Showing Posts For Kaspar.3892:
I’m kind of curious now if ANet is trying to get rid of that mentality of just throw some Zerker armor on and call it dead and building up combo play so that you have roles being run by each party member. Sure it won’t be the Trinity, but it’ll be Support/Damage/Control as they had originally planned out. A Magi or Cleric ele could easily run hybrid on Support/Control while running staff, and having a minor damage output. While a Nomad Warrior could do a little more support/control and keeping the monsters on him. (I don’t know what it is, but Nomad gear is an Agro Magnet like none other. My brother and I tested it out and monsters chose to attack him and not me on a ele at all.)
Mix that with a few damage spikers and you’ve got enough healing and control to keep the damage going on just about any difficulty.
So what I’m getting from all this is that a Healing Ele is more of a “fun” style of play than the traditional and would mostly be used in wvw and in dungeons that you’re trying to just have fun with instead of doing to get it done fast. It might even be useful to a degree in the Mai Trin fight since her scaling has been “fixed”. Now the question is: Just how many parties out there would even think about letting a full Cleric Ele onto their team and what would the party be for? wvw/pvp/pve?
We should start a poll for this. I’d like to see what the community thinks about this.
Yes, playing a healing ele is fun, but currently it only works for me when my brother hops on his Nomad build Warrior and tanks and uses his own heals with mine and he front lines and I backline with heals supporting him.
It’s just not nearly enough healing though yet to make it worth it if you were to try and heal a party of zerkers. Healing someone with 3600+ armor though is pretty easy. (considering they’re also putting 1.5k per second from their own heals)
Take Arah for example, there’s a few elite mobs in there that will still flatten this Nomad + Cleric combo my brother and I are running, unless we pull mobs and take them out one by one slowly.
We were however able to make it to Lupi on p3 decently easy with the two of us using a few tactics of pulling and running. (after of course glitching the first 2 bosses so that the melee guy was out of the ranged guy’s area and wouldn’t agro as well.
I’d personally think that Healing should scale the same as Power does with its numbers. and have a possibility to have critical heals based on your precision or whatever.
u ddint take into account the passive minor water trait healing and regeneration. adding those healing is actually pretty strong
That’s 1593 over 10 sec as base at 1584 Healing Power, so it’s about 2270 over 10 sec with 42.5% bonus.
Edit: corrected numbers.
(edited by Kaspar.3892)
I took into account just the base numbers, but yes that is correct you’re healing each person for 5147.1, but only 4 or 5 others depending on your party and if you’re standing in it or not.
I still personally think that Healing Power needs to be way stronger if the crazy low damage you deal is going to ever be worth it.
So I decided to do a little experiment on behalf of science. This was to see exactly how useful Healing Power is by any means.
Here’s some stats on the base healing skills:
Signet of Restoration:
Healing Power: 0
Healing: 3275
Healing per Cast: 202
Healing Power: 1584
Healing: 4067
Healing per Cast: 360
Overall Increase: +0.5 healing per point
Glyph of Elemental Harmony:
Healing Power: 0
Healing: 4894
Healing Power: 1584
Healing: 6082
Overall Increase: +0.75 healing per point
Arcane Brilliance:
Healing Power: 0
Healing: 3560
Healing Power: 1584
Healing: 4035
Overall Increase: +0.3 healing per point
Ether Renewal:
Healing Power: 0
Healing: 625 × 8
Healing Power: 1584
Healing: 863 × 8
Overall Increase: +0.15 healing per point
Water Blast:
Healing Power: 0
Healing: 372
Healing Power: 1584
Healing: 768
Overall Increase: +0.25 healing per point
Geyser:
Healing Power: 0
Healing: 2424
Healing Power: 1584
Healing: 3612
Overall Increase: +0.75 healing per point
Healing Rain:
Healing Power: 0
Regen: 1560
Healing Power: 1584
Regen: 4920
Overall Increase: +2.12 healing per point
Cone of Cold:
Healing Power: 0
Healing: 740 × 4
Healing Power: 1584
Healing: 1248 × 4
Overall Increase: +0.32 healing per point
Cleansing Wave:
Healing Power: 0
Healing: 1302
Healing Power: 1584
Healing: 2886
Overall Increase: +1 healing per point
Water Trident:
Healing Power: 0
Healing: 1448
Regen: 390
Healing Power: 1584
Healing: 3032
Regen: 984
Overall Increase: +0.375 healing per point
Now correct me if I’m wrong, but shouldn’t 1548 Healing Power do A LOT more?
Currently as is, I see absolutely no point in really using Healing Power or anything as a matter of fact as an alternative to the meta and seems to be just about useless.
ArenaNet gave us Aquatic Benevolence to make us able to heal others for 25% more. Well, if you also add the full set of rune of the monk and get the extra 10% there and then the 12.5% from the Superior Sigil of Benevolence you’re at 42.5% more outgoing heals, but only those base numbers on yourself.
So lets add 42.5% to each of those outgoing numbers:
Water Blast:
Healing Power: 1584
Healing: 1094.4
Geyser:
Healing Power: 1584
Healing: 5147.1
Healing Rain:
Healing Power: 1584
Regen: 7011
Cone of Cold:
Healing Power: 1584
Healing: 1778.4 × 4
Cleansing Wave:
Healing Power: 1584
Healing: 4112.55
Water Trident:
Healing Power: 1584
Healing: 4320.6
Regen: 1402.2
So it might be somewhat usefull as long as the people at the front line aren’t taking more than 1-2k damage per second, but when does that ever happen?
So as to not open a new thread:
i still have my fused gauntlet ticket.
IF i use it on say, a heavy weapon, i assume it wont unlock the glove skins for all 3 types of armor? (heavy, medium and light)
I’d say use it as a pvp skin unlock that way you do get all three skins. Unless it doesn’t work that way, It’s been too long since that event.
Now the real question is: Does this also apply to skins that you’ve had in the past? Say you had arah armor at one point, and then transmuted over it or switched armor and don’t have it anymore. Would you still have the skin unlocked?
Anyone know if ANet has any news on this at all yet?
Could it be something to do with the LFG feature that they added? I’m having the same issue.
Yeah, restricted to specific people in whisper chat that I can’t link things to. I can say that I didn’t see that post.
My contacts are all on various servers.
So I’ve been trying to link items/skills to people on my friends list, and it seems that I can link to some, but not others, and those I can’t link to can’t link to me. This isn’t everyone on it, just some people.
Any ideas as to a fix?