The reason they have long cooldowns is because they are badly designed
Kick should be 12 sec cooldown at most
Stomp should have a lower cooldown (40 sec) and break stuns (physical skills lack this)
Bolas’ cooldown would be alright if it bounces like static shot
Im not sure if this is a bug or not so I wanted to post.
When you activate the overcharge on flame turret with no enemies within range, it does not deploy a smoke field.
Is this intended?
There are some utilities that are meh to bad and I think that something should be done to help Thieves not rely on the same skills for most builds.
Signet of Agility: [Active] Refills endurance and removes 1 condition + 1 per 15% missing health.
The problem with it is that shadowstep outclasses it even if you used agility 2 times a min vs 1 shadow step a min. Shadowstep is better because it is an escape, stun breaker and cures 3 condis, while in the same time agility would not cure stun, blink away and only cure 2 condis. If Signet of Agility cures based on missing health; there is value to saving it until near death, it can potentially cure more than Shadowstep meaning it might be considered over it.
Skale Venom: Also breaks stun
Venoms have a stun breaker
Spider Venom: Also transfers 1 condition on each attack(does not transfer for allies affected by Venomous Aura).
Solves the lack of condition removal with venoms, brings more people to venoms since it can remove more than Shadowstep and isn’t based on missing health like Signet of Agility.
Ice Drake Venom: Also grants stability for 5 seconds.
Justifies the long cooldown, brings people to venoms since it is the only non-elite form of stability, opens up more options for the thief since they are less reliant on guardians for stability. Each of the venoms have a unique reason to be chosen
Ambush: The summoned thief takes 1 condition from you for every 5 sec they live.
Gives condi removal to trap skills, can be counteracted by the enemy through killing the summoned thief, potential defense since the enemy will focus the summon and not the main thief.
Haste: Also grants vision of stealthed enemies and traps.
There are a lot of bad things about giving up your dodges/getting fewer over time. Seeing stealth would give it a unique value over all other stun breakers meaning there is more of a reason to choose it. Helps counteract the negative effect/quickness nerf and opens up options for counter-stealth/ counter-trap builds.
Shadow Trap: [Destroy Shadow Trap] Blast Finisher
[Shadow Pursuit] Range 1500, Breaks stuns
Gives traps a stun breaker, allows for more self comboing. Unique over other blinks since it has the longest range.
Scorpion Wire: Also removes protection, vigor, and regen
More reason to use it than just a CC, helps tackle boon-reliant enemies, justifies cooldown.
Smoke Screen: Grants fury (or some other boon) to allies that pass through
Temporal Curtain is a similar skill that recharges faster and does more, i think smoke screen should be brought up to TCs level
(edited by Super Riceman.8702)
Magicians and Illusionists sometimes add “The Great” to their name
I would just remove the global cooldown and give each of the effects individual cooldowns
because the utilities were badly designed.
There have been several threads on adding stun breakers to other skill types
There should be an option to display everyone as humans for your screen.
People can still feel special when they choose the race they want but everyone else can be on even playing field with animations since no one is too small or too big.
Axe 2 should be a whirl finisher(it already looks like one)
Axe 3 should be a blast finisher (also looks like a blast finisher)
Warhorn 4 should be a projectile finisher
Focus 4 should also be a projectile finisher
As for Putrid Mark, I hope they let you remotely activate it like Throw Mine.
IE: Press Putrid Mark again to trigger it manually
It would make it stronger since you can have more uses for it if it is manually activatable.
Flesh Worm should trigger a blast finisher where you use it, that way you can still escape but can benefit from combo fields.
Now that this thread is in the suggestions forum it will probably die soon
I too would like a test server to see if things work before actual patches drop
I have had the unreliable blast finisher thing too. Both with staff 4 and blowing up minions
I don’t think the focus needs any adjustment at all.
There are only two pulls in the game, that I know of, the guardian gs pull and the mesmer pull, both pulls use essentially the same mechanic, the set up and the pull. The fact that these can occur very close together is not really a problem.
Other forms of crowd control provide even less telegraphing and are single action skills, fear, static fields, caltrops, etc. all have very short cast times and almost no telegraph. pinning shot, etc.
The gs pull hits you with swords before you are pulled.
There is no indication that you will be pulled by ITV, the only telegraphing is the purple on the ground which doesn’t tell much. There is no projectile to show what you have been pulled by it.
