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(edited by Daecollo.9578)
These are sort-of how I would redo the healing skills for Warrior.
Healing Surge (Cooldown: 25)
Heal yourself and regain all adrenaline.
Healing: 11,275 (2.0)?
Adrenaline: 30
This means you don’t have to worry about stages, this heal is meant to burst you up to full adrenaline and heal you for a good bit.
Healing Signet (Cooldown: 20)
Is a signet
Passive: Grants regeneration.
Active: Heal yourself.
Healing Signet: 575 (0.15*HP) heal per sec
Healing: 1150 every second for 6 seconds. (0.3*HP)?
This heal is our passive heal, however it has an emergency you can active to gain double the healing of the passive temporarily when you need it, but you lose the passive effect.
Mending (Cooldown: 15)
Heal yourself and cure two conditions. This is now a physical skill.
Healing: 6,560 (1.5)?
This is our low cool-down heal, this also cures two conditions and can be upgraded with other physical skills for a better effect.
(edited by Daecollo.9578)
That’s a whole lot of buffs all at once, and extremely high healing values.
That’s a whole lot of buffs all at once, and extremely high healing values.
Due to our high HP, low lack of invulnerability and evasion skills and lack of protection our healing and values should naturally be higher for our lack of sustain.\
A whole lot of buffs when you can only use one of these at once, it should be a hard choice between all of them.
(edited by Daecollo.9578)
That’s a whole lot of buffs all at once, and extremely high healing values.
I really want to say: So?
That actually sounds like a pretty neat idea. I have a difficult time choosing a heal that I would use when I look at these. Normally, I just run healing surge and I have never looked back.
How about making Healing Surge into a shout that also heals ally. This way warriors get a heal for support at low levels before level 60 that isn’t just a regen.
That’s a whole lot of buffs all at once, and extremely high healing values.
Due to our high HP, low lack of invulnerability and evasion skills and lack of protection our healing and values should naturally be higher for our lack of sustain.\
A whole lot of buffs when you can only use one of these at once, it should be a hard choice between all of them.
I agree that warriors take more damage so we need to heal more, but 575 baseline for a passive Healing Surge heal tick is way too high. Ideally, increase Healing Surge’s passive heal by ~50% because it’s really weak, but increase its HP scaling by a very large amount, so you get something like ~300 heal baseline, but ~700 with full healing power. So a support warrior can stack healing power and toughness and get some really nice survivability and perhaps even bunker by taking less damage and healing more, but berserker glass cannons would still be unable to withstand focused attacks. For the active effect, I like the idea of an AoE heal. Make it the weakest heal, but heal the party for 50% of what it heals you. Since such a version of Healing Signet would probably be used by defense/support warriors, adding a group support component to that heal would make it a lot more interesting to those warriors in my opinion.
Healing Surge is going to have an interesting synergy with the incoming trait buff where burst skills are going to clear conditions, so if it fills the bar it would become very interesting for warriors using that trait. I mean, you have a full bar, you get conditions, you clear them with a burst, you get more conditions, you use Healing Surge and clear them when your burst skill is up again. And of course you can add even more ways to clear conditions. Maybe that’s a little overpowered… (If it is, an alternative would be to decuplate the speed at which adrenaline fills after using Healing Surge, so the bar still fills quickly but you have to “work” for it.)
I agree with Daecollo’s idea. Warrior main problem is lack of protective buffs and low healing at the moment. HS currently heal barely 9k and that’s only slightly less than 50% of our HP. There is no other way to sustain as compared to other classes. Giving us higher heal like 12k and also lower CD is the only way to balance up warrior.
These suggestions would be huge buffs to our healing skills. Healing Surge for example would heal for about 60% of the base HP pool + additional effects + low cooldown.
Guardians for example get a ~75% Heal + worse additional effects + long cooldown with the signet. Don’t forget that guardians are supposed to be the more defensive class.
Reducing the CD of our heal skills is probably the right way, but I don’t like the idea of having only 1 single skill – my heal skill – for sustain.
Furthermore a consequence of such a huge buff to our healing skills would mean, that there wouldn’t (or shouldn’t?) be any other means of sustain for us.
Anet should just give us another way of sustain, something that suits the way of the warrior.
A trait which heals us in percentage of damage dealt to an opponent for example or
a utility skill which provides us with protection, so we can storm right into battle.
That’s a whole lot of buffs all at once, and extremely high healing values.
