Feedback talk:User/Greep/Full skill balance

Tell this to the top players who rely on melee physicals in order to win. ~Shard  03:05, 6 April 2010 (UTC)
 * I was referring to the AoE adjacent attacks, and I know you realize that. No need to be snarky.  Any real input would be appreciatedGreep 04:30, 6 April 2010 (UTC)
 * My real input would be that those skills are fine - there are better alternatives for single-target hits, but hitting multiple targets (when it happens) makes them worth using. ~Shard  [[Image:User Shard Sig Icon.png]] 05:15, 6 April 2010 (UTC)
 * Ah okay thanks :) I guess it's just personal preference. That's why I didn't buff them a lot, just a teensy bit.  They're skills I would say "yeah that's interesting" but currently never use.  Greep 05:18, 6 April 2010 (UTC)

Hrm just realised I only stuck to my own class for major nerfs, I have a bit of bias here.. remedying that. Greep 20:28, 6 April 2010 (UTC)

That's it for discussion? really? I almost feel look putting in some glaring mistakes so I at least get the trolls... Greep 13:13, 8 April 2010 (UTC)

Wrong About Healer's Boon. Your Healing Prayers Spells cast 50% faster. It means less than 9 in Fast Casting, not 15. 50% casting time = 100% faster, a 1s spell casts 100% faster = 1/2s cast. 75% casting time = 50% faster, a 1s spell casts 50% faster = 3/4s cast. Fast Casting also affects Signets, Healer's Boon does not. Healer's Boon also only affects Healing Prayers Spells, which means if you have prot spells on your bar, they wont be affected by Healer's Boon, but if you dont have prot on your bar as a monk, you suck anyway(unless doing 2 monks backline and have a prot monk cover for you). The average healer monk usually has at most 4 Healing Prayers spells(Patient Spirit, Dwayna's Kiss/Infuse Health/Heal Other, Cure Hex, Heal Party). Patient Spirit and Infuse are already 1/4s cast, wont make a diff. Dwayna's Kiss and Cure Hex become 3/4s cast and any decent ranger can still interrupt that(as much as interrupting WoH). Heal Other becomes 1/2s cast, but costs 10e anyway, and a 10e heal failing can be devastating for a monk, since you're not using WoH anyway, HB must provide some compensation. Heal Party becomes 1.5s cast, which you could interrupt anyway.

Other stuff in Healing line: Healing Breeze is not affected by extra healing, and is a waste anyway. Orison of Healing isnt any much different at 3/4 cast. Healing Seed is Health gain =/= Healing, does not benefit much other than casting time. Signet of Rejuvenation is a signet not a spell, so unaffected casting time or healing amount. Vigorous Spirit is unaffected by healing amount.

Besides, HB is an enchantment, so it's very vulnerable to strip/rend. If you run HB, your best self (unconditional) heal becomes Patient Spirit(anything else heals for way less), which makes you easy meat against spikes if you're the only monk there.