I think there should be some animation to show you are being pulled. Its unfair for single unit pulls on utility skills to have an animation but an AoE pull not to have one. The utility skills are weaker than a single weapon skill because they take up a utility slot, have an animation so they are easier to dodge, ITV also has a secondary benefit to the pull (AoE swiftness and cripple) whereas something like spectral grasp is a single skill. Temporal Curtain also recharges 5 sec faster than all but one of the pull utility skills.
Its also harder for newer players to recognize that they have actually been hit by ITV because the pull is invisible whereas Spectral Grasp, Scorpion Wire or Magnet have a delay and an animation that can be seen, so players can better learn its range and how to play against it.
They can just animate Lieutenant Kohler everytime you activate that way people know if they are in range of the pull without pulling out measuring tape.
TLDR: Other AoE and Single Target pulls have delays/animations, ITV does not.
Staff Water 1 should be ground target-able that way you might be able to aim at allies
Earth 2 should be able to be activated early that way you can choose between a weaker bleed and an instant blast finisher or the other way around.
Earth 4 should knockdown since 1 of the 2 CCs on staff never lands and the cripple is not strong enough.
Pvp Engis may have a lot of players but PvE represents more of the community. So technically that would make Engineer least played if not somewhere close to it.
Something I forgot:
Fix our DOWNED skills!
The problem w/ it is skills 1 and 2
The only valuable condi on skill 1 is chill and it doesn’t proc often
It should rng between vuln, burn and immobilize that way it benefits power, condi duration and/or condi dmg users evenly.
The pull on skill 2 often just helps the enemy stomp or; it misses, gets blocked, no effect or is too slow.
There are lots of ideas that have been presented on the forums like pulling yourself to allies or replacing it with elixir S.
I never use this skill and very few do, and I’m not a whiner—however:
If the devs push a hotfix for this, it will be good for public relations. Alternatively, if the skill remains unusable…it would be bad for PR. Just sayin’.
They are completely fine with bad PR, Scope has remained unusable for a very long time
Thanks guys, we’ll fix it.
-Chap
I honestly don’t know how this bug slipped through if this was supposed to be the month where the two of you focused on bugs.
It will be fixed next month maybe
Apparently they fixed the turret traits so that is good, I can finally start running my turret build again!
But they did that in the previous patch, I don’t get why its posted up again. Maybe they were waiting for this patch to finally release the fixes but we probably complained furiously enough to get it released earlier than expected :P
They threw it in to make the list look longer because they actually didn’t fix much for the
2 weeks they had
Totally agree with all you said, another thing that needs a kitten redo is the Juggernaut elite… that thing is horrible in every freaking way.
I think Juggernaut should let you keep your weapon and healing skills. Then just make the utilities replaced by kick, dash and stomp.
Or they can just give you the stability alone
You can go into the Heart of the Mists (PvP Lobby)
You will be leveled up to 80 automatically
In there you can swap weapons/sigils/armors/traits/runes for free, meaning you can switch out stuff for no cost.
There are also target golems (lvl80)in the area that just stand their for you to hit them so you can test damage.
There are also ai controlled npcs for each profession so you can test your build for enemies that fight back.
(edited by Super Riceman.8702)
Make conjures work like kit of the engineer? But with the current cooldown on the relased enviroment weapon and 9 sec on wepon swap, ofc.
Right now conjures are weaker versions of the engineers kit.
This is actually a great idea in my opinion. Although I would recommend a few changes to some of the conjure weapon abilities, as some of the abilities are simply too powerful if possible to switch to on the fly with no kit swap cooldown. . I would also like to see them turn one of the conjured weapons into a condition dmg heavy focus in conjunction with your suggestion. Something similar to grenade kit for engis. This would increase build diversity greatly.
I think if it would need a cooldown it should be 5 sec (like warrior w/ fast hands).
And they can just add burning to skills 1-2 on the flame axe so conjures have a condi dmg weapon, power dmg is already fufilled by the hammer.
They should have ended the story before claw island and just add on new stuff each month, that way they could make the orders/choices branch out even farther.
They could probably remove claw island to the end now and re-do the entire pact section since I doubt any one would miss it.
I think the Gale cooldown should be 20 seconds if it stays single target. Single target + the cooldown it has seems weak
But there are other problems with offhand dagger vs focus.