Due to our high HP, low lack of invulnerability and evasion skills and lack of protection our healing and values should naturally be higher for our lack of sustain.\
A whole lot of buffs when you can only use one of these at once, it should be a hard choice between all of them.
I agree that warriors take more damage so we need to heal more, but 575 baseline for a passive Healing Surge heal tick is way too high. Ideally, increase Healing Surge’s passive heal by ~50% because it’s really weak, but increase its HP scaling by a very large amount, so you get something like ~300 heal baseline, but ~700 with full healing power. So a support warrior can stack healing power and toughness and get some really nice survivability and perhaps even bunker by taking less damage and healing more, but berserker glass cannons would still be unable to withstand focused attacks. For the active effect, I like the idea of an AoE heal. Make it the weakest heal, but heal the party for 50% of what it heals you. Since such a version of Healing Signet would probably be used by defense/support warriors, adding a group support component to that heal would make it a lot more interesting to those warriors in my opinion.
Healing Surge is going to have an interesting synergy with the incoming trait buff where burst skills are going to clear conditions, so if it fills the bar it would become very interesting for warriors using that trait. I mean, you have a full bar, you get conditions, you clear them with a burst, you get more conditions, you use Healing Surge and clear them when your burst skill is up again. And of course you can add even more ways to clear conditions. Maybe that’s a little overpowered… (If it is, an alternative would be to decuplate the speed at which adrenaline fills after using Healing Surge, so the bar still fills quickly but you have to “work” for it.)
Why? Rangers can heal for that much if not more, combined with there evades and protection and high access to vigor and the ability to leave a fight whenever they want to.
Why should we be so kitten and they get to shine with just that?
Thieves are the same, they get 450 HPS in stealth… they can blink in and out constantly and evade as well, while having there own heal, and that isn’t even overpowered in my opinion.
Guardians have higher HPS then even that, and protection… I won’t even go to how many condition cures they have.
Warriors on the other hand, no protection, no heal traits, no condition removal, no evades, no easy access to vigor…
@Kurajin
Guardians are defensive, but team defensive. Guardians also have access to protection (An extra set of armor.) Signet of Judgement (Half a set of extra armor.) better healing traits, better traits, better damage traits (soon.) Better evades (perma-vigor.) Also condition removal all over the place…. All the things the warrior has to worry about.
That’s a whole lot of buffs all at once, and extremely high healing values.
I really want to say: So?
So I don’t think anyone is going to take this particular suggestion seriously when it’s so over the top. Especially without any reasoning as to why you feel the Warrior should have such powerful Healing Skills. Why do you think that this should be the way Warrior’s are buffed?
That’s a whole lot of buffs all at once, and extremely high healing values.
I really want to say: So?
So I don’t think anyone is going to take this particular suggestion seriously when it’s so over the top. Especially without any reasoning as to why you feel the Warrior should have such powerful Healing Skills. Why do you think that this should be the way Warrior’s are buffed?
Reread everything I have said in this thread.
Why do I feel like Daecollo has posted on this a hundred times now?
Also, "Warriors on the other hand, no protection, no heal traits, no condition removal, no evades, no easy access to vigor…"
Correct with no protection which is a good thing. Has heal traits such as Vigorous Shouts and Inspiring Banners, has condition removal only with Shrug it off or Quick Breathing + a few utilities. Has an evade through GS, a single block through mace MH, sword OH, and shield. By easy access to vigor, you mean not having to trait anything, which would imply you want a minor trait to give you vigor like guardians (since we know you love to compare guardians to warriors). You also have Vigorous Focus from stances and Building Momentum.
There is some build diversity amongst the warriors, like all other classes. I really like where the warrior is in WvW and PVE and I am welcoming the new changes. Warriors will adapt and change or quit. Simple as that.
For the OP - Some form of life steal or spending adrenaline for a form of regeneration(not the boon but something a thief can’t steal or a mesmer/necro turn against us) would be nice. Buffing the heals to the extent you want is a little unbalanced regardless of our lack of mitigation and high base health. A slight adjustment to functionality and cast time would be an improvement.. I would also push for more forms of mitigation through weapons. Evades, blocks, and CC (daze/stun). We are weapon masters after all.
/inb4 AlBundy starts spouting any nonsense...be constructive and add to the discussion.
(edited by ArtemisEntreri.4138)
Vigorous Focus is completely useless, sorry to say. (Stances have horribly long cool-downs and there is no trait which reduces there duration, also the fact that this trait is deep into another line…) Building Momentum is ok but like with the new trait cleansing ire it relies on hitting your target with burst which we have problems with since an enemy can just blind/dodge/evade/invuln away.
