ArenaNet:Skill feedback/Monk/Release Enchantments

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Release Enchantments Release Enchantments

Frvwfr2's Issue -- 03:04, 13 May 2008 (UTC)

Discussion

Issue
Costly - To get same heal as heal party, takes at LEAST 20e, along w/ losing all prots
Suggestion
Return 2 or 3 energy per lost enchant, and/or raise the heal amount by about 50%. It is just not worth it, a meh party heal, but it takes you ~10s to set up, and a ton of nrg.
Issue
Not comparable with other party heals too costly.
Suggestion
Make one part of the party heal unconditional: Lose all enchantments. Each party member is healed for 5...29 Health and + 5...29 Health for each Monk enchantment lost.

Easy to fix

Issue
Anet is stupid about fixing this. The healing is crap and the preparation time unacceptable.
Suggestion
5e 1/4s 1r "Lose all Monk Enchantments. For each one lost, 2 allies within earshot are healed for 30...102...120 health.

Another Possibility 14:56, 3 November 2008 (UTC)

Issue
It's basically CoP for your party but without the advantages. Healing 30hp p.p. aint good if u need to use enchantments first. In its best form it would take a few seconds preparation and a lot of energy for a not-so-good heal. It's just not worth the effort!
Suggestion
1. Release Enchantments Release Enchantments. 5 Energy 1 Activation time 5 Recharge time; Spell. Lose all enchantments. Each party member is healed for 5...29...35 Health for each enchantment lost this way.
2. Release Enchantments Release Enchantments. 15 Energy 2 Activation time 5 Recharge time; Spell. Lose all enchantments. Each party member is healed for 5...29...35, lose one hex, and lose one condition (maximum 1...3...3 hexes and conditions). Health for each monk enchantment lost this way.
3. Release Enchantments Release Enchantments. 10 Energy 1 Activation time 10 Recharge time; Enchantment Spell. Whenever you cast an enchantment spell on an ally, that ally is healed for 15...63...75 health.
4. Release Enchantments Release Enchantments. 5 Energy 1/4 Activation time 5 Recharge time; Spell. Lose all enchantments. You gain 1...4...5 energy for each enchantment lost this way.
Reasoning
1. Making it heal for any enchantment and not just monk only enchantments could give this skill an edge in teams that have many enchantments such as with an orders necro.
2. It's basically a party wide Contemplation of Purity. Perhaps (or I should say probably) overpowered, but it is something a lot of people have been waiting for. It is prety costly but it may be effective versus those Hex-way teams.
3. It's basically Divine Boon but for enchantment spells only. The initial energy cost and casting times are a bit higher, but this one doesn't cause you to lose energy on every cast, making this a useful skill - although overpowered. More importantly, this may actually cause boon/prots to reappear.
4. Basically some dervish-like e-management. It's probably redundant, but the use will be better than it is now.

Bathory's Issue 02:32, 5 April 2009 (UTC)

Comments & Suggestions Here, Please

Issue
Weak effect with a costly condition. By giving it a small, conditional heal would allow a healer to take advantage of it's small recharge and cost, but would only be worth taking the place of other party-heals if they had a lot of self-enchantments.
Suggestions

5 Energy1 Activation time5 Recharge time

Spell. Lose all Enchantments. Your party is healed for 5...29...35 and an additional 5...29...35 for each Enchantment lost.

Karew's Suggestion, 26 May 2009

Issue
Release Enchantments should function more like Contemplation of Purity. Considering all the effects Contemplation has per enchantment, Release should do more.
Suggestion

5 Energy¼ Activation time10 Recharge time Skill. Lose all enchantments. For each enchantment you lost, party members in earshot are healed for 15...51...60.