This post discusses the single target heal of resolving vigor. Here are the numbers for the skill using an identical build:
Live:
Tooltip: 14674
Cost: 2985
Duration: 5s
Heal per second: 2935
PTS:
Tooltip: 12635
Cost: 2537
Duration: 4s
Heal per second: 3159
As you can see, the heal per second is 224 more on pts, despite the overall lower total healing. I suspect this is because the duration of vigor on pts is only 4s. If it was 5s, then the projected total healing would be in the mid 15000s.
With 38.3k stamina, I can cast resolving vigor ~13 times on live and ~15 times on pts. Thus the respective total healing is 190762 and 189525. However, with the shorter duration, vigor on pts only needs 60s to reach its total healing, compared to 65s with the live version. Taking into account of stamina recovery, heavy attacks, and other sources of stam recovery, we can achieve a higher total healing on the condition that each vigor cast must last its full duration in both versions.
However, one does not simply cast 1 skill for the entire duration of a fight. Personally, I think the pts version of vigor is weaker. Although it heals more per second and costs less, the lower total healing per cast and shorter duration can be undesirable. In an actual pvp fight, players usually cast multiple skills. This shorter duration means they have to cast it more often. Combined with a bunch of other buffs with a short duration that they have to keep up, it becomes a buff managing game instead of offensive one. What do you guys think?
Edited by StaticWave on August 6, 2019 6:25AM