And here is another blatant lies. We love to “forgot” some “redundant” facts, aren’t we?
Ele- don’t even start that crap with me. Ether Renewal is an absolutely godawful source of condi removal, if only because of the fact that it is so easily interruptible. If you can’t get this through your skull, go play an ele and then tell me that it’s one of the “best condi removals in the game”. That’s complete garbage.
Engineer- that “large” part isn’t really that large, and relies on your allies being at least somewhat close to you, which creates an incentive problem: either you wait for your allies to be in range so that you can use HealTurret for maximum effect but you thereby weaken your own healing, or you use it as soon as possible (which is the HPS that I accounted for in my calculations) and risk being unable to benefit your allies. Engis also don’t have heavy armor, and warriors have 3k more health than they do.
Guardian- if you can’t wait until Shelter is finished to burst an opponent, you shouldn’t play a burst build.
Necro- necros don’t have that many ways to get rid of condis already- both of their other two main sources are weapon skills, one of which has a pretty obvious cast. Either way, the heal is still on a 25s CD, which isn’t exactly super reliable, and again it creates an incentive problem: wait to use your heal for when you have a lot of condis, thereby sacrificing your healing potential, or use it as soon as possible, thereby sacrificing some of your condi clearing potential.
Ranger- not many other condi clears in the first place outside of Empathic Bond (which is getting nerfed/debugged anyways). Rangers also have very, very few ways to actually utilize the water field by themselves, and most attempts to utilize it too much will often result in lost damage potential (I’m speaking as a thief who’s spammed water fields with Cluster Bomb before). The condi cleanse is still nowhere as reliable as Cleansing Ire, which, combined with LB, allows you to remove up to 4 conditions in a 10s period of time very easily, and with Berserker Stance, warriors already become immune to condis anyways. Either way there aren’t enough conditions in fights to make Healing Spring completely OP. That’s why mesmers are still playable. Anyways, you still have 3k more health and heavy armor over rangers.
Thief- you can easily get gap creators with weapons like Sword and Greatsword. The condition clear only applies to very specific condis, and honestly neither of those are enough to justify not getting 392/360 HPS with no cast time whatsoever.
Warrior- so we’ve finally gotten here… Do you still really believe that Healing Signet is weaker than or on average with other healing skills in the game? It has no cast time (meaning no lost damage potential, no lost defensive potential, and no lost healing potential), is less counterable by poison (you have to maintain constant poison uptime in order to get the full reduction from poison), and, when combined with warrior’s other amazing defensive options, is downright OP. Cleansing Ire and Zerker Stance get rid of most of the problems with conditions that warriors ever have. Meanwhile, warrior still has the highest base health in the game except for necro, which doesn’t have the 14% damage reduction from heavy armor anyways. It’s funny- yesterday I was watching a battle between a warrior and an MM necro where the warrior didn’t fall beneath 20k health even once. The fact that it is so impossibly difficult to take down a warrior should be a testament to how overpowered warrior is right now. As for side effects, the fact that Healing Signet is in and of itself a passive effect is a side effect that no other usable skill in the game has. The fact that you don’t have to cast it or, for that matter, even worry about it is such a huge benefit, and you don’t even take that into account.
By the way… Signet of Malice and Signet of Restoration are both signets that have “no side effect” and heal for 200-300 health less than HealSig does, and both of those require you to hit somebody with a skill in order to activate. Furthermore, of the two classes that own those two signets (Thief and ele respectively), they both have 8k less health than warrior, and get 7/14% more damage dealt to them, respectively.