Talk:Lion's Comfort

Why is this in Strength? Done25 19:13, 28 July 2007 (UTC)


 * Because it's a Strength skill. Read carefully. The tactics bit is an extra bonus. Backsword


 * An extra bonus? You get more out of tactics that you do strength! And yo uhave to be tacktic when useing this because it disables your signes. (Not sure why it does though.) Done25 21:11, 28 July 2007 (UTC)


 * It's in Strength here because that's where it appears in game. It's in strength in-game probably because the designers wanted Strength to have a self-heal.  Lion's comfort disables signets so that it can't be used effectively with the Healing Signet.--Drekmonger 21:15, 28 July 2007 (UTC)
 * A skill thats affected by 2 attributes is definately interesting to build around
 * I like this skill. Raptaz 13:47, 6 December 2007 (UTC)

Progression
As you can see, they don't even out until you have 18 in both attributes. I dont really know why anet made this skill so weird.... but yeah.. just updated the skill info to show both lines of progression. --Lou-Saydus 16:45, 19 December 2007 (UTC)
 * It's a strength skill and tactics increase healing more than strength does itself. epic mistake. Still the same conflict despite updates... 165.21.154.89 11:50, 15 February 2008 (UTC)
 * And what conflict would that be? that this is one of the dual attribute skills that the GW populace has been begging for? I think that this is a great skill personally. Kraken 14:46, 20 February 2008 (UTC)

Skill Change
Lion's Comfort: decreased adrenaline cost to 4 strikes; functionality changed to: "All of your signets are disabled for 12 seconds. You are healed for 50..110 Health, and gain 0..3 strike[s] of adrenaline."

Note: this skill has a 1 second recharge time so it doesnt gain the benefit of the adreanline bonus. Disscuss now!

Also moved the entries previously posted about the skill change here to more clear define the two discussions.

Dang, no more tactics effect 74.142.187.245 02:06, 7 March 2008 (UTC)


 * Yeah, initial impression - I like the older version better. Now I have 18 attribute points and nowhere useful to put them (since taking them out of Tactics). 72.178.66.184 02:08, 7 March 2008 (UTC) Lokharte
 * Lol, max out strength and your wep mastery. Justing6 05:36, 7 March 2008 (UTC)

Lolz, Free self heal plus a boiost of adrebaline, this is the likey! 90.208.74.130 10:24, 7 March 2008 (UTC)

This@13 + "FGJ!" + magehunter smash = 20 sec KD chain?62.212.134.212 14:34, 7 March 2008 (UTC)

They still really really really need to either cut the time signets are disabled in half or exclude Res Sig(and Sunspear Rebirth Sig) from being disabled IMO.
 * Nah, warriors having to use res sig means they failed their job, in pve anyways. It's a Heal Sig sized heal, no -40 armor, and it gives 2 adrenaline in typical str levels. 3, if you're offense-focused, which makes it really handy. --8765 07:56, 9 March 2008 (UTC)

Auron Bushi: Personally not to happy with this version. it diables all sigs including healing sig leaveing you w/o a primary heal. and this doesnt heal you for over 100 untill you break the 13 attribute point barrier. now extra drenaling is cool and all but remeber dead men deal no dmg. but i gues if you wanted to change this skills purpose to self heal to general support fine but then, it shouldnt have such a harsh negative effect on sigs. i believe mesmers and elementalist put forth a large amount of nrg to disables our signets we should be doing that job for them. So keep it as it is and reduce or remove the sig penalty or increase the healing. its already a strength skill no need to limit it effectiveness as a heal to prevent secondary class abuse by. at rank 12 strength this skill should do at least 120... 98, whats the heck is that? 11:39, 9 March 2008 (UTC) strike hard strike fast every strike first and last
 * Warriors were never suppose to be self-healers. Heal sig has -40 armor, Lion's has the disable & adrenaline cost. Some stances avoid damage, and Endure Pain just gives you a temporary boost. The defensive skills for wars come at some cost. Lion's is fine as is. --8765 00:30, 10 March 2008 (UTC)

Lion's Comfort as it's a STR skill goes very well with things like "I WILL SURVIVE!" or "IWAY!" You can get good survivability without the Tactics tree while maxing your DPS to the top. Strenght skills have a neat fast healing LC = 1 second rest are Shouts. Can't wait to get one. Beside ('bout HS) using a 2s cast heal while having -40 Armor? No thanks i don't even bother. If you'll concentrate on healing you will be useless and if you'll have to heal yourself 2 seconds with half armor - it's way too long, you'll be dead before you finish. This skill was a great gift all Warriors should thank ANet for.-- Alistair Cookie   21:12, 20 April 2008 (UTC)

If warriors arn't meant to be self-healers (which I agree with in a way), they should buff this skill to be more "offensive". 1/4 cast so the war spends less time casting and more time hitting stuff, or increase the strikes of adren gained. P A R A S I T I C 01:23, 2 June 2008 (UTC)

Lion's Comfort nerf (yes I said NERF)
This skill is now uber-lame, I used to spec into tactics just for the 200 point or so heal, but now this skill just sucks. You can gain plenty of adrenaline without this skill with skills like "FGJ!", Frenzy, "To The Limit!" and Enraging Charge. Imo, I loved the 200 point heal way better than the extra 3 strikes of adrenaline that I don't need. Also, wat if I want to run a Warrior's Endurance all-energy skills build? This doesn't help. Imo, this was a nerf, and along with the "Watch Yourself!" nerf, I have no reason to spec into tactics now.JORLZ36181 17:34, 13 June 2008 (UTC)
 * lol@ you saying this is nerfed. This skill has become way better now. Not only don't you have to spec anything in the useless tactics, you also gain adrenaline as well as a self heal. If I'd even WANT to take a selfheal on a war, which is almost never necesary unless you are sure that you have no healers, in which case you are either pathetic or a solo-er, I'd take this skill. Plus to get back at your point of taking other skills above this one; Why take 2 skills when you have the effect in just one, ofcourse FGJ and enraging charge > lions comfort in only adrenaline, but this can help you heal as well. Also you'd never have any reason to spec into tactics anyway (to get the pre-nerf boost) unless you are iway or something similar Heals


