ArenaNet talk:Skill feedback/Monk/Life Sheath

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Drop recharge to 4 and keep cast time. Compare to ZB, Life Sheath is not as stable. Since you can't tell how much of those "damage absorbed" are used up. I think it deserve 1 second less recharge. Lightblade 08:02, 26 February 2008 (UTC)

It's a general prot against all damage types, which was a problem we had with SoD. Life Sheath could be worse if it was viable because it stacks with other damage prevention prots really well. --TimeToGetIntense 12:25, 26 February 2008 (UTC)
Yeah but SoD blocks the actually stops damage with its block rate. How much damage does the average spike do these days? Somewhere between 600 to 900 health. Life Sheath stops only about 120 of it. Life Sheath is great utility for pressure but its not going to stop a good spike without other prots. Antiarchangel 17:49, 26 February 2008 (UTC)
It'll slow down the spike enough to bury the target in prots. --TimeToGetIntense 22:14, 26 February 2008 (UTC)
But more prots equals more energy and less bar compression, only thing this would have over SoD against spike is a better recharge. Antiarchangel 22:42, 26 February 2008 (UTC)
The proposed change would not make this elite overpowered. During a spike this would be somewhat similar to Reversal of Fortune (non elite) where it negates a heavy blow and heal the target by the amount of damage the target would have taken. For example, an attack that would have been 50 damage, rof totally negates 50 damage and heals the target by 50, which adds up to 100. You may argue that if the damage is weak then rof has a weaker effect, however, during a spike hits are hard. --Shadetz X 11:56, 27 February 2008 (UTC)

Make it affect all party members within earshot, reduce damage prevented to 15...83...100, increase recharge to 15, decrease duration to 5...11...12, increase energy cost to 10? Antipressure win? -- Armond WarbladeUser Armond sig image.png 23:57, 26 February 2008 (UTC)

1/4cast is just what this skill needs , the lower recharge is also viable , 5sec would make it a good way to counter IV spike i think 189.70.185.150 23:58, 26 February 2008 (UTC)

Double Divine Favour on this would be nice for a little extra heal, it doesn't really match up to some of the other eiltes and as far as protection goes it doesn't match up for spike catching to Spirit Bond of Prot Spirit. Ajax Baby Eater 07:56, 27 February 2008 (UTC)

Most prot elites either fail/useless. This one really isn't that bad in comparison to most. --Readem 12:04, 27 February 2008 (UTC)

Ajax, stop and think before you post. You suggested "make this protection elite heal more". Also this skill isn't good for the game. It's too easy to use, basically. It stops any kind of offense cold, giving you time to heal or prot more and for your ally to kite. --TimeToGetIntense 13:28, 27 February 2008 (UTC)
About this thinking malarky, well perhaps I did, there are already Protection Prayers spell which heal whilst mitigating damage, this is exactly what Reversal Of Fortune and Spirit Bond do. Just read through the Protection Prayers spells and see how many have the word heal followed by how much for next to it, lots. Don't just post up OMG Prot don't Heal!! Of course it does, just less so than Healing Prayers Ajax Baby Eater 02:17, 23 March 2008 (UTC)

I like Armond's suggestion above. All changes in the direction of "more heal", "less recharge", "less casting time", are bad. This is a easy to use "fire and forget" skill: A bar goes down, cast this. No need to think about the source of damage, no need to differentiate between pressure and spike, no need to worry about anything. Such easy to use skills should not be powerful.

