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Instead of a static healing per second, why not make it percent based instead? Or percent based + healing power.
An over simplified formula would be:
Health Regenerated = (Healing Power + 1% of Total Health)/2
This way, Warriors can stack Health and Vitality without worrying about heals not scaling up. It would give Warriors some much needed sustain it needs for PvP.
No. Let’s assume the total health is 25000 and the character has 0 healing power:
health regenerarated = (0+0.01*25000)/2 = 125/s
which is significantly less what the healing signet currently does (200/s)
With 2000 to healing power:
health regenerated = (2000+0.01*25000)/2 = 1125/s
which is way too good healing
My new suggestion for the passive: 190 + 0.1*healing power / s
With above examples it would give 190/s (5% less than currently)
2000 healing power it would give: 390/s (46% better than currently).
The active effect should be buffed as well.
PS. This thread should be merged with the other thread about healing signet called “Healing signet is still useless”
Make the Passive heal nearby allies and cure conditions on nearby allies every 8 seconds.
also grant a boon to a nearby ally every 10 seconds.
this way we can have better support other than Grandmasters…
Reduce the heal a bit and make it work like Signet of Malice so we get healed per strike or like signet of Restoration and heal per skill used and leave it at it’s current level.
Overthinking,
Passive = increase the base heal, decrease the heal modifier
Active = add a boon (defensive) on use, or a defensive condition (like Blind) and/or stun break, … and most importantly, lower the activation time
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