Talk:Healing Burst

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for MMs?[edit]

IT has been buffed to 5 energy and its ranged it is one hell of a lot better than word of healing

Yeah, BotM is better and no elite skill, but maybe...with more mms? —ZerphatalkThe Improver 10:34, 21 October 2007 (UTC)
This elite sucks balls. Touch heal ftl~!Raptaz 14:09, 6 December 2007 (UTC)
Making this normal spell range or even half range would make it A LOT better, maybe even useful. Dark Morphon 09:21, 29 December 2007 (UTC)
But a-net HAS to have a monk equivalent to Star Burst. Justing6 13:41, 19 February 2008 (UTC)
Woah let me get this strait, if you use it on an ally it always costs 10 energy because it will heal you also. It will only cost 5 if you heal yourself a good while behind your allies. Justing6 04:21, 20 February 2008 (UTC)
I tested, and "more than one ally" means exactly what it says: more than one ALLY, but excluding yourself. So if you heal someone, and it's just the two of you, then you don't lose 5 energy. If, however, there is more than one ally, you will lose 5 energy. Does that help? --ChristopherRodrigues 03:37, 16 March 2008 (UTC)
I tested this as well, and unless you ignored the big "-5" energy loss that floats above your head, this skill does sap energy if you use this on 'one' other person. (Terra Xin 08:24, 17 June 2008 (UTC))
Star Burst is also a bad skill, elementalists shouldn't be tanking and the recharge isn't great.

Full Function[edit]

I am beginning to wonder why people don't have anything constructive to say. This is not a bad elite, in fact it can be very useful. That is a pretty significant heal, and for only 10 energy. Think about it this way: Heal Other costs 10 energy solid. You can't cast it on yourself, and it only targets one ally. Healing Burst can be self-targeted and heals you for over 100 health for 5 energy. For 10 energy, if used properly (ie, not stupidly) you can heal your entire party, pets, summons for 150 health for 10 energy. Seriously, consider the positives of a skill and the usefulness in different areas. Even elites you claim are great, outstanding, overpowered even, aren't good in every area. FleshAndFaith 17:20, 16 March 2008 (UTC)

Honestly I agree, I make sure to keep this elite in Dunkoro's build at all times :o) --Shadowphoenix Four-Leaf Clover.png 17:23, 16 March 2008 (UTC)

Word of Healing is a better choice for your elite healing spell and considering that this spell has a recast time of ten seconds your better off carrying one skill that can heal for more than this spell can ( meaning Word of Healing can out heal more than this spell can, cheaper, and does not require touch range) and saving the rest of your slots for spike heals and energy management or combing with protection prayers.William Wallace 04:45, 22 April 2008 (UTC)

Consider that some areas and pvp builds do not allow for WoH to be effective at all. Consider Shards of Orr, if you will. The vast AoE dmg there makes WoH ineffective and inefficient. However, skills such as Healing Burst heal more than one target for substantial amounts of health, allowing you to reduce pressure on your entire team. FleshAndFaith 21:51, 12 May 2008 (UTC)
Umm heal area heals more is non-elite and has half recharge but doesn't have as far of a range, so I think you are better off with HA. Anfunnyiscool 19:25, 25 May 2008(UTC)
HA heals the enemy. Typically, my monk heals my party, not my party's foes.FleshAndFaith 05:13, 27 May 2008 (UTC)
You merely emphasize how niche and limited this skill is. If you are looking to relieve party pressure, LoD beats this skill, hands down, in terms of energy cost, recharge and range. This is assuming you are referring to PvE, since in PvP, no good player would be stupid enough to stand in an AOE nuke anyway. This has slight potential as a close-range party wide pressure heal, but touch range makes it bleah. You can't heal the tanker in case you break aggro.152.226.7.211 08:20, 21 July 2008 (UTC)
And LoD is useless when enemies are targeting and focusing on one ally. And WoH is useless when they are pressuring the entire party. So? This skill is still a viable option in some situations. What are you afraid of? You have to get close to people? Ouch, learn to kite. Bring a tactics stance. Be assassin secondary. The possibilities are limitless. You just don't understand that because you look for a vanilla bar that you don't have to change or think about. And by You, I don't mean you personally, I mean people who can't run some skills because it makes them break the mold. FleshAndFaith 06:49, 26 July 2008 (UTC)
Honestly, do you think the hero is gonna kite or return+healing burst very well? You also said it yourself, "This skill is still a viable option in some situations", which implies that the skill is niche. Possibilities are limitless, but only for human players, not crappy hero ai who clearly won't do things perfectly the way you want. FYI, people bring HB monks if they want to do relieving of single and multiple target pressures, especially for high leveled areas. Why? Go PvX Wiki and see how HB monks do the job of healing burst, WoH, LoD and more.Pika Fan 03:50, 8 August 2008 (UTC)
Ah, I see. An elite is only good if a hero knows how to use it. If only you could make a hero play your character as well, huh? Then you wouldn't even have to play the game to play the game. When this skill was still what it was, I could heal my entire party of 8 for 10 energy. How much does it cost to heal your entire party of 8 with HB or WoH? I'm going to guess a little bit more than 10 energy and 1 second. As it stands now, Burst lost some functionality, but still can be used to a good effect if used correctly. FleshAndFaith 07:53, 28 October 2008 (UTC)

