ArenaNet talk:Skill feedback/Monk/resolved Protection Prayers

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Aegis

TimeToGetIntense's Discussion

I'd like to point out that's not a real suggestion. As it is, its normally interrupted on monks. --Angelic Loki 09:45, 14 April 2008 (UTC)
Most GvG Monks use it. So what's your point? --TimeToGetIntense 22:17, 17 April 2008 (UTC)
Good teams interrupt it or use mirror of disenchantment. Bad ones get blocked for 10 seconds. --The preceding unsigned comment was added by User:72.71.220.142 (talk).

PT's Discussion

He's going to change it back on May 1st. -- Gordon Ecker 00:13, 19 April 2008 (UTC)

Yes, and that's my issue. 71.59.231.50 01:22, 27 April 2008 (UTC)
You're not PT, this is a discussion on PT's issue, not yours. -- Gordon Ecker 02:26, 27 April 2008 (UTC)


moved from User:Isaiah Cartwright/Monk/Aegis

IMHO: 10ene - earshot, 15ene - all party members (and bring back E/Mo, Mo/E flaggers :p).. I prefer party members. Anyway this change is only for 2 weeks..Klotek 13:10, 22 April 2008 (UTC)


moved from User:Isaiah Cartwright/Monk/Aegis
The skill was temporarily nerfed, dont post a suggestion on a non-permanent change. --Angelic Loki 01:01, 2 May 2008 (UTC)

It's permanent now...should be changed back to compass range if it's going to cost 15e. 76.89.81.150 23:11, 23 May 2008 (UTC)

True, there are better ways to nerf Aegis other than raising energy cost. I like the idea that Aegis can be used as an emergency buff for your team during sensitive moments, so maybe the solution would simply be to make the recharge twice as long. --Eyekwah 13:49, 3 June 2008 (UTC)

That would be dumb. That would never be used, unless you cut it to 5e... ~~ User:Frvwfr2 frvwfr2 (talk · contributions) 14:57, 4 June 2008 (UTC)
Change the range back to infinite in PvE please now :( or nerf the range of heal party. 74.229.66.241 00:09, 12 September 2008 (UTC)

Guardian

Armond's Discussion

Umm easiest d-shot or magebane ever!? increase recharge, lower cast then 24.141.45.72 00:27, 20 February 2008 (UTC)

No, see, it's already overpowered, it needs a nerf, not a rebalance. Even with 5s recharge it'd be pretty damn good. -- Armond WarbladeUser Armond sig image.png 00:28, 20 February 2008 (UTC)

5sec recharge is way too much , this is the only skill that allows monks to protect themselves against physical attackers , nerfing this would just make monks getting totally owned by any sin/war/derv/ranger , if this gets into 5sec recharge make it at least 3/4cast time , this with 1sec cast time is already easy to interrupt 189.70.157.91 00:53, 20 February 2008 (UTC)

...Um, because they can't still maintain it on themselves? Along with kiting in wards, blindbots, prekiting, and so forth? I'll agree this would be a far bigger nerf for RA than for GvG, but... -- Armond WarbladeUser Armond sig image.png 01:07, 20 February 2008 (UTC)
Lone monks in RA do rely heavily on this skill, a nerf that stops a monk being able to maintain this on themselves suddenly make RA, and perhaps TA, monking far more difficult as they're just melee fodder. The 1s casting time does make this skill interuptable so it doesn't make a monk maintaining it on themselves invicible, just gives them a chance to not get ripped to shreds by pesky Sins. Ajax Baby Eater 08:17, 20 February 2008 (UTC)
This skill is great. It promotes interrupts over pure damage on Warrior skillbars. --TimeToGetIntense 09:12, 20 February 2008 (UTC)
Are you guys kidding me? Monks can still maintain this with a 5s recharge. Balancing the game based on RA is folly. This doesn't promote interrupts over pure damage on warrior skill bars; it promotes rangers camping monks in an attempt to get this out of the way so the warriors can actually hit something. Have you considered the possibility that it's been left at 1s cast because it's so powerful? With Reversal of Fortune now reduced to Diversion fodder, this is by far the best monk skill in the game. I would consider making it possible to damage a monk a plus, given my recent experiences in small arenas. -- Armond WarbladeUser Armond sig image.png 09:19, 20 February 2008 (UTC)
I'm not suggesting we balance this based purely on RA, all I am suggesting is that all areas are given consideration when changes on suggested. No skill should be balanced based purely on experience from one area of the game whether that be GvG, RA, HA or PvE. Ajax Baby Eater 20:32, 20 February 2008 (UTC)

