Experience with "Healing":
Guardian Player
Main R.Shm for MC- Original Naxx, 1900+ S2,S4
Main Bard for <HALO> and 2ndary <KoS> Hib/Lancelot DAoC
Main 2nd Team Medic for <CP> in Beta-Live AvA

Around 6:15 he talks about how every profession can fulfill every role (Support, Control, Damage). Let's clear this up not only with what he said in the video but my own take on it.
1. As he said there are still the "beefy" and "Squishy" professions, but that the needs of roles and professions are dynamic both in PvE and PvP.
2. On my take, is that in Spvp, WvW, and even PvE, people will need to change/tweek builds to fulfill more then just one role. I feel that in my experience that esp with the Guardian, you must balance all 3 roles in any build. If you don't, then you simply lack in a role that could become a dependency in any given fight. (Not enough Control, Not enough Support, Not enough Damage).
2a. This was a big one in Competitive Spvp that I saw. There were times in more singular focused builds where I felt like I lacked one of the three.
Around 4:15 he talks about personal heals and a "healing" focus.
Keep in mind there are no "focused" heals / no single target big heals apart from Self Heals
In PvE, healing is purely reactive, boring, and creates lazy players, also as he goes into details about mobs and modifications devs have to do to make healing "viable" and basically a "crutch".
In PvP, Anet has said that they want things to "die". Now your probably going to go straight to Tomb of Courage and be like, "Wait, we get a full heal", my answer to that is, it is an Elite, it's suppose to be a tide changer. But focusing stats/builds around getting healing from utilities like Merciful Intervention, Hold the Line!, and passive's Virtue of Resolve Traiting is only minimal compared to the effects of other utilities can have on a battle. Now I'm not saying these kinds of things are not practical, but trying to build around 1 self heal, 2 utilities, an Elite, and 1 Passive is may not be the most effective if your really trying to "heal". Wards and Sanctuary as well as good command of Shield, can help prevent tons of damage not just in Spvp but also in WvW.
In Competitive Spvp or Tournament play, if you really examine many of our utilities/traits and weapons, you can see that we can provide pivotal support without much focus. Also that many of this "support" or straight damage mitigation also serves as control (Area Control). Also many of these abilities don't even need proper traiting to be effective and only a few really benefit from it.
A Few Examples:
Shield - SoA, SoJ
Sanc, Hold The Line!, Spirit Hammer
Blinds from Focus/Sword/GS
Also that if you look at the amount of healing you can put out with Healing Breeze, Merciful Intervention/Hold the Line!, and Passive from Resolve it really isn't the "healing" amount or ability that many "healer" players are use to. Even if you think the amount total is a "lot", that isn't calculating for Poison, Burst Damage during/after, or control that may prevent/interrupt.
I'm not saying that healing isn't needed, but giving up suriviability, control, or damage just to have 200-400 more healing is not worth it.
Edited by Aodan, 14 July 2012 - 06:13 PM.