heal for 20[edit]

seriously, wtf is that pseudo-heal for? - Y0_ich_halt User Y0 ich halt sig.jpg 09:12, 8 August 2008 (UTC)

It's the healing power of WoH if your target is over 50% health. The bonus health spills over to anything nearby =D ...Or something like that. Silavor UserSilavorSigIcon.png 12:01, 8 August 2008 (UTC)
Maybe they were afraid of teams balling up and bringing multiple copies... 24.179.144.91 16:23, 8 August 2008 (UTC)

doesnt divine favor take effect on the secondary part of this skill? then what the hell in the complaint about? >.<; --~Phill Gaston User Phill Gaston Sig.png‎ 16:40, 8 August 2008 (UTC)

No, it doesn't. Divine Favor says it heals whoever you cast on. As you're not targeting and casting Healing Burst on the secondary heal, Divine Favor won't trigger. However, I believe this is to avoid a myriad of Monk Ball teams, as Signet of Judgement may not function as well in it anymore, they would have room for 1 or 2 people to bring this. 71.127.159.233 18:37, 8 August 2008 (UTC)
Cannot see any real help in healing 17 HP to party members, maybe it must be buffed a little, to 30 HP maybe? (at 12 attribute) --NeHoMaR User NeHoMaR sig.jpg 22:07, 8 August 2008 (UTC)
What if it healed the other members in the area hp equal to 3 hp per divine favor attribute? - Elder Angelus 20:33, 22 August 2008 (UTC)

Healing Burst is not nearly as good as WoH. If it recharge at 3, it's better than WoH. Lightblade 01:47, 9 August 2008 (UTC)

People are forgetting that it's 4 sec recharging 5 energy 20ish party heal. It can actually outheal Divine Healing's heal effect if used on recharge. Not to mention that the target heal is also decently high. I agree though that it needs a little buff.

"all party members in the area are healed for 5...17...20." no thanks, give me back the old Healing Burst 87.189.234.105 18:04, 11 August 2008 (UTC)
Lets say you use this on cooldown, 16 heal every 4 seconds = 4 heal every second, its the equivelent of 2 pip regen! (that was their intention btw 76.26.189.65 00:22, 14 August 2008 (UTC)
I think they should turn it into Shockwave for healing. 20 for adjacent, 20 for nearby, and 20 for in the area. That might actually be cool, whereas this is just... kinda dumb. --Jette 04:42, 15 August 2008 (UTC)
erm. Well at least you know that the caster will always get healed :) (Terra Xin 14:11, 6 September 2008 (UTC))
No no no, I meant have the same effect as now, but... uh.
Spell. Target ally is healed for 30...110...130. Allies in the area are healed for 20 health. Nearby allies are healed twice and adjacent allies are healed three times.
Like that. --Jette 21:08, 6 September 2008 (UTC)

(Reset indent) The healing power on this skill is actually not that bad. Consider a 14/10/10 split on a hybrid bar, Word of Healing with the Divine Favor bonus will heal for 248 health if the target is below 50%. Similar spec with Healing Burst will heal for 306 if it hits every single party member. Naturally you won't be hitting 8 members everytime, but even if just the target is hit you'll still get a 173 point heal for 5 energy. Hitting 5+ members puts the healing strength above Word of Healing. I would definitely say this is a pretty decent skill after the buff, even if the additional heal seems rather low. If it were to get tweaked at all I think dropping the healing power down to Healing Light's strength, upping the party heal effect to Healing Prayers level x2, and adding a second onto the recharge possibly. In which case, at 14/10/10 spec again, you get 96 + 28(1...8) + 32 for a maximum heal of 352. 46 points stronger than the previous version with a larger emphasis on the party healing. Another option to make the target healed for X based on number of allies it hits. Racthoh 08:47, 26 October 2008 (UTC)

