Both sustain and burst? Definitely warrior and DH. Other professions have better sustain, but at the cost of some of the burst. Like Druid for example is amazing at staying alive with constant stealth and powerful healing, all the while their pet does high damage, but the burst itself isn’t comparable to warrior and DH. Eles are pretty much pure sustain with little damage. Other professions can do high damage but at the cost of sustain, like necro and thief. Thieves have constant evades but if they’re hit, it’s just about GG.
But warrior and DH has the specs that allow them to pick up as many sustain skills as possible all while maintaining crazy high damage. Their sustain doesn’t come from tankiness, but from skills that block, evade or immunize them.
Maximum defence required.
What I’m hoping for with this next expansion is MH sword and the next one, GS. We definitely don’t need another OH with a new MH. The professions that got a 2H weapon for HoT better get an OH. I’ll be kittened if they also get a MH.
Try WvW. Then you can get even bigger than 10v10. Or join a guild that does GvGs if you want fair fights.
More elite specs could be good because then you have a choice in what elite spec to use, thus increasing build diversity. The problem is that anet will just make the next elite spec even more OP than the current ones. History isn’t promising otherwise.
SPvP matchmaking is crap. It doesn’t need to be in another game mode.
Because one legendary added with season 1 already ruined PvP giving terribly PvEers a reason to PvP.
Also, there’s literally no point in having ANY PvE gear in PvP. PvP and PvE are only connected through skins.
I chuckle when I see a full trap medi guard get blown up, lasting only 5 seconds on point in a 1v2.
Yeah, that happens when there aren’t any CDs. That literally happens to every profession. But with CDs, Dragonhunters become godly killing machines. It’s all about those CDs. That’s their weakness. If you can somehow survive through 12 seconds of blocks and invuln and then the evades, leaps, skill-less CCs, a Dragonhunter will melt, and higher end players are better at surviving the offence long enough.
A similar things happens against mesmers. They have powerful CDs and skills that reset those powerful CDs, but once on their own, much more skill is required to survive and deal damage. After the longer CDs are up, they only have Phase Retreat and evades to survive. Clone generation slows down too without shatters.
Warriors, necros, eles and other professions don’t rely on long CDs to do well, so they do much better at higher end play. The only reason mesmer keeps getting played is because of portal, Moa and incredible mobility with Phase Retreat.
Who cares? The only benefit of legendary over ascended is the ability to change stats easily. And you can do that with ascended if you can afford to replace your runes and get the insignias. It’s not hard. Maybe gold rewards should be greater in WvW, and maybe casual players shouldn’t have easy enough access to something that’s supposed to take time to acquire.
Better match ups would help. Too bad good match ups can’t happen with such varying server populations. Maybe there should be more bonuses to outnumbered situations. And I don’t mean a map wide outnumbered buff like the one we already have. I’m talking about one that boosts your stats based on how much the nearby enemy outnumbers you. This way gank and roaming squads can run around with buffed up stats when there’s nothing to compete with them. If there’s no zerg around, there’s no bonus.
Well something needs to counter YB.
Bleeding is absolutely not fine. Some specs can unleash insane stacks of bleeding for too long of a duration. Other specs do weak bleeding damage with too low of a duration. Bleeding, IMO, should be a weak but long lasting condition. Perhaps it should also function differently with cleanses. Bleeding can have the advantage of keeping you combat longer due to its duration and regular cleansing doesn’t work, but it does more damage depending on your health. So at 100% hp, it does little damage, but at 25% hp, it does 4x the damage as an example. This’ll help healing have a greater impact against it too. Think about it this way too. There’s nothing magical about bleeding, so how does “cleansing” work against it? Healing on the other hand, can heal wounds that cause bleeding, and a bigger wound is going to bleed more, so healing fixes wounds, and thus, less bleeding.
I like the idea of burning being cleanses on dodge rolling. It makes sense, just like bigger wounds increase blood loss.
Chill effecting skill recharge is fine with me, but it needs to be 33% at most. Movement speed could also be effected, but only by 25% at most.
Crippling is fine as is IMO.
I agree that poison is fine, but there should be fewer sources of it because of its powerful effect.
I like the idea of torment doing no damage when not moving, but then it should probably do even more damage while moving. This change has a strong effect on PvE, as bad torment is in PvE.
