ArenaNet:Skill feedback/Monk/Healing Hands

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Healing Hands Healing Hands

Contents

[edit] Pluto's Issue -- 10:57, 5 March 2008 (UTC)

Discussion

Issue
Could function as a pretty powerful, elite (pseudo) small-prot, but the recharge is really terrible.
Suggestion
5/.25/12: For 8 seconds, whenever target ally takes damage, that ally is healed for 5...29...35 health.

[edit] Lucifer's Issue -- 15:05, 24 March 2008 (UTC)

Discussion

Issue
Recharge is terrible, can get better effects out of Shielding Hands in a better attribute line for this skill. EDIT:This skill has been unused because of it's LAME status since the end of prophecies. It has had no significant buffs or rebalances since then. I hear you are rebalancing some of the unused skills - why not this? It's high time.
Suggestion
5/.25/15: For 5...8...10 seconds, whenever target ally takes damage, that ally and all nearby allies are healed for 5...29...35 health. When this ally has taken 25...145...175 damage, Healing Hands ends.

[edit] Misery's Issue -- 09:41, 15 April 2008 (UTC)

Discussion

Issue
This skill is essentially an elite version of Spirit Bond which is gimped by long recharge and low healing. Needs to be brought in line with prot to act in a similar manner as ZB for prot bars.
Suggestion
  1. Make it behave more like Spirit Bond with a very short recharge, reasonably high cost and only be good for the next x attacks. Something like 10e, 2r, 1/4c Heals for 60 over next 5 attacks at reasonable spec.
  2. Make it low recharge and high cost, with a condition similar to ZB, i.e similar to above, but weaker, with if the target was enchanted, you gain back 5 energy.
  3. Make it identical to Spirit Bond, except cost 5 energy with a slightly longer recharge.

[edit] Could have been a great way for healing prayers to have a "protection" skill

Issue
Recharge time makes this skill useless. It wouldn't hurt the metagame for healing prayers to have a "protection" skill as protection prayers has a "healing" skill.
Suggestion
Reduce recharge to 8 seconds, change description to "The next 10 times that ally takes damage, that ally is healed for 5...29...37 health". This means that farmers cannot maintain it indefinitely but it is actually useful for anything else.
Suggestion 2
Reduce recharge to 15 seconds, reduce duration to 8 seconds. Change description to "Whenever any team member takes damage, that character is healed for 8...20...24


[edit] Lancy’s Proposal

Issue
-Functionality makes this skill seem like it would be more fitted for Protection Prayers
-Reharge time is abysmal
-Weak values
Suggestion
  • Healing Hands Healing Hands - 5Image:Tango-energy.png, 1/4Image:Tango-activation-darker.png, 4Image:Tango-recharge-darker.png - (Healing Prayers) - Elite Enchantment Spell. For 10 seconds, target ally gains +1...9...11 health regeneration. For every 2 seconds this enchantment was active, that ally is healed an additional 5...29...35 health." --Lancy1214 23:30, 9 September 2008 (UTC)

[edit] Pika Fan's Issue --Pika Fan 04:13, 23 September 2008 (UTC)

Issue
-Inferior to Healing Seed save for spike catching capabilities.
Suggestion
-Make healing hands into an interesting elite that works a bit like Reversal of Fortune and the like, which is the whole point of this spell-to behave like a protection spell but in-line with healing prayers.
  • Healing Hands Healing Hands - 5Image:Tango-energy.png, 1/4Image:Tango-activation-darker.png, 5Image:Tango-recharge-darker.png - Healing Prayers - Elite Enchantment Spell. For 8 seconds, target ally gains +1...3...4 health regeneration. The next time target ally takes damage, target ally and all adjacent allies are healed for 5...105...130 health and Healing Hands ends prematurely. --Pika Fan 03:25, 23 September 2008 (UTC)
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