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Nope.
15char
Thanks, you have realy helped me alot!
Your welcome.
If you want a gunslinger build, try Condition Dagger Pistol. Don’t bother with P/P.
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Nope.
15char
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Well it’s about as idiotic (not really, it’s not hard to get rid of poison) as assuming an elementalist will have permanent protection.
Perhaps you’re not holding yourself up to your own imaginary scenarios. Try outlining what an elementalist must do to get constant protection. Go ahead, we’ll wait.
I play a thief/necromancer/warrior, I play a spec that can apply poison every 2 seconds for 3 seconds on both of my thief/necro, Warriors have shouts with Long cooldowns they have to waste rune slots for and mending, these are NOT good condition removals.
I’m ending it here, it seems all your doing is reporting me. So I will just remove all my facts and keep it at this.
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(edited by Daecollo.9578)
Passive:
Healing received on skill activation, heals intensify the closer to death you are.
100%-70%: 20 + (2 * Level) + (0.2 * Healing Power)
70%-33%: 30 + (3 * Level) + (0.33 * Healing Power)
33%-0%: 50 + (4 * Level) + (0.45 * Healing Power)
(Numbers can be adjusted, don’t freak out!)Active:
2,220 (1.0) (not 0.5, 1.0 like it actually SAYS.)
Cooldown: 15s
Instant Cast
Breaks StunLess healing then the current active, but lower cool-down with a better passive effect and a stun break, so you use it when you need it but you lose powerful sustain.
Mmm… I don’t know.
It looks like something that you would pretty much only use in PvP, what with the apparent point of sacrificing a strong heal for a frequent stun break.
We need PVP buffs.
Also, the elementalist one procs off traits/sigils and runes and other effects, it has a higher opportunity cost, also they have 2x less hp with almost constant protection and condition removal. You must balance it out assuming the Warrior almost always has poison (which I do in pvp and pve… lol.) Warriors also have 8k more HP with no way to get it back during the fight as well.
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To the post above, I will gladly trade my utility slot for another healing slot, sounds like a fair and fun trade to me!
Passive:
Healing received on skill activation, heals intensify the closer to death you are.
100%-70%: 20 + (2 * Level) + (0.2 * Healing Power)
70%-33%: 30 + (3 * Level) + (0.33 * Healing Power)
33%-0%: 50 + (4 * Level) + (0.45 * Healing Power)
(Numbers can be adjusted, don’t freak out!)
Active:
2,220 (1.0) (not 0.5, 1.0 like it actually SAYS.)
Cooldown: 15s
Instant Cast
Breaks Stun
Less healing then the current active, but lower cool-down with a better passive effect and a stun break, so you use it when you need it but you lose powerful sustain.
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(edited by Daecollo.9578)
I think Healing Signet should be unique.
Healing Signet
Passive:
Healing received on skill activation, heals more the closer to death you are.
100%-50%: 20 + (3 * Level) + (0.3 * Healing Power)
50%-25%: 30 + (4 * Level) + (0.45 * Healing Power)
25%-0%: 50 + (4 * Level) + (0.65 * Healing Power)
(Numbers can be adjusted, don’t freak out!)
Active:
3,320 (1.0) (not 0.5, 1.0 like it actually SAYS.)
Instant Cast
Breaks Stun
Its pretty much the opposite of a couple stacks of confusion, and you give it up for a healing stun break.
This makes it more on-par with Signet of Malice and Signet of Restoration’s healing amounts.
This means the Warrior has to be actively using his abilities and burst to get the most out of healing, this favors warriors actively using there abilities (like shouts.) and does not favor warriors who hold there abilities lazily (like signets, banners.)
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(edited by Daecollo.9578)
Introducing Traps in World vs. World
Traps are fiendish items that can be purchased from the new Traps and Tricks Outfitters on each WvW map. We’re starting with anti-stealth fields and traps that remove supply from enemy players, but in the months ahead we’ll introduce even more ways to spread mayhem in the Mists!
So pretty much means that there are traps specifically made to counter our class mostly?
Can we get some traps that makes clones/phantasms unable to spawn or one that removes the ranger’s pet?
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I just really like this idea… ugh… I wish we had something like this so we could have the condition management that every OTHER class recieves.
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Ranger has better condition removal and you can’t compare /Regeneration/ with our ‘6’ ability, redo your chart without Healing Signet and you will see we are actually very similar and in-fact yours is a little better since yours does not need full adrenaline and you don’t need to carry a banner around.
