Feedback:User/Tekn0mancer/Angelic Bond

Current
5 1 30 Elite Skill. For 10 seconds, the next time an ally within earshot would take fatal damage, that damage is negated and that ally is healed for 20...164...200 Health. Angelic Bond ends on all other allies.

Suggested
5 2 20 Elite Skill. For 10 seconds, the next time an ally within earshot would take fatal damage, that damage is negated and that ally is healed for 20...164...200 Health. ''Angelic Bond ends on all other allies. Does not affect summoned creatures.''"

Reasons
This skill has potential but there are several Protection Prayers skills that outperform it without using up your elite slot. First off, the recharge is too long: it should be no more than 20s. But my main complaint is that this skill is rendered useless if there is even one party member who summons minions or spirits (maybe PvE summons too, not sure). Having a minion master in your own party can wreak havoc on this skill, not to mention spirit spammers (and to a far lesser degree Nature rituals). Spirits and minions qualify as allies, meaning that any time one of them takes enough damage to trigger it, Angelic Bond is wasted on a disposable creature. Summons are temporary by design and should be completely ignored by this skill, but since they're allies they can trigger it.

Cut the recharge time by a third, double the cast time to compensate and then change the AoE so it bypasses summons and this skill might get some situational use. Trading casting time for recharge time shouldn't take it from "useless" to "overpowered" because it allows foes more time for an interrupt. -- Tekn0mancer talk 03:38, 25 May 2011 (UTC)