There’s no need for diminishing returns on stuns. CC just needs to be reduced overall. Diminishing returns doesn’t solve the issue of there being too many CCs in the game from elite specs. Fewer CCs will also make their use require more skill and timing because they can no longer be seemingly spammed.
Because Anet thought it was a good idea to make condition specs only need condition damage and maybe precision to do high damage. Duration isn’t necessary in PvP because of cleanses. But in the case of a third power stat (ferocity), the damage from power happens right away so it’s far more impactful to have a third stat. Plus, ferocity increases damage, whereas condition duration only increases duration, so the only way it can do more damage is through higher stacks. That’s difficult to achievement with cleansing though.
Thus, condition specs with only condition damage, toughness and vitality become as powerful as power specs running power, precision, vitality, toughness and ferocity. Power specs need to sacrifice a defensive stat to do comparable damage.
There are solutions, but they’ll take time to implement because it’ll require changes to conditions as a whole.
Chaos armor would definitely go along with the theme of giving mesmer skills to other professions.
Wouldn’t it be better to nerf conditions? rebuffing DS doesn’t solve how OP conditions are to other professions.
Thief and elementalist. Thief is hell with a lower FPS and ping spikes during fights, so getting condi bombed is insanely difficult to avoid for me, even if I try to pick up any stragglers. So ele it is! Ele is my main anyway. This is for roaming mainly, but I have a staff and good gear to switch between roles.
MEEEEEEEEEEEEEEEEEEEEEE.
If toughness and healing power go too well together, then something needs to be done to reduce that effectiveness, and I don’t think nerfing either or is the way to go because then have one or the other becomes too weak. What needs to be done is reducing the healing gained from skills and traits. They did that to Auramancer healing, but they also removed Cleric’s amulet at the same time. Now Mender’s is the only option unless you want to hit as hard as throwing paper at someone (Magi).
Honestly, even without healing power, there are plenty of skills and traits that are too powerful. Anet already nerfed Mesmer’s healing through Inspiration. Druids have no real problem staying alive without HP. Warriors don’t need HP for AH and HS to be necessary in all builds.
Reduce healing through skills and traits. Then if players want to get back the same healing (or slightly more healing) as before when they weren’t running HP, they’ll need to spec for it. This way HP becomes more effective overall, but not OP with toughness.
And in the end, if HP will always be OP with toughness, remove it. I’m serious. Just remove the stat entirely if it’s causing so many problems. In its place, you can add traits that increase healing done. For example, Engineers have a trait that gives them HP whenever they have regeneration. Simply change it so that healing they do is increased by x amount with regen.
Also, once again, fix conditions. Burning stacks too easily, bleed does too much damage, chill is too effective, and so many skills apply conditions and allow conditions to be reapplied with ease. On top of that, there’s a boon that just flat out makes you immune to conditions instead of giving a reduction. Honestly, it should be like protection. With a nerf to conditions, you can nerf resistance, thus reducing powercreep.
Bumping thread because Anet won’t sticky.
Losing to condi thief should always be followed by uninstalling or getting good
It is a terrible build and waste of a thief slot, LB don’t mean crap haha he must be getting carried incredibly hard by his duo or queueing at crazy hours… or it’s just evidence of how truly ded gaem we are
Condi thief isn’t exactly slow moving. It can still steal and get swiftness and has a few ways to keep on a target. And if you don’t have an escape move, they’ll keep right up with you. Now on the other hand, if you play your million and one evades and blocks right and know the timing, condi thief is countered by everything except necro. And only necro because necro is slow and has no way to keep away from them. All other professions have something to escape or prevent hits till they can kite well enough.
And again on the other hand, there’s the fact that this is a point based game and if you’re fighting a condi thief on point, you’re gonna have to blow your CDs to prevent him from capping that point since evading doesn’t prevent capturing. There are all kind of tradeoffs and overall, yes, the build isn’t as good as something like D/P. But that doesn’t excuse how cheap and lazy and unskilled the build is for how powerful it can be.