Rangers have easy access to TONS of condition removal, which is way better then regeneration, Who cares about regeneration if you can’t remove POISON? Ranger’s can easily with there traits and water fields, try that on a warrior.
Rangers have easy access to protection and regeneration, Protection if your not familiar with it, is pretty much another set of armor. Rangers can have double the armor of a warrior if they play right.
Rangers have access to multiple evades, which I can’t stress enough how powerful they are.
Rangers don’t have to give up rune slots and STUN BREAKS for condition removal like we do, we MUST have Rune of the Soldier and all shouts to heal conditions 1/6th as a ranger can, pretty funny huh?
Please consider all factors, all charts do is try to screw with balance. Of course a /HEALING ABILITY/ will have good HPS, its a HEALING ability.
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Bladetrail is the same, it doesn’t explain how the warrior can magically get his sword back, it would be cooler if you just smashed the ground and crippled them. (using arcing slices animation.)
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They made new animations for the slingshot…
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Any class is good in a zerg.
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If you try to set up your warrior for tanking… your gonna have a bad time.
If you try to build your warrior for sustain… your gonna have a bad time.
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Please add crossbow skins and animations for Short bows!
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The second you force the Warrior to use Items that are not part of his traits or class that everyone else can use to make up a weakness is the second you should realize that the class is /NOT/ balanced and abilities need updated to the current meta.
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Actually, more like Signet of Locust (Necro) and Signet of Midnight (Mesmer) combined…
Now that I think about it, just make the Active on Healing Signet a Stun Break (and instant).
Problem with that is…
http://wiki.guildwars2.com/wiki/Rune_of_the_Adventurer
http://wiki.guildwars2.com/wiki/Rune_of_the_Flock
http://wiki.guildwars2.com/wiki/Rune_of_the_Water
http://wiki.guildwars2.com/wiki/Rune_of_Altruism
http://wiki.guildwars2.com/wiki/Rune_of_Lyssa
Healing Signet has a 16 second CD when traited, if its instant cast stun break, combined with those, it can be also an amazing heal. The passive would remain worthless.
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Ugh.. my hands hurt every time I play an engineer or necro, please option!
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Such a great idea, I hope ANET sees this, good pro’s and con’s there would definitely have to be an internal cool down though.
With this change, and the change to turn the brawn bonus into just a flat global weapon reduction depending in points spent (for all weapons we have, so that the brawn bonus can be used by any spec) I could see warriors sitting in a really good place.
Only thing is this trait would almost be mandatory for tpvp and wvw and might pigeon hole warriors, but I would rather be pidgeon holed by a great trait rather than a lack of good traits.
It does have an internal cool-down already.
http://wiki.guildwars2.com/wiki/Burst
The burst skill! Its the only way to lose adrenaline. So you have to spend your adrenaline so the trait works, you can’t just hold onto it, this means it has good counter play, because now your enemies have to “watch-your-burst” instead of just knowing they can ignore it because skills like arcing slice, they do nothing at the moment, now enemies will actually want to dodge or block those abilities because otherwise you can cure or convert there conditions.
Most warriors never use burst because its not worth it, I’d rather hold onto it for the extra 9% critical chance/360 3-second healing/12% base damage increase.
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(edited by Daecollo.9578)
If only I could call a developer. I feel like his is exactly what we need!
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Healing Signet: Active, Steal Life from nearby foes and blind them (instant to 1/2 second activation (depends on life steal value and range), same cooldown)
Sounds more like a necro type of healing imo than warriors.
Yeah I was gonna say, nice necromancer skill man.
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It doesn’t help against someone laying down conditions on you and its almost 2x worse then a sigil. It won’t be worth investing unless its a minor ‘5’ trait.
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Looking at the numbers the healing from the signet’s passive seems to be inline with our other heals. Using the signet’s passive over the active of another heal is trading the secondary effect for the convience of not having to spend that second every so often casting your heal skill. That seems like a fair trade to me.
The real problem with the signet is that its active is weak in just about every way. Even the trading of healing now instead of over time does not work because of the cast time and how small the heal is.
To make it a button that it is ever worth pressing it needs to be buffed, either by making it a stronger heal, or by giving it a secondary effect that it is worth trading overall healing for.
