Talk:Healing Signet

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sounds like a nice skill to me --The preceding unsigned comment was added by (talk).

25 sec recharge? Jeeze, you could remove 2 conditions and heal twice with mending, or build adren and heal twice with surge of healing in that time..
The passive effect may merit this skill's presence on your skill bar; we don't know how much health per second is passively regenerated, do we? - Infinite - talk 16:35, 25 April 2011 (UTC)
The number varies (probably dependent upon your max health), but the interval is always three seconds. I saw ticks between 183 and 196 with the various builds I used.-- 16:16, 30 April 2012 (UTC)


If it doesn't actually grant this, should it be removed from the Regeneration page? Or is that just a bug? ~ Bow User Bow Sig.png | 10:56, 30 May 2012 (UTC)

No, it shouldn't. Feel free to remove it from the list/table. Mediggo 11:02, 30 May 2012 (UTC)
I think a note on the Regeneration page might be more appropriate since this skill explicitly states that it grants it. ~ Bow User Bow Sig.png | 19:58, 30 May 2012 (UTC)
Be bold. :) Go ahead and add it if you have something in mind. Mediggo 20:11, 30 May 2012 (UTC)

I've noticed instances so far where the regen has simply not occured, most commonly when I was at critical health and fleeing from an npc group (that's when I eyeball my health the most) has anyone else noticed that occasionally it seems to not regen at critical times? Puk 00:37, 29 August 2012 (UTC)

After further observation I have noted that I was correct about my above statement, and I know what happens. When the active of the signet is used, the passive regen ceases until the cooldown is over. I'll add this to the main page. Puk 09:53, 31 August 2012 (UTC)
That's how all signets work, and it's described on that page - you get the passive effect while the signet is fully recharged, and you can activate it for a "burst" effect but you lose the passive until it recharges again. Removing note. —Dr Ishmael User Dr ishmael Diablo the chicken.png 13:46, 31 August 2012 (UTC)
Well I can honestly say I didn't know that. I would argue though, that instead of 'removing note', the "note" should be added to ALL signet pages, since it's not an obvious thing unless someone happens to browse to generic 'signets' on the wiki. I don't want to ruffle your feathers, but that to me is clearly more helpful to the player base. Puk 11:44, 9 September 2012 (UTC)
No. Players should know to read the article about a skill type in order to find out the general mechanics of that skill type. They shouldn't expect general information on a specific article. —Dr Ishmael User Dr ishmael Diablo the chicken.png 14:17, 9 September 2012 (UTC)
Well I accept your opinion. Mine is that they should be able to find general information on every specific article of that skill subset (maybe not as a blanket statement, but with signets yes). It makes perfect sense, even if you would like to disagree, I expect many people would agree with either one of us. Puk 07:51, 12 September 2012 (UTC)
Doing it your way means duplication of information. If anything ever changed about signet mechanics, we would then have to update that information on every single signet article, instead of only changing it in one place. That is why we don't include general information on specific pages. —Dr Ishmael User Dr ishmael Diablo the chicken.png 12:53, 12 September 2012 (UTC)
I've given it some thought, and now I agree with you. Your last point is very valid. Puk 00:59, 13 September 2012 (UTC)

Healing signet[edit]

I find the passive healing given by healing signet unfair to give to a warrior .when the passive resolve was a guardian speciality, and a warrior has far more health than a guardian . i feel this skill needs the passive effect changed. --The preceding unsigned comment was added by (talk).

This is not a feedback space (there's one on Guild Wars Wiki for GW2 suggestions). Also, profession mechanics are incomparable with other professions' slot skill mechanics, so it's not related in any way except the effect is similiar. Mediggo 13:10, 1 July 2012 (UTC)
It is a bit counter-intuitive that warriors can get better passive regeneration than many guardians just by taking this skill, but keep in mind that this uses up the warrior's healing skill slot, while guardians get Virtue of Resolve plus a healing skill. If Signet of Resolve is used on cooldown, it appears to provide as much average healing-per-second as Healing Signet. --Felbryn 16:44, 17 October 2012 (UTC)
a new finding! The base heal seems to be 200, not 208 as the wiki suggests, can someone else confirm this and change? :) Just create a warrior, clean stats, wear no healing items or have any healing traits, and jump down a cliff. For me it seems to add 200 heal per second. The 3.3 % seems to be correct though, 300 healing added +10 per second :) -- ikee The preceding unsigned comment was added by (talk • contribs) at 22:18, 11 January 2013 (UTC).
Those were my observations being completely naked and untraited as a level 80 warrior in Southsun cove. What level/area were you in? Were you scaled up/down at all? Xenko 23:23, 12 January 2013 (UTC)
I'm getting the same by throwing myself off builings in the mists with varying healing power. I'll update the page to 200 base. Feanbeast 15:14 20 January 2013 (UTC)
for the record its a bit unfair to say hey gaurdians your the only tank in the game this skill helps warrior tanks even up the play field against gaurdians we have more health becouse we get less healling a gaurdian has healing in its weapon skills utility skills and just for existing as well as elites The preceding unsigned comment was added by (talk • contribs) at 01:10, 3 April 2013 (UTC).

Healing Power[edit]

It seems that healing power has no effect on the passive portion of this skill. The way then article is written (notes section) seems to imply that healing power will increase its effect ("200 per second at level 80 and 0 Healing Power"). Did healing power have an effect on it in the past and it was recently changed/bugged? 20:35, 29 August 2012 (UTC)

It normally does have an effect, even on passive heal-over-time like that. It's probably a bug. —Dr Ishmael User Dr ishmael Diablo the chicken.png 23:05, 29 August 2012 (UTC)
just tested it myself, at level 30 against a centaur it healed for 88 a pulse. i left combat, equipped as much healing power as i could, and it still healed for 88 a pulse. bugged — Skakid 14:37, 16 September 2012 (UTC)
been using this myself for a long time. currently level 62. Have signet of life that increases my healing power by 7 each kill (max 25*7) (less if I am in a lower level area). The amount I regen increases from 101 upwards by about 3 points after 25 kills. I think in the lower area I was in, it increased by ~3 instead of 7 per level because of the scaling. 3*25=75. It takes 30.77 points to increase it by 1 so this ~ makes sense. Are you sure you were equipping armour with enough additional healing power to make a difference? Note that, I have not tested this with better armour though, only the signet. ---Anon 4:39, 1 October 2012 (UTC)
Healing power is not increased by leveling up, only by gear and traits. I'm pretty sure I've noticed the numbers in skill tooltip change with higher spec into Tactics. Mediggo 05:41, 1 October 2012 (UTC)
So I'm seeing a number of different opinions on what the actual healing power coefficients are for this skill, I'll do some testing on it tomorrow, figure out the numbers and clean up the page a bit. Thanks for testing it to figure out the problems folks :D Habar414 10:15, 17 March 2013 (UTC)