ArenaNet:Skill feedback/Monk/Divine Boon

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Divine Boon Divine Boon

-- A. von Rin's Issue -- 01:29, 26 February 2008 (UTC)

Discussion

Issue
This skill was killed by nerfs. Maybe the mechanic of the skill could be changed to make it usuable again, without becoming imbalanced?

My suggestion is to give the skill a comparable mechanic like Smiter's Boon.

Suggestion
Remove the -1 Energy Deg. and change it to "Enchantment Spell. For 60 seconds, your Monk Spells have double the Divine Favor bonus. Whenever you cast a Monk Spell that targets an ally, you lose 2 Energy."

The thing that was scary about this is it destroyed healing, why run healing when you can run Divine boon + prot, overall I think the skill is bad when it's in play so it's gonna remain pretty nerfed until it gets reworked. Izzy @-'---- 02:24, 28 February 2008 (UTC)

Edit to my suggestion: I forgot to add an increasement of recharge to 20-30 seconds. With all these changes the skill would be easier to deal with (strip the enchantment and the monk has much lower healing) and you shouldn't forget that since this was nerfed to death, the game changed a lot. Healing became much better, Zealous Benediction gave Prots a really good healing spell, the ench. removes were buffed and as prot not bringing RC (because you need an energy management skill - which also were nerfed!) isn't the best idea imho. I don't think this would have a big impact on the meta, but it would be usuable again (not really good). I hope you change your opinion about this one... ^^ A. von Rin 03:28, 28 February 2008 (UTC)

The reason people ran this was because they could rely on energy management outside of Monk primary to keep up the insane cost. With the energy management skills being nerfed, nerfing Divine Boon was a bit overkill. Maybe a rework of the skill instead of just losing it. Moush 21:23, 27 March 2008 (UTC)

Solution

Issue
Divine Boon is quite....useless due to over-nerfing.
Solution
Change Divine Boon to this:

For 60 seconds, your non-enchantment Monk spells have double the divine favor bonus. Fixing this skill is that simple. Why hasn't anyone thought of this?

Alternate Solution

For 60 seconds, your Monk spells have double the divine favor bonus. Whenever you use an Enchantment it takes an additional 6...4...3 seconds to recharge.

Agreed

Should of signed your comment but I do agree with it. Make it the smiters boon of non enchantment skills and you could be onto a winner. It would boost SOME healing prayer spells, and SOME protection spells but not too many since it has no effect on enchantments. Low on Izzy's list at the moment i'm sure but a good suggestion if you ever re-read this talk page izzy :D -Madda--86.13.248.50 22:51, 11 July 2008 (UTC)

Madda post your comments into the discussion and not on suggestion pages... That sucks! A. von Rin 11:45, 14 July 2008 (UTC)
Edit
Don't want this to become the next smiter's boon. Could be used with smite condition/smite hex.
Solution
For 60 seconds, your non-Smiting, non enchantment monk spells have double divine favor bonus.

The problem of this skill

Issue
Like all people, this skill is nerfed into extinction
  • At first divine boon gave a health bonus of the level of orison of healing on each spell (if I'm correct) for 2 energy and another 1 energy every 3 seconds. Although it was expensive, it actually is prety energy efficient and more importantly it's very efficient attribute wise.
  • The skill got nerfed to give a healing bonus of roughtly 10hp less making it much less efficient. On top of that the recharge got increased, the elite skills being used for e-management got nerfed and most importantly better elites got introduced.
Obviously this skill is being used for its ease of use and its efficiency, however due to the lack of good e-management and the reduction of the healing it's not being used anymore. Because of this, this skill will likely not return if it would be restored in its former glory, however, we don't want the same lame builds like the past and we don't want builds like the smiters boon builds.
Solution
I shall give several solutions I think are OK to use:
  • 5Energy, -1Upkeep, 0.25¼Activation time, 10Recharge time. Enchantment Spell. While maintaining this enchantment all monk spells cost 1 less energy to cast.
  • 10Energy, -1Upkeep, 0.25¼Activation time, 20Recharge time. Enchantment Spell. The next 1..5 spells heal for an additional 10..70hp.
  • 5Energy, -1Upkeep, 0.25¼Activation time, 10Recharge time. Enchantment Spell. Divine favor bonus is being doubled for each spell. Ends when casting a spell on yourself.
  • 5Energy, 1Activation time, 5Recharge time. Heal target ally for 5..40. If that ally is enchanted, heal target ally for another 5..40.
Well I can probably go on like that, but I think these are reasonable changes.
Resoning
I'll look at them from the top to the bottom.
  • It will be just like Healer's Covenant but then this is non elite, gives a lower energy advantage, doesn't give healing disadvantage and most importantly it applies to all monk spells. It may seem a bit powerfull, but I think that reducing cost by 1 and giving it a maintain cost of -1 regeneration forces people to use spells every 3 seconds to get even. In fact it will only give energy in certain cases. Perhaps not the best way of improving, but I think it will allow a use for niche builds.
  • It is like the old Healer's Boon, it has a maintain cost and it only affects a certain ammount of spells after which it has to be recast. In it's current form it will basically cost 5 energy excluding regeneration instead of 5*2 energy for the current case. The idea is to make up for it by increasing its initial casting cost and increasing its recharge. It will be very unlikely that people only have to cast 5 spells in 20 seconds, but it can help when the opponent pressures a lot within a certain time frame or when a spike is being expected.
  • The doubled divine favor idea was sugested already and basically that was what smiters boon did. It might be too much, but not being allowed to cast spells on yourself may be enough to counter the usage for most of PvP. The second problem may become people using both smiters boon and this in PvE to get tripple or quadruple (depending on how the mechanics work) divine favor per cast. Still I think it may be worth mentioning.
  • Well, I thought let's make a refreshing skill...We don't have many heals in divine favor so perhaps a conditional skill may be okay. It's a fairly easy realisable condition, but the reward isn't that great either. Either way it may give people some new ideas without keeping at the *add a boost per cast at the cost of energy* idea.

My 2 cents 62.194.247.7 23:35, 19 September 2008 (UTC)

How about this:

  • 5Energy, -1Upkeep, 0.25¼Activation time, 10Recharge time. Enchantment Spell. While maintaining this enchantment all monk spells cost 20% less energy to cast.
Like this, it would be barely usefull for 5e skills, but much better for more expensive ones. This would perhaps encourage some less used, more expensive skills? Blessed light? Perhaps add a "while maintaining this enchantment, your divine favour attribute is increased by X" clause to it, to make it worth the upkeep?82.149.1.199 15:04, 14 February 2009 (UTC)

Impaled's Issue - 17:00, 7 February 2009 (UTC)

Issue
It's pretty dead, but it is a very touchy skill to buff considering Smiter's Boon etc... But here's a suggestion just for fun.
Suggestion

10 Energy¼ Activation time20 Recharge time Enchantment Spell. (30 seconds.) Whenever you cast a Monk spell on an ally, that ally is healed for 0...38...48. Heal cost: you lose 1 Energy.

...turning it into a mix of old Smiter's Boon and Zealot's Fire.