Flamewall sucks in comparison to ring of fire which scales better and is larger.
Fire Shield would be good if it reflected projectiles.
Freezing Gust seems very weak for a single target skill. If they keep it single target it should be like Deep Freeze but only 1 sec
(edited by Super Riceman.8702)
I would add cast times, right now no one can tell how fast or slow these skills are.
This weapon could also use a way to transfer or remove conditions and maybe 1 or 2 combo field. I would replace the Call of _ skills with them since the every # attack seems kind of weak for how many attacks you actually need to land.
But swords seem like a cool idea, maybe even cooler if they get an animation on the weapon per attunement.
Pistol MH really is terrible though. Even if the damage were to be doubled, its damage would still be pitiful.
It makes me unable to enjoy /shield!
I think they need to improve scaling on the 1st skill and make all of the shots on the 2nd always go straight. Thats all the pistol really needs.
Its so sad that many things on the engi are so close to being good but always get ignored each patch.
Does reaper of grenth remove your weapon and utility skills? (The wiki page doesn’t say)
No it does not (at least for the engi)
you hav to mix/match
1 Combo is Cleric’s (healpower/toughness/power) and shamans(vitality/condidmg/healpower). This has the highest health pool.
Another combo is Cleric’s and/or Apothecary’s. It has the highest healing power but lowest health meaning you are very vulnerable to conditions but have stronger heals.
If your going full heal just run Cleric’s/Apothecary’s and put Sapphire Orbs on everything
There are other combo’s you can find here: http://wiki.guildwars2.com/wiki/Rampager#Triple_attribute
Condi Dmg benefits burning from fire, and bleeding from earth (it isn’t necessary if you don’t use/rely on fire skills 3 and earth skills 2,5. The reason I recommend it is because most people in WvW will forget to dodge those skills in large fights)
Healing power benefits your personal heal and the heals from water( it is the stat you want to get the most of since it helps keep you and your allies alive)
Power benefits all attunements, mainly fire and air.
Vitality is to raise your low base health (you only need enough to get 16-18k)
Toughness is to reduce dmg from attacks you cant dodge/reflect/interupt (need 2-3k)
The reason I don’t recommend precision is because you can get beryl orbs on everything and just use arcane skills for guaranteed crits
Buy a rare set of items if you just want to try the build out, only get exotics if you want it to be your main build. Try to look for the rares you can buy with karma so you don’t have to spend gold.
For utilities;
Always carry at least one stun breaker just incase you are caught in a bad position
Use arcane wave to take advantage of your combo fields (AoE Might/Heal/Chill/Swift)
The last skill can be anything but a conjure
(edited by Super Riceman.8702)
You have to play a supportive role since you are squishier/slower than with focus/dagger.
It has 1200 range, AoE heal/condiremoval/chill/daze/immobilize/bleed/meteors/burning/swiftness/blind.
Stats you want to focus on are healing power, power and condi dmg. Get a couple vitality/toughness trinkets so you don’t get blown up
Use max range as much as possible.
1. More health and toughness for turrets
2. No more self-inflicted knockdowns
3. Lower base cooldowns for offhand weapons
I disagree about gadget passives because 180 to a stat wont fix whats wrong with PBR, rocketboots
This probably isn’t the exact one your looking for, just one I made recently
I would go with pistol/shield so you can make up for a lack of defense from not taking high vitality or toughness amulets
Use healing turret or med kit so you don’t have to trait for elixir condi removal
Use Utility Goggles as your stun breaker, it will give you immunity to blindness (don’t want your bolts to miss) and the toolbelt applies vulnerability
Use Tool kit for the block/pull/confusion and fast recharging toolbelt skill
Your third utility skill can be rifle turret (fastest recharging toolbelt skill)
Elite Skill should be supply crate since others suck
Go 10pts in fire arms for precise sights
20pts in inventions for protective shield and reinforced shield
10pts in alchemy for invigorating speed
30pts in tools for speedy kits + static discharge + Power Wrench, Speedy Gadgets or Adrenal Implant
Take a berserker amulet
5 runes of the ranger and 1 rune of rage (More crit chance and dmg)
OR
3 water and 3 monk (boon duration affects fury, swiftness, and vigor. also makes heal better)
For Sigils use energy and nullification
You will rely on vigor, reflect and block to survive. Hope it helps
I want
1)ways to create combo fields w/ out using longbow
2)Burst skills for offhand weapons
3)Brawn changed from burst dmg to adrenaline gained
(edited by Super Riceman.8702)
Reserve Mines and Autodefense Bomb Dispenser are bad traits.
