(edited by Dimswitch.6381)
Showing Posts For Dimswitch.6381:
And where is the rest?
- Your calculations of longer fights. 15 sec fight are very rare and not significant.
- Incoming dmg per sec.
- The manner of use and the advantages of heals over time skill.
- The fact that the signet has the double healpower of all other healskills in this game?
Sigh… I’d think it would be clear that I’m not just pulling numbers out of a hat by now. You can fire off healing surge 6 times over 151 seconds (or 2 minutes, 31 seconds), resulting in “HPS” of 399.58 [6*10056=60336/151=399.58]. 15 seconds is actually a lot longer in combat that you probably think, but regardless…
Incoming damage per second? I offered no calculation there, but if you aren’t capable of exceeding 400 damage per second in this game (and by a significant margin), then you’re doing something wrong.
I’m not really sure what you’re trying to say/ask with your third point. Are you referring to my statement that burst, in regards to both healing and damage, is useful in PvP? If you don’t understand that then there’s not much I can do to help you, but I will say this: surprise has a major impact on combat. Burst means your enemy has less time to prepare for and react to your actions. It’s a tactical advantage.
Not sure where you’re getting your data for your fourth point, but there’s a healing power coefficient of 0.05(per second) on Healing Signet passive and 0.5 on the active, significantly less than other healing skills…
As an example, in a 15 second fight, Healing Surge provides ~660 “HPS”, while Signet still provides ~400.
Pls, show us your calculation of this.
Ok, didn’t realize such a simple calculation need elaboration, but I’ll oblige…
Total healing amount divided by fight time equals “healing-per-second”.
Healing Signet provides 400hps at 157 healing power. This is true whether the fight lasts 15 seconds or 15 hours; it’s constant.
Healing Surge provides a heal of 10,056 at this same level of healing power (my original estimate of 9900 was conservative) yielding, over the course of a 15-second fight, 670.4hps. [To be perfectly clear: 10,056/15=670.4]
Looking at a skill’s “HPS” in terms of healing amount divided by cooldown is irrelevant in real combat, except in cases of very, very long fights. (In fact, with maximum use of Healing Surge, “HPS” doesn’t drop below 400 unless fight time is over 2.5 minutes!)
Edit:
It’s basic math. Healing Signet heals for 392HPS whether you have a 10seconds fight or a five minute fight. On the other hand, healing surge is a base heal that heals for 10,000 at any moment you activate it. 660(HPS)x15(seconds)=9,900. Close enough. It’s actually slightly more than 660HPS in a 15 second fight.
Beat me to it!
(edited by Dimswitch.6381)
TL,DR: Healing Signet is anti-attrition only, other heals are anti-burst+utility. Any good player knows which is going to be most effective for their own builds and why.
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Anyone who uses “HPS” as justification for why Healing Signet is overpowered lacks gameplay understanding, simple as that.
There’s a reason why burst, both in damage and healing, is so effective in PvP situations.
As an example, in a 15 second fight, Healing Surge provides ~660 “HPS”, while Signet still provides ~400.
In addition, Healing Surge has the utility of potentially filling your adrenaline bar, in exchange for slightly lower healing, if you need it.
Is Healing Signet boring and passive? Yes. In fact, it’s a weak skill even from a signet standpoint, because its “active” is so astoundingly bad. (Functionally, it’s the equivalent of activating Signet of Might to gain 5 stacks of might for 5 seconds – hopefully you can see why that would be stupid/poor design.) Also, as others have pointed out, poison is much more effective against Healing Signet than other heals, due to how condition cleansing works.
So, is it overpowered? No. The only situation where it becomes powerful is against a character with little burst and only mediocre dps, or on a character built specifically for sustain and toughness, because of the synergy it has there (this type of healing has an exponential benefit as toughness goes up). Healing signet augments a characters durability, and that’s it. There is no strategy involved.
All you guys talking about “healing-per-second” and how overpowered this ability is need to get yourselves some truth. (And probably learn how to play the game a bit better.)
(P.S. Honestly, you should be a lot more worried about Defiant Stance, in the hands of a skilled player…)
These Guardian skills should be combo finishers, but aren’t. Can anyone figure out a good reason why?
Zealot’s defense -> projectile
Judge’s Intervention -> blast
Orb of Wrath -> projectile
picture says it all
I don’t see the problem here. Clearly its just too warm for him in the lodge. Look at all the furs on the bed. See what he is wearing. His logic is clearly sound – he’s just looking to get some sleep without burning up.
The truth of the matter is that the Norn running the lodge are probably keeping it extra warm for the weaker ra- er, foreigners – like yourself.
I know that this seems strange to you when you’re shaking in your frost-tipped fur, but you aren’t Norn, so I really wouldn’t expect you to understand anyway.
It’s relatively weak because it is an old trait that has never been updated since ANet moved Heightened Focus to Grandmaster from Adept in Discipline. IMO, the trait needs to be removed entirely and be reworked/combined with Sharpened Axes in the Discipline line.
Combined: “Sharpened Edges”? Would be nice…
Its true. I had two thieves engage me and had it took a full 15 seconds to kill both with Final Thrust because of cooldown after i launched the first one back to WP with it.
F1 skill could also decrease skill cd by 20% with each slashThose thieves must have been awful. But tbh that leap doesn’t need a shorter cd. Having the sword off hand have those reduced cooldowns would be completely unnecessary as well.
Perhaps. Same argument could be made for greatsword abilities tho…
Regardless, 10% increased crit with swords, by itself, is a very weak master-tier trait.
Easy.
Mimic:
3/4 sec cast, 30 second cooldown
Obtain (copy) all of your target’s boons.This would be an exact copy, including stacks and duration. Obviously certain boss/npc boons could not be copied. This will effectively give Mesmers some “boon hate”. Cast and recharge would need to be monkeyed with to find proper balance, but this could be some real fun in pvp.
this is actually the best idea I have hard so far, and very easy to do
Albeit boring and “mimicking” Arcane thievery- also a manipulation.
It it’s kinda boring, I’ll give you that.
I guess what I’d really love to see is something like this:
Mimic: 1s cast, 60s cooldown
Create a phantasm clone of your target.
Would be a generic phantasm based on targets class with a few basic skills related to said class. Benefits from your phantasm/illusion traits.
Obviously the biggest problems are that this wouldn’t be a manipulation skill anymore and it would require some real work by anet to implement.
We should be realistically expecting something simple and easy to implement.
Here’s one; a twist on my original…
Mimic: 3/4s cast, 30s cooldown
Copy all your targets boons and conditions
Turns into Echo:
Copy all your boons and conditions onto your target.
Easy to implement, high skill cap, double-edged sword type of ability.
Its true. I had two thieves engage me and had it took a full 15 seconds to kill both with Final Thrust because of cooldown after i launched the first one back to WP with it.
F1 skill could also decrease skill cd by 20% with each slash
Thanks for the bump!
Why does the warrior sword mastery trait not reduce skill cooldown by 20% like almost every other weapon mastery trait in the game? 10% increased crit with swords alone is really not a compelling enough reason to take the trait, given your other options. (Also, it should really be moved to adept tier to allow greater build diversity…)
Maybe this is something you could address in the Dec. 10th balance patch.
Thanks for reading.
Easy.
Mimic:
3/4 sec cast, 30 second cooldown
Obtain (copy) all of your target’s boons.
This would be an exact copy, including stacks and duration. Obviously certain boss/npc boons could not be copied. This will effectively give Mesmers some “boon hate”. Cast and recharge would need to be monkeyed with to find proper balance, but this could be some real fun in pvp.