ArenaNet:Skill feedback/Monk/Healing Light

Life Infusion Issue -- 03:51, 26 February 2008 (UTC)
Discussion
 * Issue
 * Doesn't heal enough (96 on 14 Healing attribute ranks) to be worth the energy compared to Word of Healing
 * slow cast time for an elite heal


 * Suggestion
 * increase heal from 40...88...100 to 30...102...120 (to increase reward for the 1 cast time risk)

Akirai Annuvil Issue -- 22:52, 08 March 2008 (GMT+1)
Discussion
 * Issue
 * Basically this skill is an alternative to WoH's single target pressure healing. However it currently isn't viable, simply because it isn't good enough :at pushing the bars upwards. Not to mention that this skill's useability is dependant on teambuild, where WoH is dependant on amount of health.


 * Suggestion
 * Increase energy gained to 1..4, decrease recharge to 3 seconds, Hexes trigger energy gain too.
 * Consider it an elite version of Dwayna's Kiss.


 * Changed functionality: "Target ally is healed for 40...100. If target ally is enchanted you gain 2 energy and target ally loses 0..3 Conditions."
 * Sort of a combination of Restore Condition and Word. A decent heal with the ability to take down (small) condition stacks, assuming the target is
 * enchanted.

Lucifer's Issue -- 15:20, 25 March 2005 (UTC)
Discussion
 * Issue
 * Healing Negligible compared to other healing prayers spells, Energy management not worth wasting an elite slot on it.


 * Suggestion
 * Increase heal from 40...88...100 to 30...102...120 or make it a "nearby" range, gaining 2 energy for each ally healed with an enchantment. Alternatively, put in a hex or condition removal effect, such as : Remove 1 hex from target ally. If target ally is enchanted, that ally is healed for 40...88...100 and loses 1 condition. For each hex or condition removed, you gain 2 energy. Increase recharge to 8 seconds?

New idea

 * Issue
 * This skill is weak.


 * Suggestion
 * Increase healing to 30...114...138, decrease cast to 3/4s. Add "Healing from this ignores all healing reductions". This would make it actually useful against deep wound.

Lancy’s Proposal

 * Issue:
 * -Weak elite, healing is too small
 * -Needs an aggressive buff to compete with Word of Healing
 * -Healing prayers lacks party healing (exceptions are Heal Party and Karei's Healing Circle...both of which are rarely used on a monk primary)


 * Suggestion:
 * -Makes the skill a pro-active method of healing the party
 * -See Deathly Swarm or Chain Lightning for notes
 * - - (Healing Prayers) - Elite Enchantment Spell. "Target ally is enchanted for 2 seconds. When Healing Light ends, that ally is healed for  Health and jumps to nearest injured ally, healing them for  Health. Healing Light can only jump  times."  Only one copy of this spell may be active at a time. 


 * --Lancy1214 23:47, 9 September 2008 (UTC)
 * --Falconeye 06:32, 26 March 2009 (UTC)

Pika Fan's Issue --Pika Fan 03:25, 23 September 2008 (UTC)

 * Issue:
 * -There are better red-bar elites such as Word of healing that are more energy efficient.


 * Suggeston:
 * -Make it a energy-efficient elite comparable to Zealous Benediction/Heal Other/Jamei's Gaze
 * - - Healing Prayers - Elite Spell. Heal target ally for  health. For each enchantment or hex on target ally, gain 1 energy (maximum  energy). --Pika Fan 03:25, 23 September 2008 (UTC)

Darth's Idea Darth The X 20:59, 3 December 2008 (UTC)

 * Issue
 * Doesn't heal for enough and gives too small of an energy amount. When compared with at 15 points Soothing Memories heals for the same, has a faster cast time, refunds the same amount of energy but requires an Item Spell instead of an Enchantment. Soothing Memories is not elite and out does this Elite Skill.


 * Suggestion
 * Change Functionality to . Heal target ally for . If target ally is under the effects of an Enchantment or Hex you gain  energy.

Justice's Idea

 * issue
 * A healing skill with energy management that costs more energy to setup then just using any other healing skill.


 * Suggestion
 * Elite Maintain Enchant
 * While you maintain this enchant on target other ally, that ally and you both gain health whenever they attack or use a skill.
 * While you maintain this enchant on target other ally, that ally and you both gain health whenever they attack or use a skill.
 * While you maintain this enchant on target other ally, that ally and you both gain health whenever they attack or use a skill.


 * Reason
 * Live Vicariously is a great idea of a skill that falls short, and most would agree that Vigorous Spirit is awesome. Combine them but keep it as a maintain enchant to prevent team wide spamming and preserve the idea of chosing the best possible target to assist keeping you and them alive. Cheap cost, quick cast and low recharge are to promote a more active role then just a typical maintain and forget. Change ally if one has broken off from party to do something else or has to carry a bundle item or just plain ran outa energy themselves to use skills!

--Justice 02:29, 12 January 2009 (UTC)

Another Idea

 * issue
 * Healing is too little, casting time undesireable when compared to other healing elite skills


 * suggestion
 * Heal target ally for 40...88...100. This spell has double the divine favor bonus, and if target ally is under a hex or enchantment, you gain 3 energy.

Jet 10:29, 14 January 2009 (UTC)Jet

Leeloof Esp's Idea

 * issue
 * Underpowered compared to other Monk Elites.


 * suggestion
 * Elite Spell. Heal target ally for Health. If your target has an Enchantment, both of you gain  Energy.
 * Elite Spell. Heal target ally for Health. If your target has an Enchantment, both of you gain  Energy.