I think what kittenes players off more than how powerful it is, is how unskilled it is. It’s two freaking buttons to do damage! And it’s some pretty incredible condition damage too. Bleeding is supposed to be the long lasting, weak ticks condition, but this build (similar to condition Reaper), turns bleeding into a long lasting, hard ticks condition. Because it lasts so long and can be stacked so quickly and so easily, it ends up doing tons of damage. And you can’t just cleanse it off because it’s immediately reapplied because all the thief needs to do is press a button and now you have 2-3 stacks for 15 seconds. And just like any thief, they can easily run away if they need to. Everything about the build is cheap. It’s like crashing a metal car and a plastic car together and finding out that the plastic car doesn’t have a dent in it. It’s amazingly unfair that something so cheap and unskilled can be so effective, and yet so horrible at the same time because every profession can abuse its one weakness. It’s not fair to anyone, including the thief, and that’s what kittenes me off the most about the build.
Also, this thread is so typical. Someone complains about something obviously OP and weak at the same time, and every thief ever hops in and defends their precious OP profession. Thieves need to kittening admit this already: you are overpowered. Not as OP as Druids, but you’re OP. You get my point. You won’t admit I, and everyone who doesn’t main thief, are right though. Never. So typical. You’re even worse than revs in the bias department.
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I can get into HotM just fine, but not Sparkfly Fen. LA works too, but not the Aerodrome golem area.
Edit: LA is no longer loading for me. It’s like different zones sometimes work and sometimes don’t. HotM wasn’t working for me at first. Maybe it isn’t anymore again.
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Shadow Shot needs a damage nerf. Dagger AA also needs a damage nerf, but maybe move the damage to Heartseeker. Headshot should get a follow up skill when a target is interrupted so that it can’t spam interruptions as quickly. This will also help keep PI damage down a bit too. Vault is still an insanely OP skill, though it does have an obvious tell when you know it well enough. Still, moving some of its damage to other staff skills would be nice.
Trickery needs a nerf! That trait line is so good and gives so much to the profession. However, lines like Shadow Arts and Critical Strikes could get some love as compensation. Basically, what I’d like to see is Trickery no longer mandatory. My mind is still boggled that they buffed Bountiful Theft and Lead Attacks! They buffed an already necessary line. They could just move Lead Attacks damage increase to Critical Strikes and make it increase crit damage or crit chance. Shadow Arts needs love too, so they could add a trait that increases Stealth Attack damage because for whatever reason, the only Stealth Attack damage trait is in Critical Strikes. It does make sense really, but Shadow Arts needs something too.
So, nerf D/P, nerf Trickery, buff Critical Strikes and Shadow Arts.
No to shorter CDs, unless the skills are reduced in effectiveness as well, which won’t happen because then they’ll feel weaker and nobody wants that.
Make Primal Burst skills into 3 stages, just like base Burst skills. This whole 10 adrenaline being the same as 30 is making Berserker way too spammy. Also, I think shorter duration of Adrenal Health would be good in and out of Berserk, but with a slight increase in healing as compensation. And also, Berserk lasts way too long. 15 seconds for something on a 10-15 second when finished means you can actually spend over 50% of a fight berserking. When you add on Primal Burst spam, you get traits that are balanced outside of berserking being far too OP while berserking.
Also, Defy Pain trait on top of Endure Pain makes warrior’s way too tanky. Endure Pain should stay the same, but the trait needs to be reworked completely. If you nerf the trait and Endure Pain together, then either the trait or Endure Pain on their own become weak. Also, Berserker Stance is a free immunity against conditions for a full 12 seconds. Even if you corrupt the resistance, it’s back after, at most, 3 seconds. It simply needs a lower duration, even without compensation. There’s a reason Endure Pain, Defy Pain and Berserker Stance are required in every warrior build. They’re OP. It’s also why teleports are in every build. They’re OP. In the case of Stances, it’s because they last too long, and in the case of teleports, it’s because their CDs are too short, and maps are designed to favour them way too much.
The best trade IMO: longer CDs, just like elite skills. You can only use one elite skill, and it’s often a powerful, long CD ability. But elite specs often have shorter CD skills than base skills. So if you spec for an elite spec, you should have access to more powerful skills, but they should be on long CDs, with the exception of weapons maybe, which could also have the elite spec restriction removed from them.
Right now, the only tradeoff is that you can’t spec for a third base trait line. For this tradeoff, you get access to 4 new utilities, a new heal, a new elite, new weapon, and even new profession mechanics or upgraded ones. That’s hardly a tradeoff.
Elite specs definitely need nerfs, and I think the way to do that while keeping the elite feel of the specs is to significantly increase CDs. Removing, or at least weakning, passives is also something that should be done, and not just to elites, but to the game as a whole.
