Donny_Vito wrote: »leepalmer95 wrote: »Is this really a nerf vigor thread?
Run in a group with a proper healbot
Run in that same group without it.
You'll soon see how strong healbots are in pvp, they are obscenely broken.
You go into bg's if there is 1 team with a healer then there is a good chance that team will win.
No, it started out as a legitimate question. But then the PTS notes come out shortly after the question was asked and it's sorta morphed into that I suppose. I think Vigor is a little over-used, but I don't think it needs the devastating 1-second addition that certain shields are getting. I am interested to see how the new PvP set that everyone is complaining about will affect the usefulness of healers though (hopefully increase their presense).
umm obvious? my own vigor and some other healer together are helpful. Like having 2-3 hots on my rather than one.Donny_Vito wrote: »I feel like I see 90% of people using Vigor to heal themselves when I PvP, and often they might have Purge slotted too. The other 10% are templars who DPS and also use Breath of Life for heals.
It just seems like Vigor diminishes the need for active healers. Admittedly, it is nice when you have a full-time healer in your group but it just doesn't seem to be necessary.
That's how stamina characters can have such great survivability. Especially if they run in a small group together and each has their vigor stacked on each other player, the cumulative healing they receive is pretty amazing.
i don't think vigor stacks from other players. At least i didn't see so far people using vigor near me to stack with my own.
It absolutely does - this is something all decent Stam players do.
I thought only the different morphs can stack?
We can always add a one second cast time to it.
Donny_Vito wrote: »We can always add a one second cast time to it.
Even though I think you're being sarcastic, I'll indulge and say that the cast time would cause even more tears on the forums than the newest potential shield cast time changes. All those pathetic people threatening to quit or complaining about their inability to adapt would be amplified and almost unbearable to take.
The bigger a grp, the better specialized roles become. In a small grp you can't always afford to give up dmg for a dedicated healer, so the focus is more on well-rounded builds with dmg and self-sustain. Nerfing survivability/heals outside of dedicated support builds wouldn't make healers more useful, it would just hurt solo and small scale play.
Vigor is the reason why stamina smallscale is dominating.
Nerfing vigor AoE heal (leaving the self healing like is it) could be a smart nerf.
Small grps typically consist of friends who want to play together instead of playing with random people, so if only X players of a guild are online/want to PvP at a given time, they can only have X players. And not everyone wants to play a dedicated healer, so if a grp can't function without a healer, they all wouldn't be able to play if their healer isn't online (or they don't have one at all). Not relying on specialized roles allows much more flexibility.
In addition, some simply don't want to have more than a certain amount of players in their grp for various reasons (to keep fights challenging, to reduce lag, to practise for BGs/GvG, ...)
The primary use for healers is extending your offensive window by keeping your group healed while your DPS can put out uninterrupted damage.
It’s a huge advantage to have a healer versus not having a healer.
If you have to stop putting out damage to survive then you start losing, have to kill to win tbh
Donny_Vito wrote: »I run a healer sometimes, but I'm just curious if I'd be better off slotting more DPS and just a few heals. It seems everyone instinctively uses Vigor.
During keep sieging/defending when the inner door gets rushed, the extra heals seem crucial. But in open world where mobility is the main factor it seems my heals are a lot less important.