So, from my experiences playing as a warrior, I’ve found Healing Signet to just be ridiculously. Having a the highest base health regen out of anything in the game. This may seem justified given how it’s a healing skill, however, the high base health regen means that the warrior is automatically a lot tankier than others purely from the health regen alone. Throughout the entire time playing as them, I never saw any reason to change from healing signet, and barely ever wanted to activate it, considering how the passive healing is easily twice as strong as the active heal.
The 2 simplest ways to making the other healing skills more viable are to
1. Increase healing on the other skills avaliable, or reduce cooldowns so the heals are more readily avaliable.
2. Reduce the passive healing from Healing signet.
Either that or a combination of the two. However, by reducing healing signets total healing, it could very well be seen as worse than all the others. Therefore, if the healing power contribution ratio were to be increased alongside a decrease to the base healing power of the signet. It would emphasize more tanky builds for the use of healing signet, as opposed to just being the healing skill for every warrior.
Also, for comparison as to just how powerful Healing signets passive is, here’s a comparison to the other heal signets passives (Healing signet heals 362 every second):
Necromancer: Heals 325 base healing (Though double healing power contribution) whenever the necro takes damage, 1 second cooldown. (Likely healing a bit slower than once every second), However, has the most powerful active out of any signet, With an initial base heal of 3,960 (Other signet heals are 3,275 base) and a further healing of 392 to the first 25 strikes against a target in 6 seconds. Also dealing a bonus 201 damage per hit.
Thief: Heals for 132 base healing with each attack. Since thieves attack quite fast, this means they can get quite a lot of healing from this, however, they must be constantly active in the fight in order to do this.
Elementalist: Heals for 202 base healing with every spell cast. This is a bit of a weaker version of the thiefs, and given how both are rather evasive (At least at melee), this one seems to be the weakest signet in most situations, as dagger elementalists normally hit about half as fast as theives, and staff/scepter elementalists normally taking four times as long.
Looking at the comparison, I would also recommend a small buff for the elementalist signet. Perhaps something along the lines of its active refreshing element switching or something? Just a suggestion.