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Gw2 healing power utility
Gw2 healing power utility








gw2 healing power utility

Its one of the main reasons why there's such a big contrast in f.e. People just tend to look at certain builds & sites & videos to see whats an "optimal" group comp while at the same time ignoring that these builds/squads often operate at a vastly different skill/coordination lvl. A dps that's alive simply deals alot more dmge then a downed/defeated one. Often higher dps can neglect some boss mechanics or decrease the amount of boss mechanics, but i'd say in general bosses without permadeath mechanics benefit from taking extra healer/hybrid or by adding some surviveability utilities to the dps. If the dps in the squad can upkeep 10k dps during most encounters you should already be fine. Nah you definitely dont need that much dmge as a dps. i guess you could? but probably would still fall short compared to a pure dps and a harrier healer combo, wich brings more and in an easyer way. The closest one would be zealot and it lacks ferocity so your dmg would still be incredibly low compared to others, as for stat combos. I know you can play as you want, but builds in raids are mostly focused on things for a reason, and thats eficiency, diviners and ritualist stats give lots of boon duration while lowering the minimun of dps either power or condi, wich makes a good combo as most boons you require can ve given with a couple of skills and traits, such as renegade, fb, meca, etc.Īs for stats that would work for a dps healer it would be power prec feroc and hpower, or expertise cdmg and hpower. Now with all that said, that only counts for the core stats power and healing power, and maybe condi dmg if you want a condi healer, now the thing is, its troublesome and not worth.

GW2 HEALING POWER UTILITY PLUS

kinda difficult, think that being a healer in, for example raids, means you not only need to heal an ele or a thief, wich have low health pool, but also things like warriors, necromancers etc, also you will prob end up having to heal the tank and people that either fail a mecanic receive dmg from some area attack etc, that means youll need a good base health to maintain their lifes and heal spikes to deal with some mecanics, rng misfortunes or people fails.Īs a dps what id count as the minimun requirement on raids would be around 30k for a newcomer, its low on veteran views but you can clear raids with that, the problem is, not counting some exceptions theres no healer that can get to that dmg if they want to take healing power, plus the weapons/skills/traits to heal, cleanse condis, i guess you could get to around 25k at most if you try very very hard and sacrifice lots of healing. Well druid itself doesnt have much power dps potential, and its condi is also low, wanting to be a heal dps spec is. Generally speaking healers go mostly harrier gear with healing food and rune which put them at around 1235 healing power without traits and healing infusion. Being able to do the second indefinitely can be super useful in some niche case or if you play with novice players.īut yeah. I'd say if you are able to do the first indefinitely and the second for at least 10 second then you should have enough healing in a real scenario.

gw2 healing power utility

In a hard damaging field - Am I able to heal through it if I go all in and pretty much ignore all boon application.

gw2 healing power utility

In a medium damaging field - Am I able to heal through it without using burst heal and still maintain all the boon. If you want a rough idea of what it takes i'd say go to the test golem, put up a damaging field and try the fallowing test : Like other said it depends on too much factor to gives you a definitive number, after all it is not as much about healing power as it is about actually making sure your squad stays alive.










Gw2 healing power utility