is Poison>Bleeding>Fire, in that order.

Shrug it Off: You would take this trait over lowering all shouts by 20% Or Quick breathing?

Quick Breathing: You can’t choose what you want to remove, warhorn skills have to long of a cool-down for it to be viable, and it relies on a weapon and using buffs when you don’t want to, to be honest it should convert 2 boons instead of 1.

Mobile Strikes: This is just worthless, it doesn’t stop the most common things like cripple/chill.

I wasn’t aware those didn’t count as, “ANY” form of condition removal.

“Cures a condition when you X.”

Restorative Strength, buddy.

That only heals movement based conditions. Dogged March is almost 100x better in every single way. That trait really isn’t worth its weight.

Its absolutely nothing compared to example like:
http://wiki.guildwars2.com/wiki/Purity

Couple it with Mending. Mending recharges faster and will remove 2 conditions after Restorative Strength. There are only 2 non-damaging conditions then left to cover you from removing those damaging conditions: Blind and Vulnerability. Meaning someone has to time their blinds with your heal instead of your attacks or vulnerability to stop you from removing 2 damaging conditions.

Now you’re complaining about not having the game auto-drop a single condition every 10 sec when you can have a skill fully cleanse you every 25sec. You’d be arguing preference since waiting 10sec to remove bleeding then 10 more seconds to remove poison IF you don’t have other conditions like Weakness or Chill in the way at the time is ultimately inferior to cleansing all conditions on command when you need to heal.

When its combined to other large ways to remove conditions it adds up.

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Posted by: Brutalistik.6473

Brutalistik.6473

Stop trolling….you know this is foolish in actual combat if you know a warrior gameplay in pvp.

Pineapples

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Posted by: Veritas.6071

Veritas.6071

Stop trolling….you know this is foolish in actual combat if you know a warrior gameplay in pvp.

Maybe we should just be immune to conditions. That’s where things seem to be headed.

Ve·ri·tas [English ver-i-tahs] A Latin noun meaning Truth.

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Posted by: Leo G.4501

Leo G.4501

When its combined to other large ways to remove conditions it adds up.

The same can be said for Warrior traits too.

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Posted by: Daecollo.9578

Daecollo.9578

When its combined to other large ways to remove conditions it adds up.

The same can be said for Warrior traits too.

Please post a video proving your point.

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Posted by: Veritas.6071

Veritas.6071

When its combined to other large ways to remove conditions it adds up.

The same can be said for Warrior traits too.

Please post a video proving your point.

And here I was thinking we were supposed to combine our weapons, utilities, and traits in and intelligent manner with the goal of enhancing our own playstyles.

Ve·ri·tas [English ver-i-tahs] A Latin noun meaning Truth.