PvE: Is traiting into healing better or worse following the 15 Aug changes?
#1
Posted 16 August 2012 - 01:10 PM
After having noticed the massive nerfs to healing skills in the recent stress test (15 August 2012) and also being fairly dim when it comes down to it, I was wondering, are healing specialists (ie. those who trait heavily into +Healing) better or worse off than they were before? Clearly (it seems to me) they are worse off if one takes a pre-stress healer and a post-stress healer and just compares numbers; however is it possible that because of the amount of +Heal added by traits, the gulf between non-specialist and specialist characters as widened? If this is the case then is healing more desirable than ever in a group situation? Or is it largely pointless given the base nerf?
By the way, please don't trot out the "no healers" line, I know there aren't traditional MMORPG healers in GW2 and I have no issue with that. However healing is still a part of the game (you can tell, there are traits and skills and everything), it's just become more fluid and dynamic ... in just the same way as tanking has.
#2
Posted 16 August 2012 - 01:54 PM
Not very often as there's always enough people take part in it.
The 1's that need healing are melees but from what I notice & they only often died when in range while facing a champion using 1hko skills which makes a healing spec somewhat not useful & there's will be always people reviving.
Though things might change in higher level DE when they are maybe more wide-spread and lesser people taking part in that particular DE.
As for dungeons, I have no idea if healing skill are essential.
Edited by heatzzz, 16 August 2012 - 01:56 PM.
#3
Posted 16 August 2012 - 02:05 PM
heatzzz, on 16 August 2012 - 01:54 PM, said:
Not very often as there's always enough people take part in it.
...
5 NPCs focus firing each player in turn = dead player.
The more support players, the better, from what I've seen so far.
#4
Posted 16 August 2012 - 02:14 PM
Example placing traps or mines on entrance of wave attacks.
#5
Posted 16 August 2012 - 02:16 PM
#6
Posted 16 August 2012 - 02:18 PM
tbox, on 16 August 2012 - 02:16 PM, said:
Mind you we are talking in a sense of PvE not PvP.
#7
Posted 16 August 2012 - 02:42 PM
#8
Posted 16 August 2012 - 02:51 PM
misterdevious, on 16 August 2012 - 02:42 PM, said:
I tested with 0 compare with 1388 healing power:
With 0 a blast finisher in a water field is 1320
With 1388 a blast finisher in a water field is 1598
#9
Posted 16 August 2012 - 02:58 PM
Face it the dodgy thief is gonna get hit eventually and all classes run out of condition removal and need to heal.
I hope there is a plan here that doesn't involve constant respawns and Rez stones.
#10
Posted 16 August 2012 - 05:00 PM
#11
Posted 16 August 2012 - 07:25 PM
Self-healing is always going to be necessary, no matter how nerfed down they get. In balancing, we should expect it to be roughly in the running with Vitality and Toughness in terms of survivability worth. The trade-off being the loss of spike mitigation vs. the added group benefits (a significant loss in this game, but you can't have it all).
Group healing should be measured with the mentality that it should provide the statistical advantage of a boon or three. If a +300 Compassion heal can average healing back an extra amount equivalent to an extra second or two of protection or the added damage of a couple stacks of might, it's doing its job as intended.
Is it performing to those standards? I'm not positive yet. I need more time and numbers. But I thought I'd try to establish where the bar lies a little better.
Edited by Clockwork Bard, 16 August 2012 - 07:27 PM.
#12
Posted 16 August 2012 - 07:52 PM
Just as an example, you need 80s of regeneration to get 3k more healing from someone with 300 more healing stat. Obviously, it also add to the self heal but it's easy to understand that you'll get past this threshold faster if your regeneration is ticking on 5 people than just yourself (but then I guess you are not the only one benefiting from it).
#13
Posted 16 August 2012 - 09:16 PM
heatzzz, on 16 August 2012 - 02:51 PM, said:
With 0 a blast finisher in a water field is 1320
With 1388 a blast finisher in a water field is 1598
#14
Posted 17 August 2012 - 05:38 AM
More sooner than not, people will realize than a dead glass cannon does even less than cero dps if a team mate loose his time rezing him.
If you make up everyone else's mistakes, they are not learning to do the things properly.
That been said, if compassion was somewhat bugged last stress test, I'm sure they will fix it.
Edited by Morghana, 17 August 2012 - 05:44 AM.
#15
Posted 17 August 2012 - 05:03 PM
darkblue, on 16 August 2012 - 07:52 PM, said:
But yes, I didn't mean to encourage wild self-heal builds. I really meant to emphasize the "heal other" portion. Healing really gets bashed in this game by being measured against other games' healing, rather than against its support brothers like might or protection.
#16
Posted 17 August 2012 - 09:01 PM
#17
Posted 17 August 2012 - 09:07 PM
#18
Posted 17 August 2012 - 09:14 PM
Lyall, on 17 August 2012 - 09:07 PM, said:
#19
Posted 17 August 2012 - 09:18 PM
Baughbright, on 17 August 2012 - 09:14 PM, said:
True enough.
I also found that as a Ranger (at least up to level 30+), Healing Spring was a very potent source of group healing. Made it very difficult for mobs to kill anyone.
Also tagged with one or more of these keywords: heal, trait, nerf, buff, profession
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