Healing Signet
Healing signet is fine as in the minimal heal it gives from regeneration, under water it can keep you alive for long too long, over it well I prefer any other healing lol. Warriors do need a more powerful punch in their heals though.
@ 0 healing power
Healing Signet – 5000 hp over 25 seconds
Mending – 5560 hp every 25 seconds + 2 conditions removed
Healing Signet with use @ 25 seconds over 50 second period – 9320 (10120 traited)
Mending over 50 seconds – 11120 hp and 4 conditions removed
Healing Signet over 30 seconds – 6000 hp
Stage 1 Healing Surge – 5880
Stage 2 Healing Surge – 6840
Stage 3 Healing Surge – 8440
The only way the Healing active would put the signet over the healing of the other 2 heals warriors get is if the fight actually calls for it’s use and it ends before the other heal in comparison would have recharged, and that’s not even taking into account their secondary effects. However that situation is far too specific and most times it just won’t play out that way for one reason or another and is usually just a last ditch effort to get a little bit of extra hp to give you the edge on a fight that is already going south. Also if fights are shorter than the listed durations the other heals will come out even further ahead.
Healing Signet is also greatly affected by poison, as you cannot really avoid having the poison affect it’s healing potential whereas with Mending or Healing Surge you can use ‘shake it off’ first before you pop your heal or wait for the poison to wear off and have your heal be entirely unaffected.
Now, I do use Healing Signet when grinding normal mobs in PvE, cause really nothing beats being able to completely ignore your hp as well as the precision bonus (I use the standard glass cannon gs spec for pve grinding), however whenever I am doing something where it matters (pvp or dungeons or whatever) I always switch out to a better heal.
I like the ideas the OP listed, though I wouldn’t really want to give it too much condition removal because that’s Mending’s thing, and each heal should be kept unique.
I think most of the issue with Healing Signet is that it’s active effect is being weighted too heavily when in reality it doesn’t help as much as they probably thought it would when it was designed.
Really what I would like to see would be making the active effect increase the amount of hp/sec you get from the passive effect (like double) without gutting it while it is on cooldown. Or make it only increase the passive by 50%ish but then have it immediately revert back to it’s normal passive healing when the active wears off instead of having a cooldown (but this might make it lose it’s signet status)
Sacaen -lvl 80 Warrior
I think Healing Signet is great, especially when coupled with the adrenaline healing and regeneration from banners. I was doing some calculations on it yesterday and it only takes about 10 ticks (10 seconds) of Healing Signet’s passive effect + the heal itself to equal Mending. Granted, it doesn’t remove conditions but you don’t always need condition removal
I PvE though so I don’t know the effectiveness in PvP
10 seconds + the heal itself + the cooldown from having to actually click it (at which point you have zero healing from the signet until the cooldown is expired), is forever in a pve dungeon and and I assume it is way too long in pvp. This is compared to just one click of the button and its cooldown from either of the other two options. Add the fact that after this same or less time frame with mending, you no longer have conditions applied as well. It would be different if the healing ticks were enough to counter at least the condition damage you get in a pve dungeon, but they are not.
I run superior sigil of purity on my main hand weapon, shake it off, and use axe/warhorn as my primary weapon set…and even this is not enough sometimes in pve dungeons with all the conditions rapidly and repeatedly applied. I do have adrenal health…I sacrificed most of the strength traits I had to get 3 traits into defense just for adrenal health. My spec is 10/25/15/0/20…pretty much a general spec with decent dps and a few survival traits (a non weapon specific build). I don’t use banners currently because I despise the mechanic of having to pick them up and carry them with me every time I move. I’d rather not depend on something like that to compensate for weak healing from my healing slot, especially since I am already compensating for it with adrenal health.
It is pretty obvious by popular choice that healing signet is lacking compared to the other two options. I don’t think there should be a problem with improving the worst of the healing options we have.
The reason I like the healing signet more then the others is that when with the right traits, the healing signet can be used every 16 sec (discipline) as a light heal and removal of crippled, chilled, immobilize and weakness.
and when not in use it couples with my other hp regen methods.
@Sorry.8627 Honestly, that’s what war horn offhand is for. #4 skill for war horn removes those statuses . I initially resisted using a war horn, but just like others have posted in different threads..once you go war horn…you don’t go back. I’ve been looking for the trait that causes healing signet to remove crippled, chilled, immobilize and weakness…I have yet to find one that changes healing signet in that way.
Healing signet is fine. Its primary function is its passive. The active isn’t really meant to be used except as an emergency button. It’s not the most glamorous skill, but it functions admirably.
Priorities, what to do?
Spend hours with dye
@ODB.6891 – Agreed, I use the warhorn as my secondary set – usually when I need to get out of a fight
.
The trait I was thinking did that was the power trait ‘restorative strength’ which says “Using a heal skill removes crippled, chilled, immobilize, and weakness.”
I was assuming that since healing signet is listed as a healing skill on the wiki that this would work. To be honest though I have not explicitly tested it … and now I probably try to do just that =p
**Edit (To confirm Just did a small test on pve earth elementals which cripple their targets and sure enough healing signet removed cripple each time — tried it 4 times…. )
(edited by Sorry.8627)
“Using a heal skill removes crippled, chilled, immobilize, and weakness.”
As all of them excepts weakness is used to remove moving penalties, I
would like to see Daze added, or exchanged with Weakness.
That said, lets get back to the healing signet.
I think it should be changed to do this, Passive:
Improved the healing over time somewhat (how much I do not have a suggestion)
+ This healing scales with Tactics and do not suffer from healing penalties,
like those from poison.
Active: Remove poison, confusion and 1 endurance bar of endurance.
If the endurance cannot be spent, it does not trigger active effect and suffer from cooldown.
(edited by DragonMind.2983)
I personally prefer to think that Healing Signet isn’t denied by poison, but it actually denies the poison, burning and bleeding. This is pretty big on most condition-based builds, because they normally suffer in their direct damage.
There’s also the fact that you guys are considering all of these heals to be used in situations in which you’ll use the skill, then use it perfectly again once the cooldown is down, then again then again and you’re also assuming that your enemy is going to LET YOU use the healing skill. Not to mention you’re considering there’s no cast time for the actives.
Healing Signet’s HPS is lower, yes, and maybe it could be a bit more effective, perhaps, but the fact still remains:
Healing Signet’s heal is UNINTERRUPTIBLE, it never stops, whereas on active heals you have global cooldowns, you have cast times, you have interrupts, stuns, CC, everything to stop you from using the skill when you need it some times.
Healing signet is fine. It has it’s uses. It may have subpar HPS in regards to the other heals but there are builds that can utilize it.
Not to mention it is the lowest cooldown warrior heal, and can be traited for an even lower cooldown so that makes it great to triggering on heal effects on rune sets.
Signet with adrenal health for pve/dungeons (around 600hp per combined ticks).
Mending for pvp (tasty cond removes).