So you can choose between the usual, short CD skills with three base trait lines, or the extra, more powerful skills on long CDs. I’m glad you recognized that Tempest is a fairly balanced elite spec in a way. It’s still poorly designed mechanically, but the idea of the attunements going on longer CDs after using powerful CDs is a nice tradeoff. It makes you choose. Choice is something that elite specs lack because the CDs for such powerful skills can be almost be spammed. Long CDs make you choose weather you want to use it or save it. The short CD spamminess of elite specs almost doesn’t help the insane damage and sustain going around. The PvP team had to remove tanky amulets because the balance team didn’t do their job of balancing skills so that players could still run a variety of amulet types and thus increase build diversity.
I hope “about a day ago” means April’s Fools…
ppl tent to forget how much burst can power classes dish out.
Including power DH…
Also, I’m just gonna have to write down why conditions are more powerful than power damage in some other place on my computer so I can copy and paste it every time claims power damage is stronger.
Celestial should be readded, but not with the previous quality of stats. It was OP, but it can be balanced. Eles could have a second/third viable build with it.
Also, I’d much rather fighting the old DD eles than have no other build options. Also, the old DD build won’t work anymore because Diamond Skin was nerfed and a nerfed Celestial Amulet would also reduce its effectiveness.
Might not be allowed but we all know Anet won’t ban you, or will take forever to do so.
Some thief stolen skills have always been OP. Try being a mesmer and going up against Consume Plasma. Mesmers don’t even have a skill that can apply all boons when none of those boons are on you. Only Signet of Inspiration can technically apply all boons, but again, it requires boons to already be on you because it copies instead of applies them. Skull Fear and Whirling Axe are also pretty strong, but not totally OP (except with Pulminary Impact trait, and a smoke field respectively).
But then there are kitten weak stolen skills, like the above mentioned Throw Gunk and Healing Seed. Mace Head Crack can be powerful with PI trait and Ice Shard stab applies chill and good damage, so it’s also powerful (mainly because chill is an OP condition).
MEEEEEEEEEEEEEEEEE! On NA and EU.
Would rather Anet just remove passive proc traits completely. Two condis cleared from Evasive Arcana might be too power, especially to me, who wants to see condition spam reduced.
Otherwise, yes, there’s no reason why passive proc trait CDs shouldn’t match the skill the trait is based off.
3 seconds of might is crap, unless it’s 25 stacks, which it won’t be. It needs to be 6 seconds IMO. The boon on interrupt looks nice though. I’d totally run that on a D/P thief. The other options, don’t know which will be best. Strength is nice but requires 10 seconds for 5 might stacks, purity can help with conditions, nullification can make you an even more powerful boon stripping/stealing machine, and some of those passives look nice. I’d probably end up going all out boon stripping.
Oh they’ll just nerf all our interrupt traits because why not?
Paladin’s isn’t that OP because maximized power damage requires 3 stats. Maximized condition damage only needs 2, so with a condition damage, precision, toughness, vitality amulet, you would have something tanky with maximized condition damage that would end up doing much more damage than anyone running Paladin’s would do. Paladin’s doesn’t give you double crit damage, but since conditions aren’t balanced around doing huge crits, they don’t have a 3rd stat.
Wow, you seriously think DH traps and Headbutt did more damage than SotM before the nerf?
Too bad revs now have to play well to be effective, just like every profession should be. Eles were nerfed before you, but we’re doing just fine with our one viable spec, which can be difficult to play at times as well.
Point? Learn to play or reroll DH if you think it’s so godly compared to pre nerf rev.
My goodness, I’m so sick of revs complaining about nerfs. You were OP. Now you’re more balanced and have to play well. This isn’t a problem with revs being weak. It’s a problem with everything else being too OP.
These proposals look better than the last ones. But I do have a few issues with them still.
Revelation still seems too powerful. Why not just reduce the amount of stealth in the game? It seems like the kind of sigil that everyone would run because they have no choice because stealth is too common and no fun to fight.
With such short durations, Battle and Exposure are just too weak. 4 stacks of might or 5 stacks of vulnerability for only 5 seconds just isn’t spiky enough. I would suggest 8 stacks of each for 5 seconds, or at least 8 stacks for might because that only affects you, whereas vulnerability affects everyone.
Why does Paralyzation give two bonuses? I would be running that sigil on every spec because just about every spec has a stun and the bonus damage applies against all hard CCs.
