Feb 11, 2006, 07:19 AM // 07:19
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#21
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Forge Runner
Join Date: Sep 2005
Guild: Radicals Against Tyrants
Profession: W/
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But Warriors do have another way to heal themselves though everyone wants this skills nerf its.....IWAY (DUN DUN DUN)!!!
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Feb 11, 2006, 10:25 AM // 10:25
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#22
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Krytan Explorer
Join Date: Oct 2005
Guild: Protectors of Awesome[AWE]
Profession: W/
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IWAY is only usable in rather undesirable circumstances though.
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Feb 11, 2006, 11:07 AM // 11:07
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#23
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Healing Signet is fine the way it is now. I pray that ANET does not plan to nerf it.
Actually, it has been "boosted"
Last time, it was you take double damage while you are activating the signet.
Now, you receive a -40 to your armor level, which is way better than taking double damage.
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Feb 11, 2006, 11:43 AM // 11:43
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#24
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Desert Nomad
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According to GuildWiki, -40AL is the same as taking double damage.
Quote:
Skills such as Healing Signet temporarily reduce AL by 40, which translates to double damage for normal attacks.
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In any case, I think Healing Signet is fine as it is for all the reasons said above.
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Feb 11, 2006, 01:41 PM // 13:41
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#25
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Forge Runner
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Quote:
Originally Posted by LuxA
According to GuildWiki, -40AL is the same as taking double damage.
In any case, I think Healing Signet is fine as it is for all the reasons said above.
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only on armor effected attack...
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Feb 11, 2006, 01:55 PM // 13:55
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#26
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Krytan Explorer
Join Date: Aug 2005
Location: Sunshine Coast, Australia
Guild: Soul Crusaders
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Quote:
Originally Posted by Racthoh
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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your stats on troll are a little off. 12 WS is a +9 regen for a 2 sec cast. So it's 270 every 12 seconds. Otherwise, 135/6 seconds and lasts long enough to combat further conditions like burning. And ummm...hmmm 130 health /6secs then the -40 armour which in melee, you're screwed if you have either already use your stance or it was broken, so it is effectivley double damage. That would be a huge chunk of health taken out (a lot of the time in PvP about 70 of my heal gets cut out while using the skill.
Now, onto other skills in comparison...
it's like 324% or something for aura of restoration? At 60 secs, that is kinda sucky, but a 25 energy spell gives an 81, so it is quite reasonable and there's no penalty. Can't be used outta combat though.
Ether Feast...well...
5 energy cost, 2 sec cast, 8 sec cooldown. Slightly conditional, but is 205 hp every 10 secs. Kinda sucks...but then again, you really shouldn't be in combat.
Necro...well, too many to list, but here's their best non-elite.
At 12 death magic 340 hp, 5 energy, 1/4 cast needs an undead ally to be on decent health for full effectiveness. So, for a MM, that is 1440/ sec and 8640/6 secs.
Or, Soul Feast
10 energy, 1 sec cast, needs corpse (in later game there can be plenty of em) heals 234 hp
234 a sec, 1404/6 secs
Monk
I wouldn't know what to use here...healing touch is the most common in random, most likely cos they're using premades. With 12 healing and divine favour, 127 hp/5 and 3/4 secs. Upside, can be used on allies, so, most monk skills technically are excluded for the category of "self-heal"
Last edited by Soul Shaker; Feb 11, 2006 at 02:16 PM // 14:16..
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Feb 11, 2006, 03:19 PM // 15:19
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#27
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Lion's Arch Merchant
Join Date: Oct 2005
Guild: BloodBath & Beyond
Profession: Rt/
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I think the idea is that the warrior is already outfitted with the best armor in the game. The warrior line is designed for damage prevention, not recovery. At that point, you have to decide what kind of warrior you want to play. If you want good self-healing, you go with a secondary profession that gives you the heals that will benefit your build. If you want to be focused more on damage, and are willing to rely more on your team for healing, you go with a different secondary.
IMO, it's balanced pretty well right now. Buff HS too much, and expect a bunch of other threads requesting armor buffs for other classes.