Greatsword is going down a lot since they are moving around traits so it won’t have the same damage as before. The Guardian greatsword simply has more damage now and survivability.
Lifesteal? We are not necromancers, I want better heals and heals that make actual sense, not the ability to steal life.
Warhorn has amazing access to vigor, problem is you need 20 points in vitality. This means we will be doing a lot less damage since most of our damage is tied directly to traits, unlike the gaurdian which gets almost all there damage in a survivability tree… lulz.
(edited by Daecollo.9578)
Those are way too powerful.
Guardian Heals.
Shelter: 151 HP. Block while healing
Healing Breeze: 163 HPS. Barely heals allies
Signet of Resolve: 203 HPS. Removes a condition every 10 seconds
Engineer Heals.
Elixir H: 222 HPS. Gives random boon
Healing Turret: Heals for 5040 hitting both skills at about the same tame. Grants Regeneration. Assuming you detonate immediatley in the Water Field it gives 318 HPS + a little regeneration
Medkit: Bandage Self heals for 246 HPS. Dropping bandages takes about 2.5 second to drop all of them. 250 HPS for those but that’s alot of cast time for healing.
Ranger Heals.
Heal As One: 326 HPS
Healing Spring: 164 HPS + Regeneration if you stay in it. Also a 15 second Water Field.
Troll Unguent: Heals for 856 per second for 10 seconds. Then has 15 seconds left in it’s cool down.
Thief Heals.
Hide In Shadows: 174 HPS. Cures Burning/Poison/Bleed and also gives Regeneration and stealths you
Signet of Malice: 100 HPHit. Activated heal is 218 HPS.
Withdraw: 289 HPS. Evade and remove Cripple/Immobilize/Chill
Elementalist Heals.
Ethere Renewal. 333 HPS not counting looong cast time. Pulses 8 times over 4 seconds and removes a condition each pulse.
Glyph of Elemental Harmony: 195 HPS. Also gives a boon based on attunement
Signet of Restoration: 202 HPAttack. 131 HPS activated
Mesmer Heals.
Ether Feast: 278 HPS no Illusions. 374 HPS with 3 Illusions.
Mirror: 261 HPS. Reflects projectiles
Mantra of Recovery: Taking into account cast time, about 361 HPS
Necromancer Heals.
Consume Conditions: 209 HPS. +29 HPS per condition removed
Blood Fiend: Activated 198 HPS. While alive 926 HPAttack. Attack speed is ???
Well of Blood: 131 HPS on activation + 152 HPS for 10 seconds if you stay in it
Current Warrior Heals.
Healing Signet: 200 HPS. Activated 163 HPS
Healing Surge: 281 HPS with full Adrenaline
Mending: 222 HPS. Removes 2 conditions
Supposedly after the patch, these numbers will be 218 HPS activated, 337 HPS, 278 HPS respectively.
Your Warrior Heal Suggestions.
Healing Signet: 575 HPS. More powerful than every other heal. Activated is 1150 HPS for 6 seconds.
Healing Surge: 451 HPS. A little high, however I agree that it shouldn’t scale with Adrenaline level and should be a flat heal and the point is to use when out of adrenaline so you refill it. Not have a wasted bonus.
Mending: Without trait, 437 HPS cures 2 conditions. With trait, assuming it’s healing isn’t doubled and just gets it’s cool down reduced, 546 HPS and removes 2 conditions. Really high on the healing. I know I didn’t do any other heals traited but I don’t believe they would come close to that. Doesn’t make sense to me for it to be a Physical Skill either.
So, TL;DR. Warrior heals need a slight buff, not what you suggest
@Kurajin
Guardians are defensive, but team defensive. Guardians also have access to protection (An extra set of armor.) Signet of Judgement (Half a set of extra armor.) better healing traits, better traits, better damage traits (soon.) Better evades (perma-vigor.) Also condition removal all over the place…. All the things the warrior has to worry about.
That’s the point
There’s so much more we have to worry about and with your suggested changes it feels to me, that they are so huge of a buff it would be like:
“Warriors want more access to vigor/protection…? hell no, just look at their heals, they are OP”
And to be honest I don’t think buffing our heals would be enough to get on par with ele, thief or anyone else. I’d rather have sustain via several skills/traits than just only having the healing skill.
@Grok Krog.9581
Sorry, but Warriors have more HP Then those classes and less access to protection/evades/invulnerabilities/condition removal.
