Showing Posts For Nezuralli.2794:
The one benefit to clicking them is that you can wait until you have a karma boost active, then chug them.
As I have over 5 million karma, I’d rather just ditch the clicking myself …
I think they patched out the Karma boost exploit a long time ago.
Alright another update.
After reaching Legendary with the Elementalist build I mentioned I was thinking about the trait that adds Regeneration with Auras. Even with that build with its main stat Healing Power, Regeneration amounts to almost nothing during play so what if instead of stacking in duration Regeneration instead stacked in intensity?
As a bit of an update I will say that the auramancer build I mentioned at the start got me though to about halfway though rank 3 before I met teams of entirely Condi Reapers and CC heavy Dragonhunters and got no further. So maybe I really was wrong to try to play a healing build in PvP :/
Healing Power could be re-purposed to work like a “healing critical chance”.
That might be better than using Precision actually.
What they have to do is increase a bit the scaling on some specific skills, or use HP to slightly increase the healing but the full benefit would be the critical healing chance.
Not to mention it opens up for more support-ish traits, for example, curing a condition whenever you critically heal, or critically healing splashes heals around yourself, or place a buff that revives you from downed (think elementalist’s Fire-attuned Glyph of Renewal), or place 3 seconds of protection… all of these obviously with their internal cooldowns. Secondary effects would give support-oriented builds to play a stronger role and be desirable by players, but I have this feeling that ArenaNet is too locked on to max DPS race and they can’t solve this design issue.
Wow I really like those ideas
Healing Power could be re-purposed to work like a “healing critical chance”.
That might be better than using Precision actually.
I was pretty lucky to buy enough extra character slots at the launch of the game when the exchange rate of gold to gems was much better. So now I have enough slots for one of each class and one extra. The extra I use entirely as a second bank and loaded it up with 20-slot bags and have never felt pressured to cough up money. You are right that all of the slot upgrade stuff is prohibitively expensive if you were to try to trade gold for them.
I suppose I’ll put the question out: What changes could be made that would make you consider putting Healing Power on your build in both PvP and PvE.
For me, I already have Healing Power on my PvE build. A lot of it.
Here’s the thing… If you want to have effective condi damage, you need to stack multiple types of condis. If you want to have effective dps, you need to have multiple types of attacks, and damage from other sources than just your weapon attacks. Likewise, if you want to have good healing, you need to get it from multiple sources.
Imo many people seem to think about healing singularly… in that, one heal skill should cover all their needs. To me, that’s like saying AA is the only attack skill you ever need.
My warrior has sacrificed a fair amount of damage to stack on as much healing power, and heals from as many sources as I could think of. My build would be considered laughable by many people. BUT, I can survive stuff most people can’t even fathom. To me, it doesn’t matter how fast you kill something, it only matters that when the dust settles if you’re the one still alive.
~EW
Could you go into detail about that build? I main Warrior so you’ve got me curious to try it.
I’ve noticed on my engineer that it seems to have more of an effect on regen than it does actual heals
Every heal in the game is affected by Healing Power differently, and for the most part I think that they are balanced. However I’ve found that Regeneration as a boon is fairly under powered even with 1200 Healing Power. Although I haven’t played much Engineer so is it scaled to be a good source of healing for you?
I suppose I’ll put the question out: What changes could be made that would make you consider putting Healing Power on your build in both PvP and PvE.
If you want to make healing more interesting, make the act of healing itself more interesting. And there’s already some pretty decent gameplay out there, mind you. Auras are by far the least interactive way of healing that we currently have.
What do you think the most interesting way of healing is in the game at the moment? And could you think of any way to improve it or a new way?
Although your point about other players not having enough health to need Healing Power to heal them is definitely true in some cases. So perhaps what we need is a revamp to the way Regeneration works to support those builds better?
(edited by Nezuralli.2794)
well I run a water elementalist as a secondary tempest as well, I choose for Zealot (Keepers) armor/weapons and either Clerics jewels or Zerk if needed….
It’s 800 heal/hit+1200-2200 dmg or 1200 heal/hit and 1000-1500 dmg for my build with zerk and clerics jewels. toughness is 1000 and 1426 respectively.
Healing power does influence things having 3200 or 4800 healing per hit is a big difference. (not counting soothing mist, regeneration through healing rain and aura’s, waterblasts and such.)
But I tend to agree Magi even though it is glass is a waste of slots… you would still like to invest in power and precision IMHO. I know Zealot isn’t godmode either but it will allow for good healing and good sustain… even though you could go 100% healspec.
Zealots is an interesting choice although not an option for PvP, I believe the closest option would be Menders which has a little bit of Vitality tucked into it and I have tried to use. However I’ve found that having as much Vitality as possible is important to avoid getting one shot even through the -50% damage upkeep an auramancer maintains. Magi’s seems to work best for me.
What I’m really curious about is how people would feel about Healing Power being an equal and opposite stat to Power but having both of them scale with Precision in the same way.
(edited by Nezuralli.2794)
I’ve recently been thinking about the stat as I’ve been playing a healing Auramancer Tempest in PvP to great success. A build I sort of made up which uses Healing Power as a main stat (Magi’s), to which the reaction from everyone abounds “get off my team u casual”. In my honest opinion I feel that Healing Power as a stat is actually fairly balanced. If it were scaled any higher I honestly think I couldn’t die in PvP even if it were 5 on 1. One idea I had while thinking about this though, was what if you could “Critical” Heal? In the same way that precision and Fury scale with damage, perhaps a way to make the Healing Power stat more interesting would be to actually DECREASE its base power, but allow you to heal for double or more on a critical. I would be really interested to hear some opinions on this. Thanks for reading
As someone who does DPS-math as a hobby, I’m naturally biased against it.
For me personally, if the game offered a straight-up DPS number, I’d be bored. There would be no mystery. No fiddling with equations, tweaking things around. I’d be utterly bored with the mechanics of the game.
And I’ll be honest, the calculations that Guild Wars 2 BuildCraft does for you are exactly what you’re looking for. The Effective Power is as close as you’re ever going to get to a universal DPS figure. Any deeper and you run into having to factor in skill coefficients, in which case Guild Wars 2 Skills Build Editor is your best choice. It doesn’t give you straight up DPS numbers, but it gives you the actual tooltips with a lot of room to adjust.
So use GW2 Buildcraft to figure out the damage and the GW2 Skills editor to compare the skills directly.
I’d never heard about GW2 Buildcraft. Thanks!
I’d like to know how everyone else feels about this but it’s a major gripe for me:
Why are so many of the skill descriptions, boons and conditions, traits and general character stats so vague?
As a fairly casual GW2 player having a bunch of numbers which I can directly compare would help a LOT when setting up builds or testing out equipment without actually having to head out and kill some stuff. Weapons and armor are exceptions with their damage and secondary stats listed but until I test out both weapons I can’t tell whether the sword with more damage or the one with more precision will give me better DPS.