I am of the opinion that this skill should not be buffed, as it already encourages monk balls. Additionally, I think that Word of Healing is still a much stronger elite overall, as the healing is focused on one target, rather than spread over several. This skill could potentially be useful against widespread damage, such as from fire elementalists or what have you, but I think that even then there are better options. Regardless, the skill is fairly nice, I use it quite often, though I wish it affected allies rather than only party members (even if they had to make it not affect GvG NPC's, like spirits don't). Perhaps it could be buffed, but only in a way that would prevent it from being abused: perhaps an elite Healing Ribbon that only costed five energy, and healed for 150 and 130x2. Or something. --Jette 15:37, 26 October 2008 (UTC)
You also gotta remember that though this has a 4-sec recharge rather than 3, it also casts in 1/4 of a second, so it's almost impossible to interrupt and it's better for catching spikes and suchlike. But yes, the secondary health bonus could do with being a smidgen higher, even if the primary was lowered very slightly to compensate. 81.109.209.32 18:51, 27 March 2009 (UTC)
This has a 3/4th cast just like WoH. Not 1/4th. It's never had 1/4th.User Bathory Spirit to Flesh.jpg Bathory talk 19:54, 20 May 2009 (UTC)

Good on Heroes[edit]

My friend brought this on Ogdon Stonehealer, and he used it well. Whenever the group was "in the area" range he would cast it on the person with the least health, and the rest of us would get healed too. Problem is, he was always out of "in the area" himself and eventually had to spam it on himself to live. Bisurge 21:04, 10 August 2008 (UTC)

oh thats sad, was thinking ear shot. In the area may be large when it comes to aoe spells that do dmg, but this skills effect is too small for even that area. If it had ear shot range i would look into it for my tahlkora--Justice 00:52, 12 January 2009 (UTC)

Is awful on heroes. The dumb AI is reluctant to use this skill. Even negating all 7 skills except this one, the AI still is reluctant on using it.--ShadowFog 19:23, 25 April 2009 (UTC)

New WoH[edit]

You will be my new WoH after the nerf -.- wich is an absolute joke. Why you mess up with something primary as woh -.- cant believe this.... --Vital Spark 08:45, 15 May 2009 (UTC)

Agreed, I was looking through monk elites to replace my Word of Healing the second I looked at the update page... Unfortunately, this might have to be it. Messing with WoH and a core skill (QQing, I know I know) is a joke. Huge mistake. On the other hand, a majority of skills have been nerfed meaning slightly less pressure on any given monk. Lingering Curse comes to mind; but it still wasn't... Well, reasonable. Although it wasn't a huge "wtfwtfwtf?!?" nerf, I still don't like it. ~ Ryuu DesuUser Ryuu Desu Sig.png[ Talk|Contributions ] 14:31, 15 May 2009 (UTC)
I don't get it... if the target is under 50% health the healing is the same... ohhh you don't like the idea of having more then one healing skill? MrPaladin talk 14:33, 15 May 2009 (UTC)
Yes he likes it... I think everybody does. Ryuu is referring to having an elite that heals almost the same as a Soothing Memories when not under 50% or an elite that unconditionally heals more anyhow.--ShadowFog 14:47, 15 May 2009 (UTC)
So... don't cast it on people above 50% health? Misery 15:34, 15 May 2009 (UTC)
Hm, this is a pretty neat skill I didn't know about, I'll have to pick it up. (I still need to get Word of Healing, too, haven't even unlocked it. ^_^.) (Also, WOH? I looked at the number changes and shrugged. 15 less total at 15 attribute, small rearrangement of numbers, I'd still put it on a hero if I had it (My parter does, which is why I don't yet.) Also, the fundamentalness is probably why it got changed. I don't think they want you to be able to obsereve any available match and be *__CERTAIN__* you are going to see at least two people on the field with a given skill in every match, possibly more, frequently four in the case of that warrior thing. Though in some cases (hunter's shot) they should have been looking at the skills that weren't being taken, imo . . . anyway, don't mean to rant about this here. Oops.) --Star Weaver 16:54, 15 May 2009 (UTC)
so 15 less healing <50% and 30 less healing >50% health is an absolute joke? is the world falling apart now? --Cursed Angel Q.Q 16:58, 15 May 2009 (UTC)