Reserve Mines is bad because; its effect will not save you at 25% health since the mines have a weak effect and there proximity is so small the enemy has to intentionally step on them to activate them.
Autodefense Bomb Dispenser is not a bad idea but spending 30pts just to get it is
ABD should replace Reserve Mines’ spot as the 15pt trait since it is more useful and would give defense to a dmg tree without requiring 30pts. Then they can replace the vacant grandmaster spot with a better and more versatile trait.
EX:
[EOD]: Replaces ABD’s spot, dmg is taken reduced by 10% when the dealer is within 600 units or closer.
Unlike many of our grandmaster traits, this does not just benefit one skill or skill type.
Any of the engi skills can be utilized in close range so more than one playstyle would benefit from spending 30 pts in explosives. It means that not all who spend 30pts in explosives are grenadiers. It would help make up for the pts not spent in inventions or alchemy that would give you utility and defense.
There is also an element of counterplay, enemies can negate the benefit by kiting or cc-ing the engi
Shrapnel is a bad trait because it benefits a select few skills and still is not worth picking up over something like incendiary power.
It should boost bleed durations for rifles and pistols so that it affects more than 2 kits
Empowering Adrenaline is bad because the bonus requires you to waste dodges and nobody picks it up.
Removing negative effects from quickness would mean that there would be more uses for Elixir U since it no longer puts the engi in danger.
(edited by Super Riceman.8702)
It’s amusing how whenever a Mesmer brings up our inferior passive movement speed to other professions, we get told that “not every profession should be able to do the same things”, but whenever it’s an inconvenience to you (ie. portal), it’s a different story.
not every profession should be able to do the same things
Arcing slice should transfer conditions, more condis removed for more adrenaline
Skull Crack should remove boons, more boons for more adrenaline
Kill Shot Channel makes you immune to power dmg for its duration
Flurry should make you evade all attacks for its duration
Missile Deflection: Also affects channel skills
Reviver’s Might: Each stack of might gives a bonus to healing power
Thick Skin: Change to bonus to toughness per attacker targeting you
Embrace the Pain: Quickness no longer gives a negative effect
Blademaster: 10% increased crit chance when using a melee weapon vs an enemy wielding a melee weapon, 10% for ranged weapons vs enemies using ranged weapons
Rending Strikes: Increase chance to 50% (on par with precise sights)
Reckless dodge: Dodging Knocksback foes (cooldown 9 sec)
Powerful Banners: Banners knockdown when summoned and when skill 5 is used
Distracting Strikes: Also triggers when you are interupted/disabled
Deep Strike: Increases Dodge distance from 300 to 500
Opportunist: Also grants might for each sec target is immobilized
Vigorous Return: when you are revived/revive an ally you gain/grant vigor and regen
(edited by Super Riceman.8702)
Right now people only use ice bow 4, signet of air and water and I had some ideas on how to get people to use them more.
[Signet of Earth]: Change the active to make it a stun breaker
This will get people to use this more because the signet will become the lowest cooldown stun breaker making it worth taking over cantrips.
[Signet of Fire]: Change the passive to grant a bonus 15% to condition duration
Crit chance doesn’t benefit some attunements as much as others. All attunements will benefit from this because they all have ways to inflict conditions
[Signet of Water]: Freezes Target for 2 sec (like Ice Bow 5)
Right now the active is very weak and not worth going 30 sec without the passive. The freeze would make up for the lost CC from Signet of Earth and be worth activating.
[Conjurer]: Conjured weapons have 10 more charges and you can swap in/out of them like a regular weapon (cooldown 5 sec)
[Conjure Flame Axe]: the second axe creates a blast finisher where you summon it.
Skill 1 Burns, Skill 2 is a blast finisher, Skill 4 ring is impassable w/ out stability.
It will have many uses (AoE heals in water, might in fire, area swiftness in air, etc.), give a reason to equip it, and make targeting with conjures much more important
[Conjure Earth Shield]: Breaks Stun on user and 120 AoE where the second shield is summoned. Skill 2 Immobilizes instead of crippling, Skill 5 no longer roots the user
Solves the lack of stun breakers with conjures, makes it unique because it can cure allies of stuns from far away.
