Feedback talk:User/Damysticreaper/Divine Favor

Smiting Midliner with blessed light would be overpowered.--83.232.148.99 14:41, 22 December 2010 (UTC)

Understand this: Divine Favor =/= Healing Prayers. Divine Favor cannot(and should not ever be able to) do what Healing Prayers does. Otherwise, every monk just goes 12Prot 12DF, or 12Smite 12DF, and there is absolutely no use for Healing Prayers. Divine Favor can heal, but it must be conditional, or have a huge drawback. Examples are Divine Intervention(only heals if target takes a fatal hit), Watchful Healing(only heals if target gets enchantment removed), Blessed Light(really high energy cost).

Blessed Light: this skill is in Divine Favor, not Healing Prayers. You cant even compare it to Healing Burst(which I bet you did seeing the 5e 3/4c and 160 same heals). Healing Burst would require you to invest in both Healing Prayers and Divine Favor, while Blessed Light only needs investment in Divine Favor, which means my next 12 points are in Prot/Smite. For this reason, Blessed Light has to stay at 10e, because at 5e it would have no drawbacks whatsoever. Do you see whats wrong with a monk being 12DF 12Prot and being able to heal for more than a Healing Prayers monk(Heal Other is already 180 heals at 10e cost) while removing a condition and a hex at the same time at only 5energy cost? Now replace Prot by Smite...

Smiter's Boon: Again, no. Smiting Prayers with double the Divine Favor bonus cannot happen. With Reversal of Damage, a monk healing for 84 and negating 75 damage while dealing 75 damage back to the attacker at 3 recharge is just overpowered. 6e cost is your suggestion to balance this? look up this skill: Channeling

Watchful Healing: The sole reason why this has a conditional end effect(heals for 100 if ends early) instead of an unconditional end effect(heals for 100 whenever it ends, early or not), is because this is a Divine Favor skill, not Healing Prayers. If it was a Healing Prayers, then yes definitely add 100 heals at end, make it a 10s duration Patient Spirit. If a smiter monk can give a cover enchantment that does +5 health regeneration and heals for 100 unconditionally, it is overpowered. Conditionally with a very difficult condition to satisfy(only if ends early) is fine. Again, learn the difference between Divine Favor and Healing Prayers.
 * Sign you comment first please. Damysticreaper 14:36, 23 December 2010 (UTC)


 * Reduced S-Boons healing to quite a bit and replaced Blessed Light with Healer's Covenant.Damysticreaper 23:38, 24 December 2010 (UTC)


 * Watchful spirit needs to be 10 energy at the very least. 14 Healing Mending+ 200 Heal for 5 energy with instant cast (use it like pre-veil holy veil) is overpowered. Withdraw hexes cannot have party range since it would be mindless, especially with the hefty heal. Watchful healing would be difficult to use. I like the Scribe's Insight idea though in theory a bar with multiple signets doesn't need energy management. Your Healer's Covenant promotes healing spam, which is not good and your UA's cast time doesn't mean anything when it is an upkept enchantment. If UA works in PvP then it'd be all that was ran since you could use Divine Healing + Gift of Health and replace a Healing burst bar.--Life Infusion &laquo;T&raquo; 02:58, 28 December 2010 (UTC)