It's just the same old clueless people commenting on stuff they don't know about. Right, ShadowFog?Pika Fan 17:35, 15 May 2009 (UTC)

"so 15 less healing <50% and 30 less healing >50% health is an absolute joke? is the world falling apart now? --Cursed Angel 16:58, 15 May 2009 (UTC)" It's an absolute joke when the fact of the matter is that as a monk I'm trying to keep eveyone at 100% hp, not allowing them to drop to 50% and THEN heal them so that I get the full benefits of WoH. Bottom line, most people use the 50% conditional healing on WoH to counter spikes when they have to, not in order to recieve the full effects of the spell. If I can cast it before you drop to 50% to keep you at 100%, I will. Maybe other monks don't see it that way, but allowing someone to drop so low in PvP basically screams: "Ping this person for a spike!". Now, I see a variety of skills which would provide the same healing of WoH as well as other benefits (such as the AoE healing this provides). <sarcasm>Perhaps I don't know what the hell I'm talking about, but then again I've only monked two and a half of the four years of guild wars, so I suppose you can't blame me, right?</sarcasm> No doubt, the number change isn't extreme, but it's enough to get me considering other elites with other possibilities. ~ Ryuu DesuUser Ryuu Desu Sig.png[ Talk|Contributions ] 17:50, 15 May 2009 (UTC)
You were actually playing the game poorly. You will be pressured out if you try to keep everyone at 100% while using WoH. This was true before the update and is just more true now. They adjusted it to punish poor play more heavily. Misery 17:53, 15 May 2009 (UTC)
Hmm. I would think that if you saw someone on the enemy teem at e.g. 53% health not getting healed, you would think to yourself, "hmm, the monks must be watching this guy like a hawk. Let's rush him and smack him a little so they go into spike-protect mode and then go spike someone else." IDK though, I'm just an observer.
Also, I'm guessing they're trying to discourage taking skills with large conditional components when you don't want to satisfy the condition very often. Just a guess. --Star Weaver 18:16, 15 May 2009 (UTC)
I typed out something very prophetic... but what Star said does it better and I bow out of this one MrPaladin talk 18:20, 15 May 2009 (UTC)
lol, you go use healing burst on your monk for all i care, just don't QQ on wiki when the change isn't noticable for people who use the skill the way it's meant to (and not just badly spam it around on >50% health allies). --Cursed Angel Q.Q 18:36, 15 May 2009 (UTC)
Not just badly spamming? Well, before EoTN I used it on people 60-70%, orison otherwise. Post EotN patient on anything 65-80%, I honestly haven't used WoH on my bar that often after patient, due to decent synergy with dismiss condition. But the way I see it, if you have energy, and you're not doing anything, and someone has a non full HP bar, why not fill it? Although those passive conditions are rarely met as a monk, it does happen. However, I do agree that this update was part of discouraging using conditional skills while not meeting the condition. WoH, yes is still one of the best healing skills available, but being meta can only keep me so long. Especially when there are alternatives that could be better in certain situations. I'd imagine healing burst would work best in PvE to be honest. But actually, the amount of trolling I can get here from one comment is absolutely amazing. I love you guys sometimes. ~ Ryuu DesuUser Ryuu Desu Sig.png[ Talk|Contributions ] 20:16, 15 May 2009 (UTC)
You may have the energy now, but you can't be so sure later on. Monking isn't about keeping everyone topped off, that's just the best case scenario. (Heal) Monking is about putting out your heals in the most effecient manner on a need-to-have basis. There's no point in wasting energy just to top off someone who doesn't need to be topped off (not getting targeted etc). You have to look at the big picture, what resources you have now can't be guaranteed 5 minutes from now, and that 5 energy you just spent could change everything. DarkNecrid 00:28, 17 May 2009 (UTC)

Trollers just dont contribute to anything then their own ego, right Pika Fan?--ShadowFog 00:56, 17 May 2009 (UTC)

WoH still owns, just use patient >50% and blame your prot if shit dies. 82.75.192.76 08:26, 18 May 2009 (UTC)