[Conjure Lightning Hammer]: Creates lighting field around summoned hammer (identical to static field, not increased by blasting staff)
Make lightning storm apply vulnerability (fits with bonus precision/crit dmg)
Can be used offensively (trap enemies) or defensively (protect yourself or allies from melee enemies)
[Conjure Ice Bow]: Cleanses 2 conditions for user and where second bow is placed.
Make skill 1 ground targetable w/ 40 AoE, Make skill 5 not root user
Solves lack of condi removal on conjures, more reasons to bring it beyond ice storm, targetable healing.
[Arcane Blast]: Projectile knocks back foes and pierces, cooldown lowered to 16 sec
Faster recharge, complements or replaces CC in the weapon skills
[Arcane Shield]: blocks 5 attacks returns dmg everytime, cooldown 60 sec
Makes final shielding stronger, cooldown was too long, benefits dmg ele’s more.
[Arcane Power]:Breaks stun
Offensive specs have ways to break stuns
Obviously this will not instantly make these viable but it would help people consider them over a cantrip. Of course w/ more stun breakers, some cantrips have to be changed so the ele does not have to many.
[Lightning Flash]: No longer breaks stun, grants a boon per attunement (2s stability earth, 2s reflection air, 5s retal fire, 5s aegis water)
[Cleansing Fire]: Cooldown lowered to 30 sec, no longer breaks stuns
(edited by Super Riceman.8702)
They could always add these skills to the greatsword elite and make attunement swapping switch the skills. I’d rather have them fix what is wrong with our current weapons than add new ones.
Karka rules everything around me
You might not need to go with soldiers or knights amulets, A high health pool isn’t as important as the methods to maintain one. You can get around a low health pool with condition removal/transfer, more healing power (3 runes of water and monk is a good combo), longer boon durations (especially protection and regen), vigor and better use of dodge (better to avoid rather than reduce damage).
If you know how to use your condi-removal/dodges/boons, it will open up your options for amulets beyond ones that give vitality.
Also you might want to get a berserker or celestial jewel to boost dmg of SD
(edited by Super Riceman.8702)
I rather they just give us the stability from the Elixir save the transformation most of the times. Not sure how balanced that would be though lol. I was meaning to comment on this mega thread but havent gotten around to it. Also dont think that post will fit into 1. lol
Ya I just want the stability, the only good transforms are underwater.
The other thing they could do is make it grant condition immunity for 8 sec. It would be worthy of being an elite since there is only one other way to be immune to conditions, it wouldn’t become overpowered by stacking boon duration because immunity isn’t a boon, it would give reason to get Potent Elixirs, it would look cool and have uses in any area of the game.
I completely missed this topic!
SOTG will be on Friday, May 31st, at 1PM Pacific.
Confirmed guests will be Jon Sharp (Game Designer) and Evan Lesh (Programmer).
Should have a post up about it over the weekend or early next week along with our confirmed player guests.
Thanks for the reminder!
Will they mention anything about rocket boots, slick shoes, mortar, venoms and spectral skills?
1. Stomp
becoming a stun breaker alone is not enough since there are many better at a lower cooldown without traiting. It should break stun [and] have a lower cooldown (maybe 35 sec)
2. Berserkers Stance could grant immunity to bleeding and blind for 8 sec that way it has utility beyond gaining adrenaline.
3. Throw Bolas can become a 2 activation skill, that way when it lands you can activate it a second time to pull. That way you have a choice between immobilizing them and pulling them to you.
4. Banners. I think a simpler change would be to allow the skill to be resummoned at your position when you activate it a second time (cooldown 30s, 4 chances to resummon) that way it could get around being immobile. Those passive ideas could become a part of the banner skills that way there is more reason to pick up/use them.
And change powerful banners to make banners knockback when they are summoned and when you use skill 5
I also don’t hear many people arguing for the viability of kick, they could just reduce its cooldown to 12 seconds so its close to something like air blast on the flamethrower.
It would have value in your skill bar because it is a low CD CC
Rocket boots isn’t necessary for the blast finisher if you have elixir gun, acid bomb is an escape and finisher in one.
Utility Goggles is a better gadget stun breaker because there is no self knockdown but the cooldown is 40 sec (32 if traited) and gives fury which synergizes with incendiary powder.
