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Old Feb 10, 2006, 09:41 PM // 21:41   #1
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Default Healing Sig need a boost?

Right now, i see it as one of the worst heals possible...

I tested it out at 15 tactics, and it still sucks comparably to the rest. It heals 152 hp, but while doing that you effectivley lose half your armour. 2 seconds in the heat of battle with 60 AL vs physical makes you a soft target. And you know how fast casters get owned by a decent group focussing. I would propose to either:

a) reduce or remove the -40 armour penalty

b)increase the healing power

c) reduce the casting time to 1 sec and maybe tone down the healing power with this.

d) give us a different way of healing ourselves (adrenal would be nice)

there is IWAY, but that's conditional, same with thrill of victory etc.

now, i have no idea how to work out regen, but the ranger heal, at 15 wilderness, i think was +10 regen. For 10 seconds.

I've only noticed this recently since i've stopped the whamos and moved on to other class types and this heal sucks. No-one has 15 tactics, most would have 8 or 9 at best, well except runners and the rare few that would use heaps of tactics skills.
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Old Feb 10, 2006, 09:47 PM // 21:47   #2
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quick recharge no cost is why its -40 armor i would like them to make another heal in the warrior line preferably a strength one that wasnt conditional
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Old Feb 10, 2006, 09:51 PM // 21:51   #3
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The way I see it is healing sig is not a combat skill so reducing the armor may seem usless to some people. However the adrenaline skill idea does not sound too bad, but some may argue that it would make them too hard, just throw on dark furry and that one stance that gives you extra adrenaline and your set for life.
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Old Feb 10, 2006, 09:54 PM // 21:54   #4
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It kinda needs to be a combat skill, cos where you take the most damage is in combat. Out of combat, the only real danger are hexes and conditions.
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Old Feb 10, 2006, 09:55 PM // 21:55   #5
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Try Watch Yourself!, Dolyak Signet, Defy Pain, and the numerous evasion stances that are coincidently linked to the Tactics line of skills. Also being a Signet makes it have fewer counters.
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Old Feb 10, 2006, 09:57 PM // 21:57   #6
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The defy and endure pain are very dangerous to use for healing...especially if you forget about em. 300 and somethin health, still good...hey wtf? OMFG HAXORZ!!!!111!!!1

the hey wtf is the sudden realisation that it's worn off and you're on 1hp, or...negative hp.
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Old Feb 10, 2006, 10:12 PM // 22:12   #7
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Defy Pain for the +20 AL, not the +health. I wouldn't touch Endure Pain in PvE for the exact reason you said. Basically if you're going to use Healing Signet without any evasion or +AL boosts expect the net gain on your health to be minimal.
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Old Feb 10, 2006, 10:14 PM // 22:14   #8
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It could use a buff to max possible heal, yeah.
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Old Feb 10, 2006, 10:22 PM // 22:22   #9
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I dont think that skill needs a buff.. a buff would make it overpowered. No energy and fast recharge... If we take away the -40 armor it would be the most overpowered skill ive ever seen
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Old Feb 10, 2006, 10:26 PM // 22:26   #10
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The way you get better heals is by having a monk in your party. Imagine that!
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Old Feb 10, 2006, 11:00 PM // 23:00   #11
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The way I run a warrior, my primary self heal is sprint. Healing sig is good when I've found a moment away from the battle, but often quite useless if I'm still targetted. Of course this is PvP tactics, in PvE it's your 'role' to be targetted at all times by every foe.
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Old Feb 10, 2006, 11:07 PM // 23:07   #12
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I'm not quite sure about this. In PvE, of course a heal sig may not be the best option, but it's usually used as a top up spell in PvP. A warrior at 90% health who uses Healing Sig is probably not going to cause attention, and so usually the reduction in armour is no big loss. A warrior at 50% or less who uses heal sig is probably going to be targeted-and rightly so. You won't get a benefit out of heal sig there.
Given the way most people use it now (i.e. as a skill to use when you're at near full health) I wouldn't consider it underpowered. Take a look at how the koreans use them-they take ten damage, up goes the +130 health heal sig.
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Old Feb 10, 2006, 11:08 PM // 23:08   #13
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Quote:
Originally Posted by 007Bistromath
The way you get better heals is by having a monk in your party. Imagine that!
Well, how about, let's not always take a monk! Anyway, you'll rarely find one in late game, so a monk is not always an option (henchies are generally too stupid for later parts)
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Old Feb 10, 2006, 11:40 PM // 23:40   #14
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Dolyak sig + Watch yourself + Physical/Elemental resistance = being able to use Healing sig with impunity
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Old Feb 10, 2006, 11:46 PM // 23:46   #15
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Nevermind the healing sig, you can do quite a lot with impunity with that much armor buffing on yourself.
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Old Feb 11, 2006, 12:59 AM // 00:59   #16
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Never mind the fact that you now move like you're wearing concrete shoes, as well.
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Old Feb 11, 2006, 01:16 AM // 01:16   #17
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Healing Sig needs a boost? Eh? Compaired to what? Monk skills cast by a monk?

Compaired to Aura of Restoration, Ether Feast, etc, Heal Sig is pretty good. It's not even much better than Troll's Urgent, if at all.
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Old Feb 11, 2006, 04:17 AM // 04:17   #18
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Actually, troll unguent counters degen very well. Healing sig sucks at it. And most of the time, you get very little return on healing in combat. Anyone know how much troll unguent would be equivalent to with 15 wilderness survival (+10 regen)?
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Old Feb 11, 2006, 04:44 AM // 04:44   #19
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I personally like the healing signet. It fits in with the warrior cost nicely because it costs no mana, something warriors lack. As stated, the -40 armor is painful only if you have no taken precautions first. An adrenal heal, however, would be nice.
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Old Feb 11, 2006, 05:41 AM // 05:41   #20
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The -40AL doesn't make that big a difference, unless you're completely oblivious to your surroundings. That -40 makes no difference against a group of mesmers, necromancers, and monks since they'll be using armour ignoring attacks against a warrior. Thus, you're left with 3 class; warrior, ranger, and elementalist. Warrior and ranger can be dealt with through evasion/blocking stances 75% of the time, or the fact that they'll only get one or two attacks away while you're using it regardless.

So basically the only time you'll need to worry about that -AL is against elementalists. Not much of a threat there, since all of the big scary spells have a 2 second cast time or more, with the exception of some spells that target adjacent enemies. Those typically will cause a problem to a warrior, but in PvP those generally don't see much use and in PvE it doesn't take you long to figure out if the enemy is using them even if you're facing a new mob that you've never encountered before. So unless you're dumb enough to stand in AoEs, or start using Healing Signet as the elementalist finishes their big scary spell that -AL is nothing to worry about.

A 12 Troll Unguent (+8) to a 12 Healing Signet (130). The Unguent takes 3 seconds, then takes 10 seconds for the full duration. Healing Signet is 2 seconds to use, and 4 to recharge. So 130 health every 6 seconds against the Troll Unguent's 240 health (3 x 8 = 24 x 10 = 240 health) every 13 seconds.

Healing Signet CAN combat degeneration. Even at 10 degen (30 health per second), a 16 specced Healing Signet is 159 Health every 6 seconds. But honestly, what area will you be in alone where you'll be facing a constant 10 degen and would need 16 Healing Signet. However, I know from personal experience that a 12 specced Healing Signet can combat 3 Ancient Skales (who use Life Siphon and Life Transfer), with the aid of Watch Yourself and Dolyak Signet can not only survive but kill the 3 alone.

I would say that Healing Signet is not in need of any boost.
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