"blame your prot if shit dies"
You mean you're not supposed to do that anyway? --Jette User Jette awesome.png 09:56, 18 May 2009 (UTC)
Always. Dosen't even matter the game. City of Heroes, you get two DPS meleers seperating from the group at high speed in different directions and it's still the (non-healing) support character's fault either of them died. :D --Star Weaver 18:25, 18 May 2009 (UTC)

11/12/2010 Buff[edit]

The party heal is a lot more significant now, and the area is the entire aggro bubble now. Gonna be trying this out on all my hero monk bars that used to use WoH, should be pretty good for spirit/minion parties in particular. Necromas 02:52, 13 November 2010 (UTC)

Has anyone t3ested this with mimiced UA? Does it buff the DF bonus heal? Backsword 03:23, 13 November 2010 (UTC)
Tried this in RA worked quite well, theres no real reason to take it over WoH there but it was a nice change from the usual66.245.132.31 03:32, 13 November 2010 (UTC)
@Necromas: Why would it be good with minion/spirits? It doesn't heal allies btw ZencowUser Ox rider Sig.png 03:46, 13 November 2010 (UTC)
Another question: does it heal the casters party members, or the targets, should they be in different ones? Backsword 03:55, 13 November 2010 (UTC)
Test-worthy. Seed of Life heals the target's party members, so this could work in the same way. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 03:59, 13 November 2010 (UTC)
Tested fairly comprehensively. Healing Burst's secondary healing is not affected by Unyielding Aura, Healer's Boon, nor Healer's Covenant. Healing Burst's secondary healing targets the caster's party members within earshot of the target. The only thing I did not test is if the target receives less/more health from healing, whether your party members get the normal amount of healing.
Basically, it seems like this could get use from: Arcane Mimicry'd UA (for ~200 unconditional target heal + pressure healing); Arcane Mimicry'd Healer's Covenant (for spammable pressure control with only ~100 target heal per use); protection monks (especially bonders) with a lot of points in Divine Favor and a minuscule amount in Healing Prayers (just because it's like Heal Party, but spammable and reliant on Divine Favor). –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 04:52, 13 November 2010 (UTC)
Edit: Went back and tested it for healing changes. The secondary "healing" effect is not healing, just like the description says. They should rename it to Health Gaining Burst? Oh, and it's always going to be exactly the same, for consistent DF levels. Just keep in mind that it doesn't turn your target's DF heal into life gain, so if you're using it with low Healing, watch out for healing reducers on your target. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 05:15, 13 November 2010 (UTC)
At first I was like "Hell yeah, finally Smiter's Boon has a use again"... then I remembered that it only affects Smiting Prayers88.70.2.202 06:07, 13 November 2010 (UTC)
UA + Divine Healing/Heaven's Delight and your attribute of choice still make this a lesser option. Heros would definetly be a beter choice for this skill though since its simple. The single target healing isnt grand since the spells target only recieves the divine favor bonus once making this skills single target heal comparable to Spirit Light. Bar compression is probably its biggest advantage compared to UA+DH/HD. Justice 18:56, 13 November 2010 (UTC)
For those interested, at 13 Divine Favor, Healing Burst alone is ~4.421 health regen for ~3.157 energy degen, while UA+DH+HD is 3.51 to ~5.197 health regen for 2.875 energy degen. They're pretty much the same. Chances are, you'll want those two slots for something better, unless you really need an OP res skill and a build that only works in PvE. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 21:43, 13 November 2010 (UTC)
I agree on the bar compression being the big advantage, you won't single target heal as big but you'll save a couple skill slots. Necromas 22:15, 13 November 2010 (UTC)
Not sure if this is a bug or intentional, but shouldn't the divine favor trigger twice on the person this spell is cast on (i.e. once because of the skill effect and a second time because of divine favor)? User Dre Sig.pngDre 18:04, 14 November 2010 (UTC)
It's intentional, as far as we know, since it doesn't say that the target gets life gain, just party members in earshot of it. It would be too strong if the life gain was given to the target (assuming they're in your party), anyways. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 18:50, 14 November 2010 (UTC)
Yeah double divine favor would make this an unconditional 200 heal before you even factor in the aoe. Anyway I really like this buff, it made burst attractive and viable but not stupidly overpowered. When compared to UA + HD and/or DH the recharge time favors burst. This was just a good balanced buff, it competes without invalidating other skills except maybe light of deliverance.99.1.41.126 19:33, 14 November 2010 (UTC)
More like 150 health 88.159.234.111 11:39, 15 November 2010 (UTC)