Making Armond's changes would make this into a protection counterpart of LoD/HP, yet only useful if you anticipate partywide damage (harder than healing up with LoD afterwards). --Xeeron 14:01, 27 February 2008 (UTC)

Yep like Armond change better, gonna change my suggestion. Antiarchangel 02:04, 28 February 2008 (UTC)
I dunno, on second thought those numbers might be a bit high. Perhaps damage reduced to 15...63...75 or 15...43...50 and duration to 1...7...9? Gotta remember those enchanting mods. I could be convinced to go for 1...8...10 duration, or some such, though...
The thing is, this elite will have to contend with the same problem Divert Hexes has - it has to be useful if you run into unideal conditions. If we change this so it's the ultimate in defense against a pressure team, no one will run it because it'll be horribad against everything else (and you're going to run into things other than thumpressure, etc - that's the way the game goes). -- Armond WarbladeUser Armond sig image.png 07:58, 28 February 2008 (UTC)
negate only 75? One miserable warrior does that in two default blows. You have false approach to the problem. You need to think of what could make this skill a viable alternative to other heal/prot/df skills. Take current prot monk meta with RC/SoD. RC is doing 200 against teams with some conditions, and against traps: 300. It's amazing on spikes, need I say why and how? There is no room for a 'fire and forget' skill like that, non-elite competition is more that adequate - aegis chains, DAs. Active prots are amazingly powerful - SB will always win, no matter how much power you will pump into that elite skill at it's current functionality. Guardian will defelect pressure away like that skill, SoA also. Fraknly, i can't think of good change to the skill that won't turn into ultra-imballanced. I've went trough many ideas in my head, like: party wide regen; Weapon of Remedy kind of a spell that get several consecutive hits+conditions - like spirit bond, but with condition remove and healing below 60 damage. But both will be totally imba. If turn into party wide regen - it will stack with mending refrain for INSANE anti pressure capabilities, that will crash a.net servers. If made into weapon of remedy type of spell, that will prove to be waaaay too much functional and will leave RC and others to bite the dust. Like, you free yourself from the need of additional self/target_ally condition remove. Which will open the doors to flexibility on split. Well, in conclusion, there are many skills that are in the wrong place/game, it's obvious that those Chapters added more damage to the game than good. Dozens and dozens of skills just don't belong to this game, skills that sit on the two extremes - the completly unusable extreme and totally overpowered extreme. Like, i really, don't see what change would make me bring life sheath into gvg battle, unless it's crazy overpowered... It will take totally fundamental skill change, a change that to fill a hypothetical gap left into Prophecies in order to logically embed it in the system and make it proper. And even then, it might produce undesirable results in combo with some random NF or Factions things. I'd say, just leave it as it is like that, doing nothing. If izzy goes on the epic quest of integrating all skills, we'll end up with different game, and probably will have to pay additional fees :D User:dragNdrop her 19:22, 27 March 2008 (GMT2)
Reduce casting time a bit, increase recharge. Eth 12:06, 7 August 2008 (UTC)
What if this skill soaked up 300...460...500 damage to each party member within earshot? Not like each individual party member absorbs that much damage, but the total absorbed is that much. Suppose, for example, two warriors wail on two different targets. If each target takes 250 damage, the spell breaks for everyone affected.
Recharge or casting time would have to be reconsidered, though, as that's about as anti-spike as it gets... Unless there were a max of, say, 10...34...40 damage absorbed per second.
-- Armond WarbladeUser Armond sig image.png 12:45, 7 August 2008 (UTC)

Stacking with Protective Spirit

Are you aware that the old Life Sheath stacked with every prot very very badly? For example, if you had 480 max health, were under prot spirit and life sheath and got hit for 60, 60 points would be removed from life sheath's total, not 48. Misery 15:00, 12 December 2008 (UTC)

No, they are obviously not. Unless they put "sheath+prot spirit was good" there twice as a subtle hint that they're being sarcastic, and in reality apreciate the change for the huge buff it was. :) And do we have "bar compression" linkable somewhere, so I can hit Wandering Traveler over the head with it? Please? 134.130.183.83 03:17, 24 December 2008 (UTC)

The old life sheath was terrible

This is better. Don't ask for a revert. --The preceding unsigned comment was added by User:Misery (talk). 13:56, 5 January 2009 (UTC)

Idea From the Name

This would make it a complete waste of a skill slot against any team which doesn't use life stealing. -- User Gordon Ecker sig.png Gordon Ecker (talk) 01:41, 13 July 2009 (UTC)