Talk:Finale of Restoration

Low lvl duelling

Finale of Restoration + Chorus of restoration + watch yourself or another activator shout = a nice heal in low lvl duels. at motivation 10 or so it can heal getting on for 200 health every 5 strikes. 129.67.17.233 18:24, 7 February 2008 (UTC)

"go for the eyes" would end quicker then "watch yourself".207.172.193.204 00:41, 16 February 2008 (UTC)

How about using this with another paragon that has motivation of 0 and uses it's just a flesh wound. xD -- Halogod35   03:15, 19 June 2009 (UTC)
 * A 0 command specced "Help Me!" heals for 5 more in the same timeframe (1 second) and doesn't take an elite slot up, though I guess IJaFW does have that nice low 2 second recharge. 4.88.51.18 12:43, 15 July 2009 (UTC)

Great...now we'll NEVER be able to solo farm :'(  П  ALANA  00:39, 7 August 2009 (UTC)

TBH either should have made pve/pvp split or (preferably) otherwise buffed paragons...It'd be nice to have some sort of paragon build that was useful for pve besides relying on save yourselves spam. 67.160.232.67 05:55, 7 August 2009 (UTC)

Gah they totally killed PVE now for the paragon as a whole, can't maintain this on multiple party members anymore and 5 charges is just nothing. This killed the entire support branch of the paragon as the arias are already underpowered as is and only worthwhile in combination with the old version of this skill. Shakkara,84.87.152.2 12.54, 7 August 2009 (GMT+1)



Zaqwsx 15:23, 7 August 2009 (UTC)

So I guess it's time to merch all the Motivation equipment on my Paragon, huh?

Yes, this pretty much ends paragon pve.

I was very excited that the June 22 update restored the competitiveness of pve play for paragons. Thank you.

I understand balancing paragons has been difficult, particularly in PvP. Once again, in response to PvP imbalances, PvE Paragons were heavily nerf'd with the finale of restoration change.

In elite/hard mode, paragons have a hard time keeping up with the damage from large mobs which far exceeds that of PvP. Although the healing capabilites of the finale are large, it also requires a combo with a shout or chant, and can't be 'timed' in response to spike damage. The other healing options either do not provide strong healing, have heavy recharge times, or only activate when using another chant/shout.

I've been playing for years, and have recently enjoyed playing Paragons in PvE. Being forced to primarily rely on N/Mo and N/Rt builds hard mode/elite missions was getting boring. But I guess sabway and dway again.

Seriously, they need re-consider splitting this skill back to PvE/PvP and restoring the previous pve abilities?
 * You might wonder how much passive energy management (primary monk healers healing for 100% to 200% more) and an Inspiration Magic 6 Ether Signet do. Ɲ oɕʈɋɽɕɧ  03:32, 15 August 2009 (UTC)


 * This did give pretty much unlimited healing, but 5 heals at most is pretty bad now. I can see why they did this but they should have reduced the recharge (and maybe the duration) to match, or else you're healing about 15-20 health per second at most from this - consider Patient Spirit which can manage triple that. Yes this requires only one 5e casting but to trigger it you do then have to use other shouts or chants, whereas monk heals are on-demand. 81.105.65.18 13:43, 16 August 2009 (UTC)

Well this pretty much puts Yellow Way to bed. No wonder I was having such a hard time in Hard Mode seeing as it only heals 5 times before its finished. Is A-net trying to piss people off? Paragons are pretty much useless now.

Reverted
At least they finally came to their senses and reverted this back. --Dfscott 01:07, 18 September 2009 (UTC)
 * There's still a lot of skills they should un-nerf by splitting it into PvE and PvP. --Curse You [[Image:User Curse You sig icon.png|Curse You]] (talk|contribs) 22:58, 19 September 2009 (UTC)

Note
Tested this just now: This skill will not activate upon usage of "Its Just A Flesh Wound." I guess because Flesh Wound doesn't have any duration, it doesn't qualify for the healing effect. Or whatever. ~ A R A ~ 01:47, 21 April 2010 (UTC)

Hero usage
When I bring multiple heroes with this, will they be able to "know" who already is affected by the skill and who not? Because if they can you could bring 2-3 copies and have your whole team be affected by this. 82.169.222.223 17:56, 25 November 2010 (UTC)

Hero usage, minion waste
I'm currently running 2 copies on 2 hero paragons, and I think they are using it well. I have no idea in reality though, because it's hard to follow 2 paragon heroes as they cast a bunch of stuff. They could be overwriting each other, which would be bad, and is what I'm trying to figure out. ALSO, as a warning, the heroes will spam this on minions under about 80% health, meaning they hardly ever use it on humans. Taking an MM along with a Motigon using FoR basically negates any effectiveness of FoR. 76.185.6.231 05:14, 3 July 2011 (UTC)