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=Protection Prayers=

Elite Enchantment spell ( seconds). Target ally cannot take damage from attacks and spells.


 * Pvp version Elite Enchantment spell ( second[s]). Target ally cannot take damage from attacks and spells.

Elite Enchantment spell (3 seconds). Heals target ally for. Target ally gains % more health when healed. Damage target ally takes is reduced by %.

Elite Spell. Removes hexes from target ally. Removal effect: heals for for each hex removed.

Spell. Removes two conditions from target ally. Removal effect: heals for for each condition removed. Recharges 50% faster if burning condition was removed.

Enchantment spell ( seconds). Target ally has 50% chance to block.

Elite Enchantment Spell ( seconds). Target ally cannot lose more than 5% maximum health when taking damage. Damage taken is reduced by.


 * Pvp version Elite Enchantment spell ( seconds). Target ally cannot lose more than 10% maximum health when taking damage. Damage taken is reduced by.

Spell. Removes a condition from target ally. Removal effect: heals for.

Spell. Removes a condition from target ally. Removal effect: heals target for.

Enchantment spell ( seconds). Target ally cannot take damage from attacks.


 * Pvp version Enchantment spell ( second[s]). Target ally cannot take damage from attacks.

Enchantment spell ( seconds). Target ally has 75% chance to block.

Enchantment Spell (8 seconds). Target ally cannot lose more than 5% maximum health when taking damage.

Signet. Removes a condition and a hex from target ally. Heals for.


 * Pvp version Signet. Removes a condition and a hex from target ally. Heals for.

Enchantment spell ( seconds). Conditions expire % faster on target ally. Initial effect: removes a condition.


 * Pvp version Enchantment spell ( seconds). Conditions expire % faster on target ally. Initial effect: removes a condition.

Spell. Resurrects target party member at % health and % energy. Teleports target to your location.

Elite Spell. Removes all conditions from target ally. Removal effect: heals for for each condition removed.

Enchantment spell ( seconds). The next hex cast on target ally fails. Initial effect: removes a hex.

Enchantment spell (8 seconds). Target ally has 50% chance to block and + armor.

Elite Enchantment spell ( seconds). Target ally has 75% chance to block and + armor.

Elite Enchantment spell ( seconds). Target ally gains + health regeneration. Reduces incoming damage and life steal by.

Summary
I primarily chose skills that are underpowered and underused with this suggestion and i feel could be rebalanced for play again. With these skills i mainly aimed at damage reduction and healing.


 * With Amity i tried to retain it's function in a similar as it does now so instead of preventing attacks the target ally now does not receive damage from attack and spells but they still hit and their effects are triggered (like conditions, interrupts and enchantment removal).
 * Aura of Faith is a good skill but it gives you the feeling it is missing something, being that the spell cannot fully benefit it's own effect so i added a small healing to it. I kept the number of the healing small because it is affected by it's own healing buff like divine favor and at rank 15 without divine favor it heals for 70.
 * With Mark of Protection i looked at the name Protection for it's function. Since all protection prayer spells with that name reduce damage at a cap of maximum health i gave it the same effect. It reduces the damage to a cap of 10% like Protective Spirit with an added damage reduction.
 * Pacifism being the non-elite of Amity receive the same functionality but only affecting attacks and not spells.
 * Protective Bond no longer is an upkeep enchantment but a normal one now. It still reduces damage at a cap of 5% but is capped at a number of times it can reduce damage and cannot be maintained on a target indefinitly.
 * Purge Signet still has it's function of removing a condition and a hex but i limited them both to only 1. I also added a small heal to it.
 * Rebirth has been used alot but since the new function of Unyielding Aura has been seeing less and less play so i changed it's function a bit making it more playable. I increased the health and energy trough scaling and gave it a recharge of 10 seconds. Instead of draining all your energy it now like the target disables your skills instead. This change should give Rebirth better playability and hopefully see more play again.
 * Shield of Regeneration was basicly the only real healing skill in the protection prayers attribute when GW came out. Being outplayed in that function by Zealous Benediction and Word of Healing and Unyielding Aura hybrids it sees no play anymore whatsoever. Altough it's function is actually quite good it is the cost and recharge the prevents it's usage so i seriously reduced it's cost and increased it's recharge to 10 to balance it out.

Well these are the skills that i feel need some attention altough i know some of these needs a Pvp version, but i'll leave that for the discussion page. Damysticreaper 02:06, 9 January 2011 (UTC)