It doesn’t have a secondary effect like the other heals that heal for more do, it also has less opportunity cost and we have no control over it. Its also extremely vulnerable to things like poison since we have little to no condition removal.
Most of the Warriors heals are terrible, we have probably the worst healing in the game with our ‘6’ abilities.
Our Signet sucks and everyone knows it, its healing is comparable to other classes ‘traits…’ (Which I won’t bother making a list naming.) It is quite a long list.
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Conditions, even ones that do damage do not account as direct attacks.
If they did then Thief would be ruined, because if we had a stack of bleed on you for example, we could never stealth because we would be revealed each tick.
It does not make sense either.
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It says it has a 2 second Internal Cool-down, but its 5 seconds.
Can you please change it to 2 seconds, in fact… move it down to 1 so it gets used more! :>
Sigil Rework!
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It’s not really going to make warriors weaker against thieves, it’s not really going to change much about them.
It’s going to make them a ton better against necromancers, however. What you have to remember is that the Necromancer is going to be applying conditions…that the warrior turns into boons…so he can corrupt those boons back into the ORIGINAL conditions that he put on. In summary this change would make equal the effectiveness of pre-change conditions to post-change conditions + corrupt boon. And even then, the warrior will be able to remove those conditions that have been given to him by the necromancer through corruption.
It’s a different story when you’re talking about other kinds of necro builds, which this change will not affect.
S/D thieves don’t really have conditions they can put onto warriors, unless they run venoms, which are absolutely terrible. Even with the venoms, the boons that the thief will be getting will be regeneration and swiftness, hardly a game changer against warriors who can actually burst a thief easier than vice versa (I know warriors who can literally one-shot thieves, with killshot, or with eviscerate figuratively). If anything this will help warriors out because now his might and fury have a buffer from being stolen.
If you’re talking about anything other than a s/d thief that the warrior is fighting, well then, gg.
Guardians do not apply many conditions to you. The reason they’re so hard for warriors to kill is because of their massive sustain and grinding you down thing, while taking little damage due to so much uptime on protection. The only Condition they consistently apply is burning, which is too short to reliably turn into regeneration. And even then they can just pop VoJ and wait it out so they don’t give you conditions to turn into regen. Eles may be a little better, but still not optimal for warriors to fight, as they don’t have to use conditions, and their fire sequence will still massively outdamage any regen you get from turning their burning into regen.
It has the opposite effect, I believe, on what you wanted to do.
The reason I said to convert the conditions into boons is to give it counter play against classes like Necromancer/Thief/Mesmer who steal conditions.
If you just remove them then Necromancers have nothing to take, Thieves and Mesmers have nothing to steal.
The idea is to make us stronger against Classes like Guardian/Elementalist/Engineer but weaker against Thieves/Mesmers/Necromancers.
So the boons are also kind of a nerf if you think about it.
http://wiki.guildwars2.com/wiki/Well_of_Corruption
http://wiki.guildwars2.com/wiki/Corrupt_Boon
http://wiki.guildwars2.com/wiki/Larcenous_Strike
http://wiki.guildwars2.com/wiki/Bountiful_Theft
http://wiki.guildwars2.com/wiki/Spinal_Shivers
http://wiki.guildwars2.com/wiki/Null_Field
http://wiki.guildwars2.com/wiki/Mind_Stab
http://wiki.guildwars2.com/wiki/Mind_Spike
http://wiki.guildwars2.com/wiki/Destruction_of_the_Empowered
Since these classes have so many abilities that benefit from targets having boons
With Larcenous Strike and Bountiful Theft, they would love to fight this kind of warrior, it would be a counter. Necromancer would as well, the more boons they have the more they can convert to conditions.
S/D Thieves HAVE many conditions they can put on Warriors…
http://wiki.guildwars2.com/wiki/Crippling_Strike
http://wiki.guildwars2.com/wiki/Tactical_Strike
http://wiki.guildwars2.com/wiki/Infiltrator%27s_Strike
http://wiki.guildwars2.com/wiki/Serpent's_Touch
http://wiki.guildwars2.com/wiki/Cloak_and_Dagger
I play both a Thief and a Warrior, this idea would be great to help my Warrior in PvP, but if you simply remove the boon, it offers no help or counter-play to these kinds of classes and abilities.
You have to really understand it to get it.
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(edited by Daecollo.9578)
How do you use nature magic with a rifle?