Elixir R breaks stun, restores endurance and provides a ranged revive. The cooldown is 45 sec (36 if traited)
Elixir S & U are the other stun breakers
I would also lose enhance performance or deadly mixture for speedy kits. You have invigorating speed so combined with speedy kits means swiftness+vigor for 5 sec every 5 sec. The swiftness is guaranteed unlike infused precision. The extra dodges mean you can survive longer (if timed right) and you probly can skip Elixir R because of vigor.
You can swap infused precision out for precise sights (50% chance vuln on crit, fits with flamejet, fumigate, acid bomb) or rifled barrels (longer range on pistol and elixir gun skills)
Next expansion, seriously.
To make the mortar good in this version, you need to change too many things. And it’s highly unlikely they would do that at this point in the game.Not sure about the exact month of the expansion, but that one
I disagree that they have to change a lot to it, the skills would work if they just made it into a kit that way you can use it while on the move and make the projectiles faster. The main problem I have is that everything seems to be out of range unless you set it up next to your target and if it were a kit that wouldn’t be.
It would synergize with the existing kit traits and not everyone would have to go grenades.
The other option is to make it have very long range and that seems boring
I would also take knight’s over soldiers if you want a high health pool but dmg to support it (also has precision).
Take hair trigger over infused precision
you can take 10pts from fire arms and put it into explosives for incendiary powder(burning on crit), or 10 more pts into inventions for reduced shield cooldowns, 10 more into alchemy for invigorating speed (vigor on swiftness), or adrenal implant for faster endurance regen (doesn’t overlap like with infused precision and speedy kits, more points in tools mean faster cooldowns on toolbelt skills meaning more static discharge).
Don’t try a gadget build until meaningful changes are made to them unless you can really handle frustration.
PBR has way too long of a cooldown to justify ever using it, I would switch it for Elixir B. Even if you don’t trait for elixirs the boons are more valuable. You can also use throw mine as a CC, both the main and toolbelt skill have lower cooldowns and do more (the toolbelt can remove boons). You can also swap it out for flamethrower which has an AoE knockback on a shorter cooldown than that piece of crap gadget
Rocket Boots is a useless stun break because it knocks you down, never ever pick this useless skill. It might actually work if the self stun wasn’t there. The toolbelt has uses but they are not worth disabling yourself and it may take another 8 months before this skill changes. If you really need a second stun pick up elixir r, it breaks stun/gives two dodges and the toolbelt can revive someone from range and you can still fight while they res. You can also forgo a second stun break for elixir c which removes all conditions, flamethrower for another knockback(if you didn’t swap out PBR for it), elixir gun for lots of stuff, or toolkit for an extra block/confusion/pull skill.
Elixirs, even without traits, are more useful than gadgets.
If you switch medkit for healing turret, you can use blowup turret/shield 4/throw mine/ rocket boots for AoE heals.
(edited by Super Riceman.8702)
Turrets have very low health, toolbelt skills suck, and they can’t break stuns. Even if you deploy them out of harms way, it takes less effort to destroy them than it does to put them in safe places. Clones and phantasms have utility that offsets their defense, Pets have more defense/are easier to control.
Thumper Turret should have the same health/toughness as an ursine pets so that it is actually tough to kill, the toolbelt skill should break stuns (it already has a long enough cool down and all turret builds have no way to cleanse disables).
Flame Turret should have hp/tough of drake pets since they need to be closer to the enemy but are not as tanky as the thumper, the toolbelt skill needs to have a shorter cooldown or have some utility to justify it like condition transfer.
Healing, Rifle and Rocket turrets need to have hp/tough of cat pets that way they last longer than a few seconds but are still easier to kill than the flame or thumper turret.
Rocket can knockdown for 1 sec or have a cooldown of 15 sec.
I was thinking 3 monk runes and 3 water
its +30% boon duration, +150 healing power
Another is 2 Lyssa and 4 Altruism
+25 prec, +10% condi duration, +75 healing power, +15% boon duration, 3 might on heal
And I would pick apothecary over cleric, you will benefit more from condi dmg.
Don’t buy an exotic set unless you have the money or you want that to be your main build.
There are also Durmand Priory and Karma armors with main stat Healing Power, +prec and vitality if you need a healing set temporarily.

