ArenaNet talk:Skill feedback/Monk/Scourge Healing

disabling SKILLS even for 1-3 seconds is way too much for this skill, making it disable the skill that healed the hexed foe is balanced 189.70.184.151 17:16, 28 March 2008 (UTC)
 * But it only works on healing skills, not on prots and not on most of hex removals. Isn't this balanced enough? I mean you just can remove it, if it isn't covered good enough... A. von Rin 18:50, 28 March 2008 (UTC)
 * I think this skill is balanced in comparison to other hex spells, but since offensive smiting isn't all that popular (defensive would be like balth's aura or zealot's fire), it would seem this skill would be better in, say a necromancer's skill list. I think offensive smiting is better placed as X/Mo, but how often do we see that? --8765 23:14, 28 March 2008 (UTC)
 * cast it on a monk while he's being spiked, it's up to a 80 damage each heal. pretty hard to defend urself then --Cursed Angel [[Image:User Cursed Angel Signature.jpg|19px|talk]] 03:45, 29 March 2008 (UTC)
 * Monks also just could avoid playing like a dumbass and "pre-fail" themselves to make the bad 2 second cast time to a terrible 4 second one! So better just play as a Mesmer and use good skills (or even bad skills) that also are better than this one... Changing it is necessary. (Edit: I reduced the disabling time of skills @ 12) - A. von Rin 00:35, 2 April 2008 (UTC)
 * Um.. no. Never should a skill be that powerful. the skill is already powerful is spread, effectively disallowing the use of party heals, since they destroy the caster. --Angelic Loki 18:33, 29 April 2008 (UTC)
 * This skill is perhaps one of the only useful Smiting skills out there, though the cast time is a bit clunky. So yeah, you could give it a minor buff, but I think there are other things which need attention first. --The preceding unsigned comment was added by User:86.27.136.194 (talk).
 * The 2 second activation makes this tricky to use, but it's still a good skill. Decreasing the duration, decreasing the cost and probably upping the recharge a bit might make it a bit more balanced all-around, but imo it's not too bad as it is. It's just that smiting generally ain't too good. 86.0.102.3 14:22, 11 January 2009 (UTC)

Lancy's Proposal
I'm not a PvP expert, but capping healing at 10% of max health seems like it could be pretty powerful in spikes. -- Gordon Ecker 06:38, 16 October 2008 (UTC)