 * Well i slightly changed the function of Healer's Covenant wich should prevent spamming.
 * Unyielding Aura (PvP) now is a target spell similar in function of the old Aura of Faith now with a 'sacrifice doll' effect, partially preventing the death of a party member by resurrecting them when they die.
 * Scribe's Insight now has 2 aditional effects affecting spells. Able to grant health when casting spells as well as casting spells faster. To prevent powerful self-heals i added a drawback of an end effect when a spell the user casts a spell on him/herself. Primarily with smiters in mind it can be used by healers and most likely be used for non-monk attributes as well.
 * I balanced out Watchful Spirit altough i do not plan on changing Watchful Healing for now. I'm still thinking of a change for Withdraw Hexes, i'm doubting between a non-direct heal party-wide hex removal or a direct heal single target all-hex removal. Damysticreaper 14:14, 29 December 2010 (UTC)
 * Still can't decide what to do with Withdraw Hexes. Damysticreaper 12:00, 13 January 2011 (UTC)
 * . Elite Spell. Remove hexes from target ally.   Koda  [[Image:User_Koda_Kumi_UT.jpeg‎|19px]]  Kumi  14:04, 13 January 2011 (UTC)
 * Use this functionality thats on the page for WH and remove the healing. Thats good enough i swear, thats able to clean your whole party from hexes with one spell. Also divine spirit is good as it is, the way you use it here only breaks it because youre not going to cast 5 spells in 10 seconds.--83.82.62.210 22:40, 13 January 2011 (UTC)
 * Altough the function of Koda looks nice, being able to remove the first hex wich is usually the backbone i tend to go towards party wide because the monk already has plenty of single target multi hex removals (you also might want to state wich hex is removed when it only removes one hex).
 * I have an idea now how to fix WH and i'll take a second look at Divine Spirit. Damysticreaper 12:01, 14 January 2011 (UTC)
 * Actually what you have on the page now is what i meant.--83.82.62.210 16:17, 14 January 2011 (UTC)
 * My bad, but would that function outplay Peace and Harmony and Divert Hexes? Altough it casts fast and the recharge fairly low with a cheap cost it gives me a feeling of inferiority compared to it's 2 big sisters when it comes to a single target hex removal.
 * Signet of Removal overpowered.--83.82.62.210 21:48, 14 January 2011 (UTC)
 * Also change light of dwayna, else it will be monkball all over again.--83.82.62.210 22:01, 14 January 2011 (UTC)
 * I overhauled Light of Dwayna into a new function and Increased the recharge of Signet of Removal and let is scale with Divine Favor, i tried to keep it's function and recharge balanced compared to the other elites but if it's needs some balancing let me know (I took the idea of the function from Koda's idea). But i can assume that Withdraw Hexes is now an ok skill since no further comment to it has been added? Damysticreaper 23:17, 14 January 2011 (UTC)
 * To counter the abuse of the new LoD make the recharge like 30 seconds, so it can be easily stripped since its an enchantment. I also would like the idea of mimicry+scribes insight+signet of removal for epic nrg management and epic hexx/condition removal--83.82.62.210 23:39, 14 January 2011 (UTC)
 * Uhh, is the last part of the comment sarcasm or serious? Damysticreaper 23:49, 14 January 2011 (UTC)
 * I think it would actually make a great build, but requieres coordination so that wouldnt be overpowered. Maybe reduce HC cd by like 5 or something, I think its a bit too much atm to actually match stuff like HB/UA/WoH/ZB ykno.--83.82.62.210 23:59, 14 January 2011 (UTC)
 * Well with the increased recharge of Light of Dwayna it now fuels Deny Hexes, so that gives some synergy. In the case of mimicing Scribe's Insight combined with Signet of Removal and possible Signet of Devotion the combined function and energy managment could actually bring back Heal Other And Healing Ribbon into play again since those 2 skills become affordable now, and with their cannot self-target function is even usable for AI IQ. Damysticreaper 00:15, 15 January 2011 (UTC)
 * Up ER's recharge to 8 and make it "Heal you and the target for 50 for each condition removed."--83.82.62.210 12:59, 15 January 2011 (UTC)
 * Add divine intervention, lower its recharge to 20. Add spell shield (some sort of)--83.82.62.210 14:26, 15 January 2011 (UTC)
 * I can understand Spell Shield and i have been concidering it but havn't got any good ideas for it so far, but Divine Intervention...i didn't add because it seemed good to me, gues it isn't. Damysticreaper 16:21, 15 January 2011 (UTC)

You have to understand what Divine Favor ultimately does: It enhances the healing power of your spells that target an ally. I would argue that Divine Favor doesn't need ANY skills in order to be incredibly useful. For no additional cost, all of your monk spells that target an ally heal for more. Divine Favor skills, then, should function similarly. The best example I can think of is Boon Signet. It heals for no cost, and it increases the healing from your next spell from another area of prayers. In itself, it is not very potent, but with another spell, it is very useful.

I think the idea of buffing Divine Favor skills is good, but I think these are looking more like Healing and Protection prayers. FleshAndFaith 22:36, 15 January 2011 (UTC)
 * Divine Favor: Self-managment, Increasing healing and offering healing skills outside Healing Prayers so non dedicated healers have healing options. That should sum it up what DF is about so ofc you are gonna see skills similar to healing prayers. It's primarily a supportive attribute supporting the monk's secondary attributes with skills buffing them or giving them skill options not found in their attribute lines as well as offering skills for synergy. Because of that you will find skills you would expect them to be in Healing Prayers or Protection Prayers like Peace and Harmony and Signet of Devotion. The Divine Favor skills being too similar to the secondary attributes is a wrong view to them because they are meant to offer skills similar but less powerful from an attribute to an attribute they do not posses giving builds more flexibility without spreading their points too much. Damysticreaper 00:24, 16 January 2011 (UTC)