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Adrenal Surge and Signet of Precision, because of the way they work, they would only count as “One Bar.” even if they fill all three. This was just an idea, but there would no doubt be a small internal cool-down to keep things like that from being used over things like “Berserker’s Stance.”
The converting makes a lot more sense, because Warriors have no initial boons themselves, much likes thieves do not so they simply steal it. With all the new boon hate coming to all classes, the idea is balanced to that. Since its conditions being converted, it would bring Warriors back up on par with Rangers and Guardians in bunkering, just in a different way. It also has a good counter. Boon Removal, Boon Stealing, Not applying condition based attack, and also wells would still convert the boons that are made into conditions, so it does nothing to Necromancers. Its just a very balanced idea.
The fact that it "converts’ conditions to boons makes it stronger AND weaker, because now the boons can be stolen or converted to conditions again.
The Mechanic would make us stronger against Guardians and Elementalists, but much weaker against Thieves and Necromancers. This is IMO how I think it should be, we should be strong against the Lighter-minded classes and weaker against the Darker-minded. Warriors should be easily tricked by thieves and weakened by necromancers.
You also have to remember that we are nerfing our own HP/s from Adrenal Health because we would be constantly using Adrenaline.
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(edited by Daecollo.9578)
The great thing is, it does not help them much in PvE, however it helps them a LOT in PvP.
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I originally had the idea because of all the traits we have that gain adrenaline. Also Missile/Shield block just seem like one trait. “Shield Mastery” just seems like adding the Missile Reflect just feels right to me.
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To make this trait, combine “Missile Deflection” and “Shield Mastery” into a single trait. Just call that “Shield Mastery” and move that down.
Indomitable:
Each time you get a bar of adrenaline, you convert one condition into a boon.
((Another idea was to call the trait: Empowered Rage.))
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(edited by Daecollo.9578)
2 Make it scale better with healing power. Ok, now I am “forced” into a gear set I don’t like, what if I want to bunker or something else? What if I want to run berserkers? What if I want to run Sentinels or Soldier gear? No, I am immediately forced to wear healing power gear. Also, why don’t the other two classes with healing signets need to be forced to take healing gear to make there heal good?!
Verdict: To restricting, none of the other signets have this kind of restriction, and scale better with healing already the fact they proc more.
Like the Developer said himself, the Passive needs to be boosted dramatically like the necromancers minion was, 80% Twice probably.
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I want this to be an option!
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I know… its kinda silly.
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0.5 recovery speed. (from 0.9)
Pierce
1,200 range
better traits.
better damage.
fixed.
Unload needs split skills like flanking strike did.
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(edited by Daecollo.9578)
Gain life whenever you kill something.
Your attributes are increased each time you kill a foe. When you are defeated, the bond is reset.
This bonus is capped at 25 stacks.
Each stack grants power, precision, toughness and condition damage equal to 10% of the necromancer’s level.
Killing a player grants 5 stacks.
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- Human Regular Cape.
- Norn Furred Cape
- Sylvari Thorned Leaf Cape.
- Asura Tech Cape.
- Charr Torn cape.
All classes can wear the other races for customization, however each one has its own texture. Also each can be colored.
Do it now.
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The minor traits in the tactics line should all be revamped to deal specifically with reducing condition duration.
5. Reduce duration of Bleeding by 33%
15. Reduced duration of poison by 33%
25. Immune to one blind on a 10 second cooldown.Combine this with a bug fixed Quick Breathing perk so that if you have cripple and bleed it removes both correctly even investing just 5 points would make conditions much less of a instant loss. I came up with the blind immunity because while that effects every class negatively, warriors tend to get hit the hardest. I feel this would still keep condition builds effective against warriors, they just wouldn’t roll over them.
That will never happen, simply because then a Warrior could pop Superior Runes of Melandru and Lemongrass Poultry Soup and have -98% bleed and poison duration, effectively making them immune to those conditions.
Simple fix, don’t let them stack. It would allow for us to use another food choice. If nothing else just split it for PvP.
The problem is that food is way too powerful.
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One Word: Poison.
That is all.
If you really have played a warrior at all, you would know how much this condition alone wrecks us, no other class has as much fear as we do from it.Dude, how about you try speccing for Quick Breathing, grab a Warhorn and watch as all poison ever turns into Regeneration?
