ArenaNet:Skill feedback/Monk/Release Enchantments

Frvwfr2's Issue -- 03:04, 13 May 2008 (UTC)
Discussion
 * Issue
 * Costly - To get same heal as heal party, takes at LEAST 20e, along w/ losing all prots


 * Suggestion
 * Return 2 or 3 energy per lost enchant, and/or raise the heal amount by about 50%. It is just not worth it, a meh party heal, but it takes you ~10s to set up, and a ton of nrg.


 * Issue
 * Not comparable with other party heals too costly.


 * Suggestion
 * Make one part of the party heal unconditional: Lose all enchantments. Each party member is healed for 5...29 Health and + 5...29 Health for each Monk enchantment lost.

Easy to fix

 * Issue
 * Anet is stupid about fixing this. The healing is crap and the preparation time unacceptable.


 * Suggestion
 * 5e 1/4s 1r "Lose all Monk Enchantments. For each one lost, 2 allies within earshot are healed for 30...102...120 health.

Another Possibility 14:56, 3 November 2008 (UTC)

 * Issue
 * It's basically CoP for your party but without the advantages. Healing 30hp p.p. aint good if u need to use enchantments first. In its best form it would take a few seconds preparation and a lot of energy for a not-so-good heal. It's just not worth the effort!


 * Suggestion
 * 1. . 5 1  5 ; Spell. Lose all enchantments. Each party member is healed for  Health for each enchantment lost this way.
 * 2. . 15 2  5 ; Spell. Lose all enchantments. Each party member is healed for, lose one hex, and lose one condition (maximum  hexes and conditions). Health for each monk enchantment lost this way.
 * 3. . 10 1  10 ; Enchantment Spell. Whenever you cast an enchantment spell on an ally, that ally is healed for  health.
 * 4. . 5 1/4  5 ; Spell. Lose all enchantments. You gain  energy for each enchantment lost this way.


 * Reasoning
 * 1. Making it heal for any enchantment and not just monk only enchantments could give this skill an edge in teams that have many enchantments such as with an orders necro.
 * 2. It's basically a party wide Contemplation of Purity. Perhaps (or I should say probably) overpowered, but it is something a lot of people have been waiting for. It is prety costly but it may be effective versus those Hex-way teams.
 * 3. It's basically Divine Boon but for enchantment spells only. The initial energy cost and casting times are a bit higher, but this one doesn't cause you to lose energy on every cast, making this a useful skill - although overpowered. More importantly, this may actually cause boon/prots to reappear.
 * 4. Basically some dervish-like e-management. It's probably redundant, but the use will be better than it is now.

Bathory's Issue 02:32, 5 April 2009 (UTC)
Comments & Suggestions Here, Please
 * Issue
 * Weak effect with a costly condition. By giving it a small, conditional heal would allow a healer to take advantage of it's small recharge and cost, but would only be worth taking the place of other party-heals if they had a lot of self-enchantments.


 * Suggestions
 * Spell. Lose all Enchantments. Your party is healed for and an additional  for each Enchantment lost.
 * Spell. Lose all Enchantments. Your party is healed for and an additional  for each Enchantment lost.

Karew's Suggestion, 26 May 2009

 * Issue
 * Release Enchantments should function more like Contemplation of Purity. Considering all the effects Contemplation has per enchantment, Release should do more.


 * Suggestion
 * Skill. Lose all enchantments. For each enchantment you lost, party members in earshot are healed for.