Bit overpowered Spell Shield. --83.82.62.210 12:37, 16 January 2011 (UTC)
 * Well i designed it as a cover enchantment preventing a removal of an enchantment one time and also affecting spells like Reversal of Fortune. But i'm guessing the problem is that it's easily reaplied after removal. But the concept of a cover enchantment is good i gues? Damysticreaper 13:08, 16 January 2011 (UTC)
 * Oh is misread, thats pretty good yeah.--83.82.62.210 14:27, 16 January 2011 (UTC)
 * I just changed and then i read this comment...lol. well time to revert it then. Damysticreaper 14:30, 16 January 2011 (UTC)
 * Spell Shield is kinda OP though. Double DF and free 100 health heal and cover enchant. (I'm not sure if it's possible to have it removed instead of another, either way it covers the one you cast instantly, which isn't too shabby.) I would suggest removing the "this gets removed instead" part and give the enchant like +1 or 2 health regen and only end heal if it ends prematurely. I'm not sure how it will combo with Boon Signet or Watchful Healing (cast on a dervish or with CoP) or other things that boost DF. –~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк)  &larr;&hearts;– 18:25, 16 January 2011 (UTC)
 * If i would give it such a function it's too much of a copy of the Watchful spells. I plan on keeping it as a cover enchantment so the best i can do is adjust it's function as such as well as adjusting it's healing. Also i'm thinking of adjusting Signet of Removal from to  any thoughts on that? Damysticreaper 18:45, 16 January 2011 (UTC)
 * True... maybe a small armor bonus or like a 10ish% chance to block (with a shorter duration for the blocking one)? Yeah, might be better, as well as maybe increasing the casting time to one second and possibly the recharge to 10, it's pretty strong compared to Expel Hexes. –~=Ϛρѧякγ  User Sparky, the Tainted guided sig.png (τѧιк)  &larr;&hearts;– 18:58, 16 January 2011 (UTC)
 * Increase casting time is a no go as well as increase of recharge because then you might as well take Peace and Harmony. As for Spell Shield i'm thinking of giving it as renewal effect lasting for 10 second and renewing itself whenever an enchantment is cast on the target and as such always ending up us the enchantment on top covering the other ones. I'm still thinking of giving it either a passive regeneration effect something like or an active healing effect  per enchantment cast. An IAR or block is also a possibility but i tend to go towards a healing effect synergising with Air of Enchantment builds. Also don't compare elite monk removals with an elite such as Expel Hexes. Damysticreaper 19:54, 16 January 2011 (UTC)
 * Right, I forgot about PnH, that thing is crazy. That would be interesting, but I would definitely say a heal effect per renewal would be too strong, Air is already pretty strong as it is, and its build casts a ton of enchants. With the renewal, I would say some sort of blocking would also be really strong with Air. Maybe just a small armor boost and 1 or 2 regen with a weak end effect would be strong enough. Mesmer hex removals are valid comparisons, PnH is just a freak of nature. :P –~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк)  &larr;&hearts;– 20:09, 16 January 2011 (UTC)
 * I gues the old version if fine then since my latest version has been undone. Damysticreaper 15:17, 18 January 2011 (UTC)
 * Yeah it is, I like it since especially prot monks need cover enchantments for some of their strong elites (SoD/SoR/AoF). Also dont worry about expel hexes VS signet of removal because mesmers can just use signet with Symbolic Celerity.--83.82.62.210 16:04, 18 January 2011 (UTC)
 * I gues that just leaves Divine Intervention and Divine Healing/Heaven's Delight. I got an idea for intervention but still nothing good for the copy skills. I know people like them combined with UA but that combo is overrated if you ask me. Damysticreaper 16:20, 18 January 2011 (UTC)
 * Maybe a little (like 10-20) healing increase for the duplicate skills. And about intervention, i think the hero AI should be made imba with it and a lower recharge.--83.82.62.210 16:36, 18 January 2011 (UTC)
 * Just a concept for now wich may still need some fixing. I changed Heaven's Delight into an enchantment spell reducing pressure when party takes damage trough a regen effect. I made Divine Intervention a bit more varsetile of the numbers of it might need some adjustments, Divine Healing i simply reduced it's recharge and slightly increased it's healing.