I agree, signets should be interesting. Adrenaline is also our class feature. We have so many traits that make us gain extra strikes, but they are useless because they are not needed. Making the signet heal off getting strikes would immediately make those traits worth it.
They’re not “needed” because most people use Greatsword, which happens to have a crappy burst skill. Rework the burst skill on Greatsword and you’ll instantly have everyone spamming bursts like they were all a bunch of happy axe mainhand Warriors.
Now that is one condition wouldn’t mind having on warrior for sword weapon.
Well that’s one way to have Final Thrust make some sense.
When you use the Warhorn, it converts the conditions first before removing the movement speed ones. So if you have cripple, it will turn that into swiftness before removing anything. Its dumb…
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Its still “OPTIONAL.” Its something you can turn off and have it just be normal… I just want the option to do this.
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One Word: Poison.
That is all.
If you really have played a warrior at all, you would know how much this condition alone wrecks us, no other class has as much fear as we do from it.
I agree, signets should be interesting. Adrenaline is also our class feature. We have so many traits that make us gain extra strikes, but they are useless because they are not needed. Making the signet heal off getting strikes would immediately make those traits worth it.
Sorry i’m so defensive of my main class. I just want it to get improved so I can stand toe-to-toe with other classes and not be the suck.
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(edited by Daecollo.9578)
we cant have a guardians survivability and double/triple their dps
We don’t have guardians survivability, and we also don’t have double or triple there dps.
Guardians out-dps us in pvp because most of there moves are ranged/completely mobile.
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Ranger Pets are overpowered if your not moving.
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There is no arguing here.
So I will drop my bomb:
Healing Signet is a Healing Ability. If it remains at 200 or gets bumped down to 190 it should be utility and we should get a new heal to replace it.
As a healing ability, it should heal me significantly, especially since I have little to no control over it, unlike other signets which I can abuse traits and skills and weapon’s attacks to proc multiple times a second, I cannot with this signet. IT makes it much weaker compared to those.
Other suggestions that have been made:
1 Greatly Increase the Active. Ok, lets say we do that. Now I can just get runes that gives me 10s of regeneration or protection whenever I use my heal with a short CD. Now I can get lots of regeneration (pretty much replaces the passive.) and have a good heal! This also allows me to trait it to remove all my crippling conditions.
Verdict: Pointless, it removes the entire point of a passive heal and makes it silly.
2 Decrease Passive, make it scale better with healing power. Ok, now I am “forced” into a gear set I don’t like, what if I want to bunker or something else? What if I want to run berserkers? What if I want to run Sentinels or Soldier gear? No, I am immediately forced to wear healing power gear. Also, why don’t the other two classes with healing signets need to be forced to take healing gear to make there heal good?!
Verdict: To restricting, none of the other signets have this kind of restriction, and scale better with healing already the fact they proc more.
3 Increase passive significantly. Probably the best idea, however now we run into the problem we run with guardians/elementalists/rangers, too much bunker and too hard to kill! However… we won’t be, we don’t have passive condition removal or protection.
Verdict: A good idea, because its not restricting to any type of Warrior.
4 Change the healing signet to heal off something else, such as gaining adrenaline or using abilities. A really good idea, this makes our class a lot more active and makes us WANT to use our burst abilities instead of holding it all day.
Verdict: A good idea, Its not restrictive and does not force me into a role I don’t want to be in.
When people have balance in mind, they just don’t understand that the Warrior itself is a weak class mostly because it has no passive condition removal and no access to protection. Classes that have it ALWAYS overlook how good it is. You know how you usually remove things like poison/bleeding? We have to DEAL with it, that is a -33% to healing, its huge!
Protection is pretty much an extra set of armor, damage reduction > all.
Condition Removal every 10 seconds when you have multiple versions and curing conditions when you dodge or sneeze makes other classes have no fear over things like poison.
I HATE Poison… Its one of the reasons I refuse to run Twilight Arbor on my warrior.
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(edited by Daecollo.9578)
It has no sustained healing. Therefore its horrible.
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The Ele one can be trigger more then once a second, every trait they have when they dodge roll, switch attunements, all those instant cast spells are spells. Every trait they have that procs a lot is considered a spell.
So what? Eles are healers, they’re supposed to heal better.
Obviously you need to learn your math buddy.
Adrenal health is 360 divided by 3 equals 120 hp/s, 120 + 500 = 620.620 + 130 Banner Regeneration = 750.
