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What do you all think this boon will do? I'm geussing it increases maximum health for a short while. A nod to the guild wars 1 rune of vigor.--Moonfelar 02:14, 31 January 2011 (UTC)

/SPECULATION!!!11!!!. That is probably the most accurate guess. EiveTalk 02:25, 31 January 2011 (UTC)

Izzy tweet[edit]

Is someone able to understand that: [1]? Chriskang 20:02, 17 March 2011 (UTC)

The only way that can make sense to me is that Vigor gives you +X maximum health for a while and when it ends it heals you for the same amount (thus not losing the extra health gain), but I'm not really sure. Bitter 20:10, 17 March 2011 (UTC)
No, it literally means it permanently gives you more health. Though his phrasing may not be intended that way. - Infinite - talk 20:47, 17 March 2011 (UTC)
Hmmm yes, literally it looks like that but it just doesn't make sense to me in a game mechanics point of view Bitter 21:15, 17 March 2011 (UTC)
What it actually does (don't quote me on this) is add an extra pool of max health to your current health. This is like a reservoir, that lasts until it is used up. That is all it does. - Infinite - talk 21:39, 17 March 2011 (UTC)
That would make more sense, if it was a mechanic non-existant in GW1. I guess it means that it doesn't have a time duration. (Xu Davella 21:48, 17 March 2011 (UTC))
I understand it the same way.. I.e. if you have 1000 Health, and get a 500 Health bonus, you have 1500; if you now receive 300 damage and the effect runs out, you still have 1200 Health, and 1200 is the new "max". When you get below 1000, 1000 is the new & old maximum.. poke | talk 21:54, 17 March 2011 (UTC)
What a weird way to say it then... So it's basically the same as "prevent the next x damage taken"? Bitter 22:16, 17 March 2011 (UTC)
If it doesn't have a duration then I wonder how it will stack--Elemental Phantom 22:31, 17 March 2011 (UTC)
I think it's more similar to the GW1 mechanics than what you guys are saying, let me explain it with a GW1 example: you got a warrior with 600 health and use endure pain for an extra 160 health, then you are at 760 maximum health, while the effect persists you take 100 damage and your health then drops at 660/760, but when endure pain finishes, your maximum health drops to 600 and the health itself to 500, so your at 500/600. I think it's going to be almost the same thing with the only difference being that when the effect ends, the maximum health drops, but not the health itself, so with GW2 mechanics, when endure pain/Vigor boon would have finished, you would be at 600/600. If you had taken 300 damage instead of 100, in GW1 when endure pain would have finished you would be at 300/600 and in GW2 at 460/600. I think that's the only way it changed. Bitter 22:57, 17 March 2011 (UTC)
I agree with Bitter, that's how I understood it as well. If that's correct, we wouldn't have in GW2 the issue we have in GW1 about hitting negative health when skills which increase maximum health end. Erasculio 22:59, 17 March 2011 (UTC)
"but doesn't take it away on end." This part makes only my method viable, as all other described versions take away health on end. :P If you active a Vigor of 200 when your Health is 500/600, you will be pumped up to 700/600 (we can only see current health in the health monitor). As soon as you take 200 damage, Vigor ends and you're back on your point of activation, namely 500 health. It doesn't take away health on end is how it is explained.
Again, this IS Izzy tweeting, so it's cryptography. - Infinite - talk 16:30, 18 March 2011 (UTC)

Vigor Healing[edit]

Due to the mechanics of this effect and the way health will work in GW2, this boon can potentially be used as a way to heal. I'll explain...
Apply vigor - Current health increased by x, max health increased by x
Strip vigor - max health reduced by x, x current health is not lost
Apply vigor - Current health increased by x, max health increased by x
Strip vigor - max health reduced by x, x current health is not lost
This can not be determined to be good or bad for the game, it is just something that will be possible in GW2. -- Blue Phoenix User Blue Phoenix Phoenix inverted.jpg 23:57, 15 December 2011 (UTC)
One remark on that theory; would it not be so much of a heal as it would be a way to stack a tonne of extra health? And in either case, shouldn't it be logical that ArenaNet already anticipated such and thus probably has some form of cap to Vigor's extra health pool? Vigor probably only raises standard maximum health, not Vigor-altered maximum health. The way you phrased it literally means stacking extra Vigor health on top of the already present extra Vigor health, and the same amount of health is gained/healed everytime Vigor is applied. When Vigor is applied, your max health is a higher value, but reapplying Vigor doesn't subsequently raise this Vigor-induced higher max health, it just reraises your max health to the value you lost when Vigor was stripped.
Or to put it in similar phrasing as above, assuming no health is lost from any sources (we already know Vigor's gained health is never lost):
  • For the example, warrior Rurik here has a max health of 1500.
  • Apply vigor - Current health is increased by x, max health is increased by x
    • Rurik's health is now 1500 + x. This is both his current and his max health.
  • Strip vigor - max health is reduced by x, current health is not reduced
    • Rurik's current health is now 1500 + x. Rurik's max health is now 1500. This means his current health is more than his max health until he takes sufficient damage to drop back onto or below his maximum health of 1500.
  • Apply vigor - Current health is not increased by x, max health is increased by x.
    • Rurik's health is now 1500 + x. This is both his current and his max health.
  • Strip vigor - max health is reduced by x, x current health is not reduced
    • Rurik's current health is now 1500 + x. Rurik's max health is now 1500.
In other words, no matter how many times Vigor is stripped and reapplied, it will never raise his maximum health above 1500 + x.
But yes, if Rurik does take damage enough damage to drop below his max health, without Vigor being in effect, Rurik will heal for the same value of x (technically he doesn't heal, he gains health). The gained health is not directly connected to any value: max health or 1 health, there is no difference in the value of health gained when Vigor is applied. So it's not a heal, but you could potentially see it as one. - Infinite - talk 15:33, 4 January 2012 (UTC)
Makes sense. Somehow. Thus, remember skills have cooldown. You could most likely have lost that health before vigor is avaible again, making it quite a rubbish heal. You better not waste utilities at that, for that purpose. Lhimez 16:04, 4 January 2012 (UTC)
Wait, so after vigor is gone you're able to keep the health over the max? --JonTheMon 16:34, 4 January 2012 (UTC)
Yes, until it drops below your max health (without Vigor being applied). You could have 1600/1500 health, without Vigor (an example). - Infinite - talk 16:42, 4 January 2012 (UTC)
I dunno, you could still be true to the "doesn't take away health on end" with a scenario of hp = 1500/1500 to 2000/2000 to 1500/2000 to 1500/1500 while still limiting the user to the original health cap. --JonTheMon 16:54, 4 January 2012 (UTC)
I hope this will eventually be answered and then we will know exactly how it works. - Infinite - talk 18:42, 4 January 2012 (UTC)

Endurance cap for thieves?[edit]

With today's patch, I am unsure if thieves have the same endurance rate cap as other classes if traited into Acrobatics. Before today, the text read: "The endurance regeneration rate is capped at one and half times the normal rate, or 1.75 times the normal rate for thieves who have traited Acrobatics." -- Dashface User Dashface.png 18:32, 26 January 2016 (UTC)