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#14157155 May 31, 2019 at 06:30 PM · Edited 1 minute ago
466 Posts
Just looking at the Rune of Rebirth compared to Runes of the Monk for a healing build on a Guardian.

Rune of Rebirth
(1): +25 Healing Power
(2): +5% Boon Duration
(3): +50 Healing Power
(4): +10% Boon Duration
(5): +100 Healing Power
(6): +125 Healing Power; ignore the next lethal blow and gain a barrier. (Cooldown: 90 Seconds)

Rune of the Monk
(1): +25 Healing Power
(2): +5% Boon Duration
(3): +50 Healing Power
(4): +10% Boon Duration
(5): +100 Healing Power
(6): +10% Healing Effectiveness to Allies; increase outgoing healing effectiveness by 1% for 3 seconds after granting a boon to an ally (up to a maximum of 10 stacks).

Both runes grant +15% Boon Duration, but Rebirth gives +300 Healing Power compared to the Monks +175.
Enhancing this healing bonus the Monks rune gives +10% to Healing Effectiveness whereas the Rebirth rune has a you-no-die-now ability.

Total healing = source-specific base healing + Healing Power * source-specific scaling factor

The +10% bonus healing of the Rune of the Monk outstrips the flat boost in healing power of the Rune of Rebirth when total healing exceeds 1250, which is the point where a 10% healing bonus is the same as having an extra 125 Healing Power.

This is assuming that the scaling factor is 1 which may not be the case. According to the wiki for example the regeneration boon has a scaling factor of 0.125.

Many guardian healing skills have this much base healing before you add any healing power at all so the Rune of the Monk wins.

A Guardian can absolutely max out Healing Power by using all Apothecary, Cleric or Magi Gear.
http://gw2skills.net/editor/?vVAQNApeWl8AhygYtQwdIQTEHLEV++2vQAnAdQYeDgHoAA-jBBiABdo+DA6bQS5XsKBBA-e

Apothecary gives Healing Power (+1382), Condition Damage (+960), Toughness (+960)
Cleric gives Healing Power (+1382), Power (+960) and Toughness (+960).
Magi gives Healing Power (+1382), Vitality (+960) and Precision (+960).

With Monk or Rebirth runes this becomes 1557 or 1682 Healing Power respectively.

For maxing out healing ability Magi is better because combined with Force of Will you can have a guardian with 24245 HP (1960 Vitality) which Force of Will converts to a 20% Healing buff which should stack with the Monk rune for 30%.

Alternately using Vitality as primary stat.
Plaguedoctor gives Vitality(+1173), Condition Damage(+1173), Concentration (+633), Healing Power (+633)
Sentinel gives Power (+960), Toughness (+960), Vitality (+1382)
Shaman gives Vitality (+1382), Condition Damage(+960), Healing Power (+960).

In the case of Shaman gear this sacrifices Healing Power (960 instead of 1382) for 28465 HP (2382 Vitality) which with Force of Will converts to 24% healing buff.

Minstrels gear gives Toughness(+1173), Vitality (+633), Concentration (+633), Healing Power(+1173)
So 1173 Healing Power and a 17% Healing Buff.

For Guardian Staff 4 - Empower
Base (Healing Power 0)
Pulse Heal = 496
Final Heal = 1500
w/ Minstrel gear and Monk runes (Vitality +633, Healing Power +1347)
Pulse Heal = 725
Final Heal = 2847
w/ Shaman gear and Monk runes (Vitality +1382, Healing Power +1135)
Pulse Heal = 689
Final Heal = 2635
w/ Magi gear and Monk runes (Vitality +960, Healing Power +1557)
Pulse Heal = 761
Final Heal = 3057

From these values the scaling factor for the Empower Pulse heal is 0.17 and Final heal is 1.

Assuming a Sigil of Transference on the characters weapon gives Minstrel +37% healing buff, Shaman +44% healing buff and Magi +40% healing buff.

Comparing the Pulse heal for each type combined with the healing buff gives.
Minstrel Final Heal - 725 x 1.37 = 993
Shaman Final Heal - 689 x 1.44 = 992
Magi Final Heal - 761 x 1.4 = 1065

Comparing the final heal for each type combined with the healing buff gives.
Minstrel Final Heal - 2847 x 1.37 = 3900
Shaman Final Heal - 2635 x 1.44 = 3794
Magi Final Heal - 3057 x 1.4 = 4279

At least for Empower Magi gear wins.

Lets try the same but with Runes of Rebirth.
w/ Minstrel gear and Rebirth runes (Vitality +633, Healing Power +1472)
Pulse Heal = 746
Final Heal = 2972
w/ Shaman gear and Rebirth runes (Vitality +1382, Healing Power +1260)
Pulse Heal = 710
Final Heal = 2760
w/ Magi gear and Rebirth runes (Vitality +960, Healing Power +1682)
Pulse Heal = 782
Final Heal = 3182

Comparing the Pulse heal for each type combined with the healing buff gives.
Minstrel Final Heal - 746 x 1.27 = 947
Shaman Final Heal - 710 x 1.34 = 951
Magi Final Heal - 782 x 1.3 = 1016

Comparing the final heal for each type combined with the healing buff gives.
Minstrel Final Heal - 2972 x 1.27 = 3774
Shaman Final Heal - 2760 x 1.34 = 3698
Magi Final Heal - 3182 x 1.3 = 4136

As expected Monk runes win.

What about other options?
Celestial gear with Runes of the Monk would give 639 Vitality and 814 Healing Power
That gives Empower
Pulse Heal = 634
Final Heal = 2314
with a 37% Healing buff
Pulse Heal = 634 x 1.37 = 868
Final Heal = 2314 x 1.37 = 3170
Hardly in the same range as the others but the difference is you have +639 to all the other stats as well.
"A good rule for rocket experimenters to follow is this: always assume that it will explode." - Astronautics Magazine 1937
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