OH please, obviously I was counting in full healing gear. Because if you’re going to add scaling, you have a requirement to look at the extreme end. If you don’t, you’re just being an ignorant fool.
Level 80 gear: 1003 healing
Runes with healing power: 165 healing
Traits: 300 healing
Food: 100 healing
Banner: 170 healing
Sigil: 250 healing
Orb: 20 healing
Total: 2,008 healing
0.2 scaling: 401.6 hp/s500 + 401 + 120 = 1,021 hp/s
Regeneration is 130 + 0.125 scaling, for an additional 381 hp/s. Totals to 1,402 hp/s.
I would appreciate it if you did not try to tell me to learn math. I have done my share of game-related math. That and 4 years of studying math in university.
We need and DESERVE powerful healing, because we have the highest health compared with little to no ways to remove conditions fast like other classes, and we don’t have there extra set of armor either. I’d rather trade my 18k hp for 15.2k and perma protection, then I could atleast get some decent hp/s.
Necromancers also have high hp, why aren’t you arguing that they should get 500-1.4k hp/s passive healing?
Necromancer’s get 110 health every time there minions hit something, 50 health every time they hit something, and another 50 health every time they critical, and 1036 health every 2 seconds from there minion hits.
They DO have high passive healing. Your argument is VERY invalid.
Also… wtf? Healing power with adrenal health…
http://wiki.guildwars2.com/wiki/Adrenal_Health
ITS NOT EFFECTED BY HEALING POWER AT ALL, ITS A FIXED AMOUNT. Your lack of knowledge of this classes abilities astounds me, its almost as if you /gasp/ didn’t even play the class and is trying to keep it on the low.
What you linked to me is not “math” its Theory. Also you linked food and runes all classes have access to, these hold no argument. A good theorist knows not to add things that everyone has access to when dealing with things like class balance.
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(edited by Daecollo.9578)
Excuse me… What?
The Elementalist one procs every time they’re traits proc, every time they use a spell, and every time they use a utility and every time they create a combo field or there traits proc spells… and it heals for MORE then the Warrior one…
http://wiki.guildwars2.com/wiki/Healing_Signet
http://wiki.guildwars2.com/wiki/Signet_of_Restoration
SoR – Healing per cast: 202 (0.1)?
HS – Healing: 200 (0.033)? per second.Not only DOES it heal for far more, it has 3 times better scaling in healing power. Some times Ele can cast 3-4 spells at the same time.
You ought to reword yourself there. The base heal on both is almost identical, but the ele one scales better.
To make it even CLOSE to a comparison, it should be like this:
HS – Healing: 500 (0.2)? per second. (it was 600, but 500 would be moreso what it would be.)Holy flipflopping craptack. That would allow for a full-healing Warrior to get like 848 hp/s just from that skill. Throw in Adrenal Health and it’s 968 hp/s. And that’s freaking insane. Add in some banner regeneration and you’re up to 1,315 hp/s.
The Ele one can be trigger more then once a second, every trait they have when they dodge roll, switch attunements, all those instant cast spells are spells. Every trait they have that procs a lot is considered a spell.
Obviously you need to learn your math buddy.
Adrenal health is 360 divided by 3 equals 120 hp/s, 120 + 500 = 620.
620 + 130 Banner Regeneration = 750.
This is Achieved by spending 30 points in vitality + 15 points in defense, which IMO is a FAIR trade off. 45 Points for Decent Survivability and no CONDITION removal.
We need and DESERVE powerful healing, because we have the highest health compared with little to no ways to remove conditions fast like other classes, and we don’t have there extra set of armor either. I’d rather trade my 18k hp for 15.2k and perma protection, then I could atleast get some decent hp/s.
3 stack of bleeds or poison can REALLY add up when you have no ways to remove conditions from constantly applying dots.
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(edited by Daecollo.9578)
Mace needs a damage AND speedboost IMO.
https://twitter.com/TalathionEQ2
1 Go full zerker, kill it before it kills you.
2 reroll Guardian.
3 Get guardian buddy to follow you around.
Warriors don’t have sustain, just high HP.
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(edited by Daecollo.9578)
….HHUUUGHGHHHH….
Did you just …
Did you just…really say that spamming a heal whenever it is up is /viable?/’
Tired of people coming in and trolling my threads.
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(edited by Daecollo.9578)