Single DF[edit]

I was just reverted b/c apparently I had a redundant note. But the first note (caster's party) refers to casting seed of life on an NPC/minion and having the other NPCs/minions healed. My note refered to the fact that if the target is a party member, they don't receive double DF. --JonTheMon 16:48, 15 November 2010 (UTC)

"The AoE Health gain is granted to the caster's party members, not to the target nor target's party members." I've bolded the relevant section. Misery 17:01, 15 November 2010 (UTC)
Then that note is combining two ideas together poorly and needs to be split, 'cause it is saying A & !A & B. --JonTheMon 17:04, 15 November 2010 (UTC)
edit To clarify, the "not to the target nor target's party members" is a clarification of the first part, which means exceptions shouldn't be there. --JonTheMon 17:06, 15 November 2010 (UTC)
I didn't have time to be thorough then, but I was happy with either splitting or clarifying the note, what I wasn't happy with was redundancy. Misery 22:09, 15 November 2010 (UTC)

12/9/10 Update[edit]

Wow this skill is amazing to me now thanks to the buff. R U Who U Want To B 21:33, 10 December 2010 (UTC)

now lets compare to WoH. both at 15 heal 14 divine makes this = 205 health to target +45x #of party members healed (315 for 7 total) and WoH heals 260 on target if it was under 50%. nothing left to say =p 96.13.78.18 21:41, 10 December 2010 (UTC)

omg wow 15/14 attribute spread how cuuute! I mean if you want to compare this skill to another, try using it under practical circumstances. kthnxbyexo 03:17, 18 February 2011 (UTC)
Wow, the only reason you'd bring WoH over this now is because this takes one second longer to recharge. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 01:34, 11 December 2010 (UTC)
And you like Party Heal more. InfestedHydralisk 02:35, 11 December 2010 (UTC)
Or be strong like the henchie! ZencowUser Ox rider Sig.png 07:45, 11 December 2010 (UTC)
This is a far better heal vs pressure builds where the AoE healing is soooo nice, but this just doesnt cut it vs spike builds where you need the bigger single target heal. Still at least this means WoH isnt the only decent healing elite now :D 82.22.107.194 09:19, 11 December 2010 (UTC)
WoH only heals for 25...49...55 more health than Healing Burst, assuming your target is under half health. It's not really that much stronger for catching spikes. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 17:20, 11 December 2010 (UTC)
Is there any chance that we could get the AI fixed on this now so my Hero monks won't refuse to use it as a single target heal? 99.12.197.88 19:49, 8 January 2011 (UTC)

At best, 50 aoe healing every 4 seconds doesn't exactly do anything in the harder areas. Combine with healing ribbon and it barely suffices, assuming your allies are close enough that is. I prefer Feast of Souls + SoS, unless your talking about pvp. --70.145.246.222 23:14, 18 May 2011 (UTC)

Well, 50 AoE life gain for almost no sacrifice is better than 0, and (especially if equipped on both monks) can counteract decent degen on your whole party (like where Lingering Curse and Suffering are spammed). Anyway, GW is a PvP game, so PvP would be the usual consideration. –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 03:38, 19 May 2011 (UTC)

Bug or not?[edit]

"For 30 seconds, every time target foe is healed, the healer takes 15...67...80 holy damage." Scourge Healing
"Target ally is healed for 10...130...160. All party members in earshot of your target gain Health equal to the Divine Favor bonus from this spell. Your Smiting Prayers are disabled for 20 seconds." Healing Burst

There's been considerable activity around the interaction between Healing Burst and Scourge Healing. Can we try to reach consensus here on whether damage is to be expected when HB triggers health gains on those hexed with SH?  — Tennessee Ernie Ford (TEF) 23:56, 17 December 2010 (UTC)

Someone put that note, specifying that Soul Bind did not trigger, but Scourge Healing did. I highly doubt that it actually triggers, but I'm not going to test it. I can say, however, that the AoE effect does properly cause health gain (unlike some skills that just say "Heath gain"). –~=Ϛρѧякγ AHHH! (τѧιк) ←♥– 00:11, 18 December 2010 (UTC)
I'm not asking you specifically, but why is there a bug note that says scourge healing will trigger from the health gain then? If that's true then the note should be taken off since that's misleading. Pjwned 22:25, 29 March 2011 (UTC)
Health gain is not exactly the same as healing. Healing is one of the mechanisms that can cause health gain. In this case, the note writer contends that the caster should only be harmed if the target is hexed with SH, but not if anyone else within earshot is scourged (as those characters are not healed; they merely gain health).
I think ANet plays loose with the terminology, so I have no expectation one way or the other.  — Tennessee Ernie Ford (TEF) 23:09, 29 March 2011 (UTC)

