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Healing Signet


Verdict is Vengence.6912

Healing Signet  

33 members have voted

  1. 1. What changes if any would you apply to Healing Signet?

    • Do nothing. Healing Signet is fine as is.
      3
    • Buff the Healing Signet but keep its current design
      18
    • Buff and add more to Healing Signet such as boons and effects but keep its current design
      8
    • Completely rework Healing Signet from the ground up
      8
    • Delete Healing Signet
      3


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Once upon a time, Healing Signet watched over warrior kind like a guardian angel, always healing and keeping death at bay as much as it could. Now, times have changed. What has become of the guardian angel of yore? Some say its wings have been clipped.

Does Healing Signet need to return to glory or has its time come and gone?

Or is it already in its rightful place and only the blind or greedy would want more from it?

Edited by Verdict is Vengence.6912
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Increasing the active heal to 4.5k and reducing the cast time to 3/4s would make it pretty solid, I think.

 

Low CD, relatively quick-cast, on-demand resistance (6s of it!) would be pretty good, and is something not offered by other heal skills.

 

The current 1.25s cast time is brutal (same goes for natural healing, btw). You're practically begging someone to power block you... And it's just not worth it for the tiny bit of healing you get on the active heal. 

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2 hours ago, Gorem.8104 said:

Just let us keep the regen passive even on use. Solved. 

Keeping the HoT even on CD with such a paltry activated heal won't really resolve much, though it will help with some sustain. The signet needs something more, as it doesn't offer up anything beyond the heal over time effect.

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You can either

 

* Increase the active heal to 4.5k, reduce the activation time to 3/4 sec for PvP only

or

* Unsplit the passive from  the pvp split. people can do more than 300 dps now. 

 

10 hours ago, CalmTheStorm.2364 said:

Increasing the active heal to 4.5k and reducing the cast time to 3/4s would make it pretty solid, I think. 

Oh hey already proposed good good carry on carry on

 

Edited by Azure The Heartless.3261
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lol design is bad, the reason why they nerfed it so hard is because they can not allow a heal that's effective while being completely passive and never pressed

 

even ele's heal signet need eles to continuously pressing skills to heal.

mesmer needs to keep summoning clones and is pressed quite a lot as the active is more useful sometimes.

healing signet is just pure passive and never worth pressing with current design

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2 hours ago, felix.2386 said:

lol design is bad, the reason why they nerfed it so hard is because they can not allow a heal that's effective while being completely passive and never pressed

 

even ele's heal signet need eles to continuously pressing skills to heal.

mesmer needs to keep summoning clones and is pressed quite a lot as the active is more useful sometimes.

healing signet is just pure passive and never worth pressing with current design

You may be on to something. For anet to budge on improving Healing Signet, they may need to have something to tack the passive healing onto, be it skills, utilities or our CC. Hell, maybe even on condi damage output.

Whatever it is, they don't want the signet to be too rewarding as a passive heal.

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29 minutes ago, Verdict is Vengence.6912 said:

You may be on to something. For anet to budge on improving Healing Signet, they may need to have something to tack the passive healing onto, be it skills, utilities or our CC. Hell, maybe even on condi damage output.

Whatever it is, they don't want the signet to be too rewarding as a passive heal.

It we're going that then healing on attack would be thematic for Warrior, that is of course if we want to copy the thief signet heal...

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To be perfectly honest, making  heal signet worthy again would be if they buffed the passive in the ball park of 280-290 a tick baseline, and and reworking the active portion.  Keep the 7s of resistance but also add resolution for the same amount, then instead of just a meager heal for the active make it a stronger over time heal, for 6 pulses/seconds for 900 health a second. 

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40 minutes ago, Lucentfir.7430 said:

To be perfectly honest, making  heal signet worthy again would be if they buffed the passive in the ball park of 280-290 a tick baseline, and and reworking the active portion.  Keep the 7s of resistance but also add resolution for the same amount, then instead of just a meager heal for the active make it a stronger over time heal, for 6 pulses/seconds for 900 health a second. 

That's a cool idea. I've suggested something similar for a Natural Healing rework previously.

 

Whatever heal skill it's used on, having a troll unguent-like effect would be a good idea for warrior. 

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1 hour ago, CalmTheStorm.2364 said:

That's a cool idea. I've suggested something similar for a Natural Healing rework previously.

 

Whatever heal skill it's used on, having a troll unguent-like effect would be a good idea for warrior. 

Yeah, looking over the heals ever since the resistance rework and the big nerf on the HPS on healing signet, it's lost its place as a sustained/prolong fighter condi mitigation heal option. It heals less overtime compared to mending, and deals with condi specs very poorly since it doesn't negate condi damage anymore, and has all the same weaknesses that pre-nerfed healing signet has, via burst damage and poison. Taking current healing signet is essentially handicapping yourself. Needs to be brought up to be at least somewhat useful. Because even in PVE no one is really going to use it outside of openworlders, since you get better benefits running things like Mending with Peak Performance, or "To the Limit" for some support build. 

Natural Healing is just one of those Spb heals/utility that needs a rework, since it's WAY too similar to mending and is basically a worse version of it, higher CD, Removes your boons, longer cast time. One way I'd like to see Natural Healing changed would be to, have it be a much larger heal, shorter cast time(0.75s), and recharge Full Counter, and gain max stacks of Attacker's Insight. While cutting away the condition removal and boon removal. A better fit for a spb heal imo. 

Edited by Lucentfir.7430
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If you want to change it’s functionality entirely to require user engagement, you could make it so that it heals per bar of adrenaline spent. 700 per bar spent sound about right? 3 bar burst would heal 2100. 
 

That would make the heal stronger and more dynamic. You could build it with the intent of not activating, but if you activate, something like 4k health, resistance (6s), and regeneration (10s) on a 12-15s cooldown seems like it would fit? 

Edited by oscuro.9720
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1 hour ago, oscuro.9720 said:

If you want to change it’s functionality entirely to require user engagement, you could make it so that it heals per bar of adrenaline spent. 700 per bar spent sound about right? 3 bar burst would heal 2100. 
 

That would make the heal stronger and more dynamic. You could build it with the intent of not activating, but if you activate, something like 4k health, resistance (6s), and regeneration (10s) on a 12-15s cooldown seems like it would fit? 

I don't think adding yet another burst-oriented effect would be too great, especially when what you're proposing already exists in a talent. I would like more functionality for the "on-burst" traits though, as I feel that they're severely underwhelming

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