On hit sigils (except for Frailty and Strength) should have lower CDs. Not too much lower, but lower. Generosity isn’t really OP now even with the lower CD. And I doubt removing the RNG is going to make that much difference. Purity could be fine at 5 seconds. (Of course, you could keep the long CDs if you just reduced condition spam, but I know you won’t do that.) Nullification could be a random boon with a 5 second CD, unlike the suggestions for Greater Nullification, which should have priorities, especially with a longer CD.
Keep Energy at 25% or maybe buff it to 35%. Just don’t bring back to 50% or else it’ll be mandatory again.
There needs to be sigils for support and healing specs. Transference should remain (and maybe even buffed very slightly like 15%, maybe 20% if that wouldn’t be OP), as well as Renewal. Maybe you could also add a passive that increases all healing by 5% or maybe 10% on targets below xx% hp.
There could be a passive boon duration increase sigil. 5-10% on all boons, or 15-20% on specific boons.
There could be a swap sigil that applies AoE protection for 2 seconds on an 18 second CD. Very small duration but impactful with good timing, and it can be stripped or corrupted as counterplay. I think I made boon suggestions on the previous thread. AoE regen or even 2 seconds of resistance could be amazing, but resistance is probably going too far considering its strength.
Ok, we can give it some love. As long as it has a CD. 4 seconds isn’t a CD.
Sigil of Revelation
Reveal nearby foes when swapping to this weapon while in combat (240 Radius).
(Cooldown: 9 Seconds)
Oh boy, inc massive QQ from thieves.
Pretty sure everyone will be running Sigil of Cleansing. Conditions are so rampant that we need all the cleansing we can get. Sigil of Nullification might also be run a lot more now to help counter boon spamming. Of course, we wouldn’t need these kind of powerful sigils if you just balanced your freaking game properly!
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FA is nice when it can be fast. But its long CDs on CCs and slow skills don’t allow for much speed. I propose reducing the cast time of Dragon’s Tooth and maybe a slight reduction in its drop delay. Shatterstone of course needs a buff in…every way, and Water Trident could use a small CD reduction. A little more CC on scepter would be good too. Maybe Shatterstone could chill and Rock Barrier’s follow up could knockdown for 1 second (only one knockdown per player as an ICD). Just some ideas.
Desperate Power – Damage increases as your Health gets lower. Increase at 66%HP: 10%. Increase at 33%: 20%.
You had me at this trait. I love these kind of high risk, high reward ideas.
My main concern is with a player becoming too powerful at low hp. There definitely needs to be a limit on how powerful one can be at low hp, so that they don’t end up doing so much damage or CCing for so long that there’s no way anyone can defend themselves or counterattack without taking too much damage. It’s a high risk, high reward spec, but it shouldn’t be high risk, extra high reward because then it becomes OP.
Plains of Golghein – Elite Skill. Arrows rain down over the target area, Immobilizing enemies within and creating a Fire Field that Burns them at set intervalls, with Condition Duration increasing as your health diminishes. Spectral echoes of Kalla’s allies will appear to Finish off downed enemies and revive downed Allies within the field while it’s in effect.
An AoE finisher and res might be a bit too extreme, unless the resing and stomping is extra slow or the echos can be interrupted or killed easily. This would also need to have a long CD, not like the current elite spec CDs which are short (for God knows what reason).
The GS weapon skills have two evades, which is risky because evades are already too common from HoT, though I understand why this spec would need them. My concern here is that this’ll tie in too well with Shiro and staff to create far too many blocks and evades for a spec that could possibly do crazy high damage. That’s what’s happening with the current Power Shiro spec. You can spec for super high damage and rely on constant evades and blocks to avoid being hit altogether. Imagine a power GS/staff Devastation/Invocation/Vindicator spec, running Kallo/Shiro. It would have 4 evades and 1 block, not including dodges. Revs are fantastic at doing high damage at low hp, so the increased evades could end up making this a lower risk, high reward spec, which of course is bad. But this is because two of the biggest attacks for power rev are Relentless Strikes and Surge of the Mists, and the former was nerfed because it was so insanely OP when used to its full potential. So I think the two evades on GS could be fine as long as they don’t do much power damage. Think of it this way, would the spec be godly if you were running Destroyer or Viper amulets because of the high quantity of evades? It’s fine if the spec can work with them, but then you need to consider numbers that don’t make the spec too weak without them or too powerful with them.