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Feb 11, 2006, 03:33 PM // 15:33
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#28
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Jungle Guide
Join Date: May 2005
Location: Finland
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-40 AL penalty is not same as double damage. It depends from your current AL, how much AL penalties increase damage. Warriors usually have 80 AL which means 70.7% more damage if not physical when using healing signet. There is also about +20 AL vs physical damage so in that case you take about 50% more damage if physical.
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Feb 11, 2006, 03:44 PM // 15:44
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#29
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Krytan Explorer
Join Date: Aug 2005
Guild: Organised Spam
Profession: W/
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A good alternative can be Victory is mine! after a few conditions. No casting time, no penalty during the use, but costs 5 energy and 15 recharge. Like sever, gash, hamstring, ViM, you get 15 energy back (hamstring and ViM are covered) and you get around 180 health back. If you also take a healing signet for when you're not in direct battle, you're covered.
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Feb 11, 2006, 04:12 PM // 16:12
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#30
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Desert Nomad
Join Date: Nov 2005
Profession: N/
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There is nothing wrong with heal sig, I've been soloing my wammo, I have had nearly a dozen char pounding me alernating between heal sig and cyclone axe, killed them all.
Now on the other hand, I can't tell you how many times I have died waiting for troll ungent to load up. If any thing, troll needs to be boosted it takes to long, can be easily interupted, and it doesn't actually heal you, it just adds regen pips. The advantage is that it can be cast just before the fight.
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Feb 11, 2006, 08:55 PM // 20:55
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#31
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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This is the reason some use their secoundary for I am not sure what other suggestions to make.
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Feb 11, 2006, 10:31 PM // 22:31
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#32
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Krytan Explorer
Join Date: Oct 2005
Guild: Protectors of Awesome[AWE]
Profession: W/
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Quote:
Originally Posted by Markaedw
There is nothing wrong with heal sig, I've been soloing my wammo, I have had nearly a dozen char pounding me alernating between heal sig and cyclone axe, killed them all.
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Sounds like you're fighting L5 enemies with a L20 character. The situation is rather different in PvP.
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Feb 12, 2006, 07:50 AM // 07:50
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#33
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Quote:
Originally Posted by Soul Shaker
your stats on troll are a little off. 12 WS is a +9 regen for a 2 sec cast. So it's 270 every 12 seconds. Otherwise, 135/6 seconds and lasts long enough to combat further conditions like burning. And ummm...hmmm 130 health /6secs then the -40 armour which in melee, you're screwed if you have either already use your stance or it was broken, so it is effectivley double damage. That would be a huge chunk of health taken out (a lot of the time in PvP about 70 of my heal gets cut out while using the skill.
Necro...well, too many to list, but here's their best non-elite.
At 12 death magic 340 hp, 5 energy, 1/4 cast needs an undead ally to be on decent health for full effectiveness. So, for a MM, that is 1440/ sec and 8640/6 secs.
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Unguent is 3 seconds, not 2. I was thinking of Healing Breeze for the 8 regen at 12, my mistake. Also, spells have a 1 second aftercast. You don't have any hope of casting a 1/4 second spell 4 times in one second.
Healing Signet obviously requires your attention if you're going to be using at, as in PvP I am seeing it used by top guilds in their matches. But again, if you're getting wailed on by warriors you should have monks to heal that for you. Then again, the utility of Blinding Flash/Enervating Charge eles can also prevent those other warriors from doing much. You can time the signets inbetween an elementalist's spells to prevent that nasty -40AL penalty from really hurting. Rangers from what I can tell with either spike, interrupt, or Crippling Shot/Apply Poison everything they see so no worry from massive damage from them. It's like Frenzy; you need to know when and how to use it effectively.
In PvE, Wild Blow is the only thing that is going to end stances at this moment. So outside of Finger of Chaos and your secondary is Ranger, plus the odd enemy here and there that use Wild Blow you're fairly safe in that department. If you're going to use it without stances or AL boosting skills expect it to do more harm than good, it's the way Healing Signet was designed to be used. Any changes to that would make it far too good, especially for the first skill you get in the entire game as a warrior primary.
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Feb 12, 2006, 08:18 AM // 08:18
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#34
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Site Contributor
Join Date: Jul 2005
Guild: [out]
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Healing sig is already quite good when used right. Watch Evil or WM utilize heal sig and you will see what I mean.
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