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supermanboy.4592

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  1. I have a guardian fire brand heal build (healbrand) and reviewed each skill/trait that gives health for my character, calculating how much health you get per second for each. Life wins, Benevolence had 90% the effectiveness of Life when Life was at 25 counters. Here are the primary things to consider: - You can have both Benevolence and Life on your weapon(s) which further increases overall healing. - Life also applies to heals to yourself, Benevolence only applies to healing to everyone else. - Benevolence is always active. If you lose your counters for Life for whatever reason, you start with zero bonus healing and have to earn them back again. I realize this is an old thread, I just wanted to post for the benefit of people who are interested in the technical differences. ;)
  2. Anet, can you please update this rune? I tried putting it in a Rev build, and quickly found out that passive heals do not create a barrier based on "20% of heals received." In my case, Steadfast Rejuvenation did not create a barrier. Vengeful Hammers did, but that heals for a lot less than Steadfast so there were much smaller barriers. Other heals like Healing Signet and Soothing Mists do not work. I removed the runes before trying Battle Scars, not sure if that heals as its a trait too. I'm hoping this rune can be corrected to generate a barrier from any heal received, as implied by the 6th buff on the rune. This rune is really interesting, and I really like the idea of barriers being generated based on heals. Especially from passive heals, as it gives you a consistent force field of protection. :D For the build I tried, having 5 seconds of bonus hp after using a heal skill was certainly not worth the loss of utility compared to other runes. I'd love to use this rune, and hope it gets reviewed!
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