Quote:
Originally Posted by Racthoh
The -40AL doesn't make that big a difference, unless you're completely oblivious to your surroundings. That -40 makes no difference against a group of mesmers, necromancers, and monks since they'll be using armour ignoring attacks against a warrior. Thus, you're left with 3 class; warrior, ranger, and elementalist. Warrior and ranger can be dealt with through evasion/blocking stances 75% of the time, or the fact that they'll only get one or two attacks away while you're using it regardless.
So basically the only time you'll need to worry about that -AL is against elementalists. Not much of a threat there, since all of the big scary spells have a 2 second cast time or more, with the exception of some spells that target adjacent enemies. Those typically will cause a problem to a warrior, but in PvP those generally don't see much use and in PvE it doesn't take you long to figure out if the enemy is using them even if you're facing a new mob that you've never encountered before. So unless you're dumb enough to stand in AoEs, or start using Healing Signet as the elementalist finishes their big scary spell that -AL is nothing to worry about.
A 12 Troll Unguent (+8) to a 12 Healing Signet (130). The Unguent takes 3 seconds, then takes 10 seconds for the full duration. Healing Signet is 2 seconds to use, and 4 to recharge. So 130 health every 6 seconds against the Troll Unguent's 240 health (3 x 8 = 24 x 10 = 240 health) every 13 seconds.
Healing Signet CAN combat degeneration. Even at 10 degen (30 health per second), a 16 specced Healing Signet is 159 Health every 6 seconds. But honestly, what area will you be in alone where you'll be facing a constant 10 degen and would need 16 Healing Signet. However, I know from personal experience that a 12 specced Healing Signet can combat 3 Ancient Skales (who use Life Siphon and Life Transfer), with the aid of Watch Yourself and Dolyak Signet can not only survive but kill the 3 alone.
I would say that Healing Signet is not in need of any boost.
|
your stats on troll are a little off. 12 WS is a +9 regen for a 2 sec cast. So it's 270 every 12 seconds. Otherwise, 135/6 seconds and lasts long enough to combat further conditions like burning. And ummm...hmmm 130 health /6secs then the -40 armour which in melee, you're screwed if you have either already use your stance or it was broken, so it is effectivley double damage. That would be a huge chunk of health taken out (a lot of the time in PvP about 70 of my heal gets cut out while using the skill.
Now, onto other skills in comparison...
it's like 324% or something for aura of restoration? At 60 secs, that is kinda sucky, but a 25 energy spell gives an 81, so it is quite reasonable and there's no penalty. Can't be used outta combat though.
Ether Feast...well...
5 energy cost, 2 sec cast, 8 sec cooldown. Slightly conditional, but is 205 hp every 10 secs. Kinda sucks...but then again, you really shouldn't be in combat.
Necro...well, too many to list, but here's their best non-elite.
At 12 death magic 340 hp, 5 energy, 1/4 cast needs an undead ally to be on decent health for full effectiveness. So, for a MM, that is 1440/ sec and

8640/6 secs.
Or, Soul Feast
10 energy, 1 sec cast, needs corpse (in later game there can be plenty of em) heals 234 hp
234 a sec, 1404/6 secs
Monk
I wouldn't know what to use here...healing touch is the most common in random, most likely cos they're using premades. With 12 healing and divine favour, 127 hp/5 and 3/4 secs. Upside, can be used on allies, so, most monk skills technically are excluded for the category of "self-heal"