Quote Originally Posted by LagunaD2 View Post
With the new legendary item system, javelins have a tactical healing rating like Minstrel and LM books, RK bags, Captain emblems and Beorning carvings. That means our heals should increase with level as fast as all the main- and off-healing classes' abilities do. And this is true from 130 -> 140 (22.5% increase for all).

Currently we can heal for a maximum of about 25-30K HPS on a single target, with a dedicated healing rotation.

It is claimed (I have no evidence to the contrary, but haven't tested it myself) that every other tank class (with the possible exception of LOLBrawlers) far outstrips our healing ability though.

Morale pools generally increase by more than 22.5% in a new expansion, so classes that have self-heals based on a % of morale would move further ahead of us.

Since Gundabad is being released without ANY testing of the itemization or final stat budgets, we won't know until the paid beta test on the live servers starts tomorrow.
Guardians catch a breath gives 38% max hp heal every ~35s with warchant. Warriors heart is 90% of max hp ever 90s. On demand when HP pools are around 1million
Not sure on captain
Champ has 35% hp heal on ~40s cd and a 50% max hp heal on 50s cd. On demand or just one button click.

Warden still heals for flat tiny bits of health and only after you invest masteries to do a dedicated 3 gambit rotation... Pretty bad and just checking out lotro wiki for skill detail says it all.
The only way warden self healing even looks kind of average is if you build your character and go out of your way to make it look average.

They need to just give the warden hots a percent value if they want to keep up with the updated tanks. Like 1%, 2%, and 3% for the healing gambit line. thats 6% every 3 seconds... Only after you put in the work of all 3 gambits. This only equals 36% of max hp over it duration. The overall hps of the warden may end up higher than other classes but SSG needs to take into account that this healing is not controlled or on demand. The gambits must already be running to see an effect and then its a trickle over time. IMO this is a base requirement that needs to change on top of never surrender being a more consistent proc and not requiring such low hp.