7/13/2023 0 Comments Gw2 healing power utility![]() Also Glyph of the Stars when used while in Celestial Avatar will pulse revive your allies. There are ways to revive your allies safely with the stealth when leaving Celestial Avatar or when using a blast finisher in your Smokescale’s F2, which when combined with “Search and Rescue” can make it very difficult for enemies to keep your teammates down. While it is not the best support for larger fights, it can provide great presence in fights no larger than 3v3s with the amount of CC it can provide. Yup, for wvw.The Skirmishing Support Druid uses the Quick Draw trait to lower the cooldown of key abilities like the block on Greatsword 4, the Staff 3, or the powerful Celestial Avatar abilities to choose whether to focus on surviving or to focus on supporting allies more. I take it you’re asking for WvW said:in general for a bruiser who is going down the water trait line and so have 100% regen uptime and signet of restoration 500 is about where you want to sit. This is why celestial is so good on ele, you get that little extra bump to health and vitality to not be one shot, you get a lot of use out of that 500 or so healing power, power, precision, ferocity are enough that you don’t tickle and the condition damage doesn’t go to waste either. You want to be sitting at 15k-17k health and 2.4k toughness or higher to not be one shot all over the place or die super easy to focus. Well the reality is that ele has the absolute lowest health and armour, worse than thief and many thief players complain how they are squishy so you need to divert some stats to vitality and toughness. I can see you’re next question, why not stack it higher? So the reality is healing power provides a lot for the ele. However you also get the extra 500 healing on healing ripple and cleansing wave, the latter working extremely well in weaver builds because of the ability to swap into water so often. ![]() So for 500 healing power you get an additional 163 health per second in most builds as they run the water trait line and signet of restoration which as mentioned above pays back a lot after 30s providing more use then vitality. That adds63/s to regen50/s to soothing mist50/cast to signet of restoration500 to cleansing wave and healing ripple300 to cone of cold166 to riptideSword water auto isn’t worth mentioning but it’s 25, 25, 50. In general for a bruiser who is going down the water trait line and so have 100% regen uptime and signet of restoration 500 is about where you want to sit. At that point heavy investment in healing power is totally warranted. A weaver built for sustain has substantially better healing power scaling still. Obviously healing power becomes much, much better when you're healing multiple people.įor what it's worth, classic d/d ele was at its time probably the best solo healing power scaling build at the time. Very basic example, but that's how you work out if your build uses healing power well or not. ![]() Since 1 vitality is 10 health, that means roughly 30 seconds until healing power would give more health than vit. Meaning a total of 0.325 extra health per second per 1 healing power. Signet of restoration passive adds 0.1 as well. Regeneration adds 0.125 times your healing power to the healing per second. Soothing mist adds 0.1 times your healing power to the healing per second. Super crude example, say you have regeneration and soothing mist uptime, and you're using one skill per second with signet of restoration. You calculate how long a fight has to last, for healing power to give more hp than vitality. The simplest way is to compare with vitality. So, without trying to bore you to death, you use a bit of maths to determine if healing power is worth investing into.
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