This is still a fascinating elite spec idea and I support it. These are just my thoughts and concerns with some of the ideas in it.
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I only want two things done: replacing/reducing Tomes of Knowledge, and only needing to open one box at a time. Opening one box that has another box in it doesn’t even make sense. Why would anyone put a box in a box outside of a prank?
Power is more powerful than condi? Too bad the 2-4k burning ticks are covered by the 7 stacks of vulnerability or 5 stacks of confusion and all of those still tick through blocks and evades and immunities. If I’m hit with a 4k attack, I take 4k damage. If I’m hit with a something that does 2-4k burning per second, I’m going to take a lot more than 4k damage. And if I happen to be unable to cleanse them or if they can be instantly reapplied, there’s nothing I can do. Yes, the best thing to do is avoid being hit altogether, but that simply isn’t possible, and when you’re hit by a condition attack, the impact, in my experience, is far more impactful than from power attacks, even though power attacks are also OP.
What about cheese builds that are also good? Top 250 doesn’t mean it’s good. If anything, these mediocre specs being in top 250 just shows how low the population is.
I’d rather see Berserk Mode stay at 3 adrenaline stages and just double (not triple because that wouldn’t change kitten) how much adrenaline you get from all sources. Also, increase the CD of Berserk Mode. 15 seconds baseline (10 seconds traited) means that you it’s possible to spend more time in Berserk Mode than out because it’s 15 seconds long. That’s just wrong. High frequency on powerful skills is always going to be a bad thing. Always. These all go along with the rest of my suggest nerfs to Mace and GS PBs. Now this would make warrior weaker than the other professions , but these changes shouldn’t happen without nerfs to those other professions too, so my intention to create real balance (moderation).
Why Intelligence on sword/shield? What combos would benefit from 100% crit chance on 3 attacks that could just end up being spread out to 3 different targets? I would find a second Renewal or Energy better, or even Hydromancy because that ties in nicely with Leeching and Precision Strike’s chill.
I run Renewal and Transference. Staff has some nice healing output for allies as well as yourself. Sigil of Water can be good if you tend to stay further from the fight and your allies are around a target more than yourself. Though as a Tempest, you’ll probably be close to your allies more than not, so Renewal is best IMO.
Things like Sigil of Air, Fire and blood end up being better than Sigil of Force for damage because they proc often and hit hard, and they’re bursty too. And with how high damage is, I’d hate to see Force get buffed, so I would like to see Air, Fire and Blood nerfed a tad. Enough so that Force can get a chance in PvP.
I like some of the suggestions for other boosts like +5% hp, +5% crit damage etc.
Chance on hit sigils are all around terrible with the exception of Frailty and that’s because Frailty has a short CD and boosts damage done to a target. Sigil of Ice is fine because chill is OP (hint, nerf chill and then buff Sigil of Ice). Sigil of Purity would also be fine if conditions weren’t so rampant and spammy. Actually, none of the chance of hit sigils are that bad. It’s just the state of the game that sucks and indirectly makes them bad.
I will always advocate for longer ICD on the crit sigils as long as you remove the double RNG. Chance on a chance is stupid. And the chances aren’t even that low, so just remove the chance on crit and make it just plain on crit with a longer ICD. That could be a good nerf to Air, Fire and Blood because they could proc less but more reliably. Still, in the end, they would do less overall damage with longer ICDs. Also, ditch Sigil of Rage. It’s literally only useful with quickness stacking gimmick builds to help keep the quickness going longer. The RNG aspect of it makes it unreliable.
On kill sigils are awful except for Bloodlust, which only thieves use. They’re terrible because they’re only useful after a fight. I’m glad to see you considering a total removal of them.
Consider “on heal” sigils which proc when you use a skill that provides a healing effect. These can proc when gaining Adrenal Health, regeneration, Soothing Mist and any direct healing from any skill.
Some chance on heal sigil effect ideas: condition cleanse, damage proc (maybe wait on that one till over damage across the board is lower), heal proc, AoE heal proc that only heals allies, gain quickness, gain protection, gain regeneration, gain 10 endurance, gain swiftness, gain vigor, AoE chill, AoE cripple, AoE weakness. I can go on. The reason to add these is so that heal specs have more options than Renewal, Water and Transference.
You literally thought of exactly the same idea I was thinking of just the other day. It just gives more options and could help give the other legends more use.
+1