They should heal more based off the fact they take more damage, engineer for example can do all there damage away safe from AOEs which means they take a lot less damage, combined with the fact they have protection.
You can’t compare the classes just on HPS, please look at the big picture sir.
You can’t just say: THAT IS OP IT HEALS MORE. You have to factor in every little thing the classes have, warriors need to be in melee, they don’t have protection or evasion or invulnerabilities and condition removal to soak up the damage that those classes have.
The reason we are so down right now is people just look at numbers and fail to look at factors and the big picture and just see the little one.
(edited by Daecollo.9578)
I’ve been mentally toying with the idea of Healing Signet being changed to a Utility skill.
Passive: Unchanged
Active: Grants vigor and protection, 5 seconds.
This change would give us a sustain utility, in the form of passive healing and an active buff that can provide improved evasion and mitigation. It would also free up the 6 slot for mending or healing surge.
It’s not without precedent either, Rangers have a regen utility signet. And plenty of other utility skills out there provide healing, regeneration, etc.
Thoughts?
@Dand:
Good Idea, if it was a utility skill it would not be worthless as it is now.
“they don’t have protection or evasion or invulnerabilities and condition removal to soak up the damage that those classes have.”
But this is what’s needed to stay at the front. We need protection, evasion and what else to do this. It can not be balanced only through the healing skill.
I think Grok has a similar opinion as I have:
Our heals need to be buffed, but not to such an extend as suggested.
It seems to me that you want to compensate for those things a warrior lacks only through the healing skills.
I’d rather have some slight buffs to our healing skills and then add other options for us to stay longer in battle. Just something like:
Balanced Stance: Grants stability and protection for 8 seconds.
btw necros often have more hp x)
@Dand
This seems like a really nice idea.
Vigorous Focus is completely useless… Building Momentum is ok but like with the new trait cleansing ire it relies on hitting your target with burst which we have problems with since an enemy can just blind/dodge/evade/invuln away…
… The Guardian greatsword simply has more damage now and survivability.
Lifesteal? We are not necromancers, I want better heals and heals that make actual sense, not the ability to steal life.
Warhorn has amazing access to vigor, problem is you need 20 points in vitality. This means we will be doing a lot less damage since most of our damage is tied directly to traits, unlike the gaurdian which gets almost all there damage in a survivability tree…
The point I was trying to make is that it’s available if you want to build for it. Berserker’s Might and Last Stand also proc Vigorous Focus as well and if you value a little more survivability you can put 20 points into vitality for the warhorn trait. Build diversity means you have a choice on how you want to play. Warriors can’t have access to everything at minimal cost without sacrificing something.
Also, warriors also can dodge, evade, and block away other key attacks as well. You talk as if the warrior class doesn’t have the necessary tools to completely dodge a mesmer’s shatter for example. It works both ways.
You’ll have to explain to me how the Guardian’s GS has more damage and survivability. Their WW is dodgeable and they have to be on top of you get the full effect of the projectiles. Their leap is dodgeable and comes with a simple blind which is dropped when you swing once. Their Symbol is avoidable but does apply retaliation if they blast or leap out of it. Binding Blade is dodgeable too. What were you talking about survivability?
The lifesteal was only an idea thrown out there since warrior’s arms tree dabbles with bleeding quite a bit. They could do something with that. Your only response was you don’t want to be like a necromancer but clearly, your past post make you sound like you want to be like a guardian so I am a little confused about that.
The guardians valor tree doesn’t give any bonus damage besides crit damage and a trait to offer a little more crit chance, which is useless if they don’t have the crit to take full effect of it. 30% crit damage w/ 4% crit won’t take you far. It’s true that trait line is heavy with survivability and any front line guardian building meditation or shouts would be wise to go into that tree because it’s so beneficial for survival.
That’s a whole lot of buffs all at once, and extremely high healing values.
I really want to say: So?
So I don’t think anyone is going to take this particular suggestion seriously when it’s so over the top. Especially without any reasoning as to why you feel the Warrior should have such powerful Healing Skills. Why do you think that this should be the way Warrior’s are buffed?
Reread everything I have said in this thread.
You should have that justification in the main post, and even then I read that discussion and was hoping you would elaborate on why you chose those numbers rather then any other. I understand you want the heals boosted and I get why, but to the point where they are around twice as effective as any other heal is where I get lost.
On a side note, I’m pretty disappointed the Healing Cooldown changes didn’t get into this patch. They needed that buff.
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