ArenaNet:Skill feedback/Monk/Mark of Protection
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[edit] Mashav's Issue -- 01:01, 26 February 2008 (UTC)
- Issue
- Long recharge, slow cast, disables protection prayers
- Suggestion
- 10 Energy, 1/4 Activation, 15-20 second Recharge
Elite Skill: For 1-2-3 seconds, whenever target other ally would take damage, that ally is healed for that amount instead, maximum 6...49...60.
This might allow for more use in both pvp and pve. with it allowing you to effectively stop spikes, this would be a great anti spike in pvp and in case of catastrophic "tank" falure in pve would allow the monks an additional 2-3 seconds to try and save them. with this being a skill and not a enchantment it would work well against spikes and would not be able to be arcane echoed ,extended with + enchant mods or half recharged by items. by making the 3 second duration at 15 or 16 prot prayers it would give it drawback to take in pvp for an aditional second. if more balancing is needed adding a disable of prot prayers for the same amount of time as its duration could be added.
This skill has been a skill we haven't updated because when used it's really hard to know whats going on, without knowing what enchantments on are someone it's really had to know whats stopping them, this used to be a lot better back in the day, but we moved away from it because we found it was really hard to react to it and when this skill was strong it was frustrating to fight against. Izzy @-'---- 21:02, 28 February 2008 (UTC)
[edit] Life Infusion Issue
- Issue
- skill is unusable since it disables any use of prot and a monk without prot is pretty bad
- it heals, and prot really shouldn't heal
- Suggestion
- bring down recharge and duration and then make the skill antispike by giving it a fixed number of reductions
e.g.: "For 5...9...10 seconds, for the next 10 times target ally would take more than 30 [5% of 600HP ala Protective Bond] damage that damage is reduced by 6...49...60 (5 energy, 3/4 cast, 8 recharge)." The 30 damage is so that wanding and small packets like Ignite Arrows don't count (the major weakness of Reversal of Fortune). Dagger autoattacks still go through and sinspike is mitigated since Dagger attack skills tend to surpass 30 damage.
[edit] Misery's Issue -- 08:47, 16 April 2008 (UTC)
- Issue
- As outlined above. Essentially an elite version of Reversal of Fortune combined with Spirit Bond
- Suggestion
- Take out the Healing Hands/Spirit Bond nature of this skill to allow it to be buffed to a point where it is useful without being overpowered
- Turn it into a combination Patient Spirit/Reversal of Fortune. "Target ally is enchanted with Mark of Protection for 6 seconds. If that ally takes damage, this enchantment ends. End effect: Heals for 30...102..130" with 5e, 3r, 1/4 cast. Essentially a more reliable version of RoF/Patient. No damage reduction but predictable size of heal, also heals even if they take no damage. Will trigger if they take damage to prevent deaths before healing tiggers. Would make it a combination spike catch/pressure management skill, potentially overpowered, numbers may have to be tweaked.
- Compare it to Weapon of Remedy for ritualists. Ritualists are good at removing conditions, so perhaps make this a hex version such as "Next time target ally is struck they are healed for 20...50...80 health and lose one hex" 5e, 6r, 1/4 cast.
- Further to above, turn it into an elite version of Holy Veil/Hex Breaker, "For 20 seconds the next time target ally becomes the target of a Hex, they are healed for 20...50...80 health and that hex fails" 10e, 10r, 3/4 cast.
[edit] Kite's Issue
- Issue
- The skill has too long of a recharge to be remotely useful in most builds. In fact, I've never seen it used by anything but NPC's.
- Suggestion
- 5(or 10) Energy, 1/2s casting time, 12 second recharge -- "Elite Enchantment Spell. The next 0...4...5 times target ally would take damage in the next 5...17...20 seconds, that ally is healed for that amount instead."
[edit] Gordon Ecker's Issue 06:10, 12 May 2008 (UTC)
- Issue
- Basically an inferior version of Healing Hands and Spirit Bond.
- Suggestion
- Turn it into a full party elite Heal Party / Reversal of Fortune hybrid, remove the disabling of other skills, adjust cost, activation time and recharge time as appropriate.
[edit] Lyssan's Issue
- Issue
- Too long recharge and disables prot skills. Any good monk has to use prot skills and disabling them doesn't help at all (as said above), and a 45 second recharge is just too long for it to be an often-used skill that people can use effectively.
- Suggestion
- Change to 20 second recharge, doesn't disable protection prayers spells. -- "Elite Enchantment Spell. For the next 10 seconds, whenever target ally would take damage, that ally is healed for that amount instead, maximum 15...42...49."
[edit] Proposal
- Issue
- -Seems kind of like it would work nicely as an anti-spike move but just doesn't quite fit the hype of that considering it's recharge time and disabling effect
- -Healing in a protection line...blargh!
Suggestion
Mark of Protection - 5
, 1/4
, 10
- (Protection Prayers) "For 1...8...10 seconds, target ally gains 2...25...31 armor and reduces incoming damage by -1...12...15."--Lancy1214 21:25, 9 September 2008 (UTC)

