User:Raine Valen/Musings/Redbar Efficiency
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Title gets more convoluted as I go.[edit]
- Preservation (PvP):
- Up to 536.8 Health/
- To reach full energy efficiency, each party member in range would have to be short from their max health by at least 122 points each time Preservation caused a heal. Obviously, this is not a viable strategy (what does one do when the opposing team simply stops damaging characters in the relatively small range? What happens when that gap in health pushes allies out of Safe Zones?), so Preservation typically falls horribly short of maximum efficiency. Further, in order to reach maximum efficiency, it must last for its entire natural lifespan; this is rare.
- Up to 30.5 single-target Health/
- The health-per-second statistic is an interesting one because, though a skill may be enormously energy efficient, if it can't match incoming damage-per-second, another heal will have to be used, and it may very well be less efficient, thereby compromising the caster's energy efficiency. Preservation can, under ideal circumstances, keep up with only 30.5 damage per second an a particular target, so, unsurprisingly, another less-efficient heal will often need to be used.
- Up to 30.5 party-wide Health/
- Because each heal is single-target, single-use, the single-target and party-wide figures are the same.
- Up to 536.8 Health/
- Healing Ring:
- Up to 123.6 Health/
- Reaching maximum energy efficiency on this would mean being in adjacent range of all 3 of your other party members with each cast, and they must all be significantly short of their max health to avoid overhealing. This is a no-no. Further, your ability to heal any adjacent foes makes this skill less-than-desirable.
- Up to 16.36 single-target Health/
- Because of its long recharge, this skill on its own can't mop up very much pressure. Because of that, less-efficient heals will need to be used frequently. Even moreso, because it's heal on the caster is horrendously small, training the user becomes a viable way to severely compromise this skill's utility.
- Up to 56.18 party-wide Health/
- This is a much better figure than the single-target figure; this skill is much better (viable, even!) for countering partywide pressure like degeneration.
- Up to 123.6 Health/
- Spirit Bond (PvP):
- Up to 108.8 Health/
- Achieving this skill's maximum efficiency isn't nearly as insane as doing the same for Preservation or Healing Ring. For Spirit Bond, an ally need simply take damage over 60 ten times over 12 seconds. A warrior probably won't pump this out, by themself, but two wars, a war and an ele, or possibly even two eles is generally capable of pushing SB to its limit.
- Spirit Light Weapon:
- Up to 102.4 Health/
- This skill reaches its limit when the affected ally remains in earshot of a spirit and it does not overheal. For monks familiar with Healing Breeze, the "not overhealing" part should be relatively straightforward; you just let the target take damage and don't heal them past the bottom of the Safe Zone, ideally allowing them to hover near the bottom of it to encourage foes to continue pumping damage into Spirit Light Weapon's pre-paid healing. Of course, when that ally stops taking damage, the effeciency likely goes to hell, since we're talking about a skill with over 500 points of redbar-pushing capacity. Further, reaching maximum efficiency also necessitates not being overwritten with another weapon spell prematurely.
- Zealous Benediction:
- Up to 79 ⅓ Health/
- Zealous Benediction is fucking gorgeous. The condition for maximum efficiency generally prevents overhealing in and of itself: just cast it on allies with less than 50% health and you've maxed this skill out for a whopping 79 health-per-energy. For energy efficiency, ZB is hard to compete with.
- Healing Burst:
- Up to 72.4 Health/
- Like Zealous Benediction, this skill is golden. The condition for maximum efficiency is relatively easy to meet: all party members must be at least 48 points below their maximum health, and they must all be in earshot of the target. If either one of those is true, the other tends to be, as well, and both are fairly common in RA.
- Rejuvenation (PvP):
- Up to 54 Health/
- Because, unlike Preservation, Rejuvenation does its best not to overheal, reaching maximum efficiency with this is much easier. The area is significantly larger, too, so its much easier to get the benefit out of this spirit when required. Unlike Life and Preservation, this spirit need not necessarily live out its lifespan for maximum efficiency, but must rather expend the entirety of its life in healing and not taking damage.
- Healing Breeze:
- Up to 37.2 Health/
- Like Spirit Light Weapon, this skill requires that its target never reach full Health, which is horrendously easy to mess up for a monk not accustomed to using it. What's more, this skill also need be cast on an Enchanting set and must last its full duration without being removed in order to be as efficient as possible.
- Up to 20.67 single-target Health/
- Without compromising its energy efficiency, Healing Breeze can pump out a respectable amount of single-target heal. Of course, the amount is still relatively low compared to single-target damage, so other healing will likely be required.
- Up to 82.67 party-wide Health/
- If push comes to shove, Healing Breeze can be maintained on multiple party members to counteract pressure. This skill can push out a whopping amount of party heal while maintaining its maximum energy efficiency.
- Up to 37.2 Health/
Notes:[edit]
- Party size assumed to be 4, with no pets or minions.
- Healing att assumed to be 16; DF assumed to be 15 for monk skills; Spawning assumed to be 15 for rit skills.
- Overhealing assumed to be 0.