In case anyone was wondering...[edit]

The 'health gain' DOES trigger Life Attunement, giving a nice, hearty 73pt heal (excuse me; health gain) at 16 prot and 15 DF.--Ph03n1x 03:47, 27 July 2011 (UTC)

Mr "Silver Edge"s reasoning[edit]

It may be noted on the wiki but not in the description. Unless you get a valid reason for which the note should dissapear, I would suggest leaving that note there. There are not many skills which heal multiple allies and even less which mention health gain. A new player would welcome that note so he can remember not to do that mistake in PvP. Do not remove notes just because you are "too good at the game". ---- Magnum 23:42, 2 September 2015 (UTC)

I agree with Silver Edge on removing this note. Very few foes use Soul Bind (Aside from Necromancer's Construct, the boss from which you cap it, I don't see any). This skill is more used in PvP. But here again if you go monk without knowing the game, you'll have a hard time regardless of wether the enemy uses Soul Bind. Last but not least, you just need to read the two skill descriptions to understand that healing burst will cause you a PI-like effect, so the note was rather obvious.--Ruine User Ruine Eternelle Ruine Eternelle.jpg Eternelle 07:18, 3 September 2015 (UTC)
(Edit conflict) The anomaly note on the page already covers all this: "The earshot health gain is actually healing. It is affected by all healing modifiers, and interacts with skills that trigger on healing." That anomaly note mentions that the health gain is healing, that the healing "interacts with skills that trigger on healing" (which would include Soul Bind), and the term "healing modifiers" links to Heal (where Soul Bind is listed as a skill the punishes healing). --Silver Edge 07:22, 3 September 2015 (UTC)
I forgot to mention the anomaly note about the health gain/healing.--Ruine User Ruine Eternelle Ruine Eternelle.jpg Eternelle 07:27, 3 September 2015 (UTC)
I also am not concerned about the wealth of information on the wiki. The only reason I am for this note is that it could help new players or even older players that have doubts on whether Soul Bind actually causes damage on earshot indirect heal. Thus, it could very well be a helpful note, since there are not many skills that heal allies/team members in earshot range, indirectly. Now that I think about it, I have to test whether Soul Bind damages me because of the healing from Seed of Life instead of reading on wiki (because the wiki does not have the note). ---- Magnum 14:10, 3 September 2015 (UTC)
If you can bring something about healing/health gain difference, then it's great. I believe anyone looking to play as a healer will definitely have a look. --Ruine User Ruine Eternelle Ruine Eternelle.jpg Eternelle 16:08, 3 September 2015 (UTC)
A while ago I would've clearly taken the stance of "remove that note, SE is right."
But I feel like there are many more blatantly obvious notes on a level of "Word of Healing has great synergy with someone taking damage" on this wiki, that keeping a remark which can be derived from another existing remark by thinking around a corner twice could be justified. Steve1 (talk) 17:37, 3 September 2015 (UTC)
Tested and Unyielding Aura increases both the healing and party healing of Healing Burst. Based on that and the section above this one (about triggering Life Attunement), I've added Healing Burst to the list at Heal#Affected by all modifiers, which also includes some other skills that indirectly heal allies/party members in earshot. --Silver Edge 08:31, 4 September 2015 (UTC)
That is not as obvious, as a healer would have to check the Heal page, however this could be useful too. ---- Magnum 12:40, 4 September 2015 (UTC)
It's a direct heal, anyway. You cast the skill, dudes get health. Direct. If the skill casts an enchantment and the enchantment does the healing, that's indirect.
The only anomaly is the "gain health" wording, and for that IMHO the anomaly note is plenty. If we tried to repeat all relevant mechanics on each skill's page, that'd be a maintenance nightmare, even on a game that's unlikely to receive balance updates. The best we can do is point to the relevant articles. Tub (talk) 15:21, 4 September 2015 (UTC)
I think the note should be removed. It's redundant, if it stays. Rodan (talk) 06:52, 6 September 2015 (UTC)