 * lol worst fail ever. Yeah there IS a point for the adrenaline gain -- how about being able to cast Lion's Comfort again sooner? Duh. And as for your saying there's no reason to spec into Tactics now, well, isn't that what Healing Signet is for? Hail and Kill! 18:31, 21 July 2009 (UTC)
 * Lion's comfort + For Great Justice = adrenaline engine.--Life Infusion &laquo;T&raquo; 21:08, 28 September 2010 (UTC)
 * ^-- agreed, this seems very useful in a FGJ+DS build for gaining adrenaline (or bringing it back up in case you happen to fail one of your DSes, like if the enemy dies while DS is "casting"), it can take stress off healers if they're being overworked, and it's good for overall survivability, especially on a skill bar that doesn't use signets. Donlik 06:06, 28 February 2011 (UTC)

possible skill combo?
How would this work in this combo:
 * Battle Rage(elite)+
 * 3 attacks (1.33 no boost), lions comfort, SY
 * adren = 6(3attacks) - 1(lions use) +3 (lions bonus) = 8adren


 * remember battle rage only works on attacks and not adrenalin points from other sources aka lions comfort.
 * With no attack speed boosts 3 attacks takes 3.99 seconds..yeah ok 4 seconds +1 sec for lions comfort =5second chain. Would need like r4 alleigence title for 5 second SY.--Justice 22:35, 10 September 2008 (UTC)
 * Its fine and all, but it is just so much easier to maintain SY! with Focused Anger on a paragon. Paragons also have other support skills such as TNTF! to help besides SY!, if you are going to devote a whole character to damage reduction. J  ustin  6  [[Image:User Justing6 Justing6 siggypic.png|19px]] 00:13, 21 October 2008 (UTC)
 * Since Never Rampage Alone has a long duration you could couple Battle Rage with that... might by handy if you don't have said Paragon. Ɲoɕʈɋɽɕɧ 00:25, 21 October 2008 (UTC)

Change It
12 second sig disable? thats useless in RA... Reduce it to 6 pl0x. With a constant need to heal yourself due to incompitent monks, and an ally dying every 10 seconds, it can be the line between fail or win.
 * Agreed. I've never used this skill in PVE because you have monks (plural) the majority of the time. I don't even have a rez on my bar most of the time in PVE. In RA though, rez is essential, and monks do need to be rezed sometimes since they usually get targeted first. They usually die before me, just because I'm going to be considered a secondary target, so I need to rez them fast, but if I'm tied up with conditions and hexes and LC is lit up, I know I can't use it while a fellow player is down. Often I rez a fellow player while I really need the heal first. Sometimes you can rez and still heal yourself, but it gets pretty dicey when you choose LC, a fellow player dies and you have to wait 12 seconds to use the rez and 3 seconds to use the signet, hoping you don't get interrupted. Please don't take this as a QQ rant, just asking that the duration of the signet being disabled be reduced, because during those seconds of waiting to rez a teammate, you can lose your chance to use it at all. Sardaukar 07:29, 15 May 2009 (UTC)

I've noticed quite a few times this skill was being activated while I was in the middle of using one of my own. At 1sec activation, I may have time to react, but don't always get to interrupt till my current action ends so it's become really annoying since the HP buff. This makes it really hard to shake off tank players when you try getting them past 50% most of the time till you can keep them crippled long enough for them not to charge it.

Disabling?
I have a couple of questions. Are your signets disabled if you are interrupted while using this skill? And does the time that your signets are disabled stack if you use this skill again before the disabling time expires?
 * Signets aren't disabled until completion, so they won't be disabled if this is interrupted or cancelled.
 * If you use it again before the disable expires, the 12-second count will be refreshed, not added onto the previous 12 seconds. [[Image:User_Raine_R.gif|19px]]  is for   Raine,   etc.  23:50, 21 April 2010 (UTC)
 * I know this is late, but if your signet is recharging (not recharging from disable) and you use this, no disabling effect takes place (noticed this while using dolyak - you can still perma dolyak with lion's comfort).114.77.108.48 10:28, 20 July 2010 (UTC)
 * Clarification: it won't increase the recharge by 12, but it will increase the recharge to 12. &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]] 0:01, 22 Jul 2010 (UTC)

Heroes AI
Heroes do not appear to utilize this skill for the adrenaline bonus, and in fact, I rarely (maybe never) see them use it for healing either. Redscull 16:38, 30 November 2010 (UTC)
 * Well with some more of my own testing and observation, I can confirm that heroes will use this skill for healing if the situation is dire (never to top off their health), but that scenario will never happen if you have reasonable healers in the group. And heroes definitely have no concept of the adrenaline bonus this skill provides. Redscull 15:33, 26 January 2011 (UTC)

Double Adrenaline?
Is it just me or does the Furious mod affect the adrenaline you gain from this skill? (77.170.168.235 18:06, 25 December 2010 (UTC))
 * From Furious:
 * "Furious is a weapon upgrade that grants a 2-10% chance that a successful completion of an attack, attack skill, or skill that grants adrenaline will yield twice as much adrenaline than it would otherwise give."


 * It does.-- User Oneshot O.JPG ne shot.   13:17, 1 January 2011.
 * Silly me! Thank you for clearing that up. Happy new year! :) 77.170.168.235 21:03, 1 January 2011 (UTC)