sorry but nerfing a skill that is vital to EVERY SINGLE PvP just coz it's "a problem in GvG" is not something that should be done , your just telling that this needs to be nerfed coz it has also wards and blindbots IN GvG , something that there hasn't all time on RA , TA , HA , HB , AB , this is a crucial skill to monks on those PvPs , nerfing it would be a huge problem to all kinds of pvp 189.70.170.208 00:01, 21 February 2008 (UTC)

Balancing the game around any of those areas you mentioned with the exception of HA is folly. They are simply not important enough to the game to be worth the time and effort, along with the disregard for the more important areas. In HA, there are still wards and blindbots. Additionally, the skill would still be maintainable even with 5s recharge, so your precious monks would be safe. (In fact, it would be maintainable at 7s recharge with an enchantment wrapping...) -- Armond WarbladeUser Armond sig image.png 03:48, 21 February 2008 (UTC)
Ever since this skill was buffed I have never had a problem with it and I mostly play Warrior. It always felt like such a fair skill compared with some crap I've had to endure in the past. --TimeToGetIntense 13:40, 21 February 2008 (UTC)

5seconds is too much , a maxium of 3-4seconds , for me this skill has never been a problem 189.70.114.42 16:49, 21 February 2008 (UTC)

To both of you: It's basically spammable immunity to melee pressure... -- Armond WarbladeUser Armond sig image.png 18:05, 21 February 2008 (UTC)
Nonsense, most warriors pack some sort of interupt on their bar these days, and this is interuptable with a ahort duration. Ajax Baby Eater 21:18, 21 February 2008 (UTC)
Yeah, not really. :/ And then it just comes back almost immediately and you have to deal with it all over again. -- Armond WarbladeUser Armond sig image.png 23:13, 21 February 2008 (UTC)

No. Necessary for TA metagame (dual smite is already gay, we don't need another reason to run it). Besides, this skill is used to fill in gaps for your block-web. A fairly balanced skill tbh, and if your wars cannot kill shit because of it, they are just bad (unless your monks are amazing at preprot, then this skill can be quite powerful). --Readem 23:47, 21 February 2008 (UTC)

Would you say it'd still be good at 5r? -- Armond WarbladeUser Armond sig image.png 10:41, 22 February 2008 (UTC)

it would be horrible at 5r , nearly useless 189.70.159.187 15:46, 22 February 2008 (UTC)

Not really. — Skadiddly[슴Mc슴]Diddles 17:45, 22 February 2008 (UTC)

It's a pretty active defense, skilled usage can result in a good amount of damage reduced, mindless spamming will just cause them to change targets and waste your energy. — Skadiddly[슴Mc슴]Diddles 17:45, 22 February 2008 (UTC)

This one isn't overpowered. At only blocking 50% of attack damage is still done at an okay rate, it is balanced by being bypass-able by spells, and I'm sure most warriors carry an unblockable attack to keep gaining adren. Keep this one the same. --People of Antioch talk User People of Antioch sig.png 03:32, 23 February 2008 (UTC)

Spells suck for damage, 50% blocking means your pressure is reduced to approximately zero, warriors can't bring unblockable attacks because there's no good ones. -- Armond WarbladeUser Armond sig image.png 05:17, 23 February 2008 (UTC)
Good Warriors switch targets, and thus do big domage. Bad warriors, attack through guardian. This skill is nowhere near the best monk skill in the game Armond :/. It is just decent, and a staple on many monk bars. I personally, have no problem with it. --Readem 05:26, 23 February 2008 (UTC)

This skill is fine as it is. 1 second casting time gives this skill vulnerability. --Shadetz X 08:09, 23 February 2008 (UTC)

If you honestly want to get rid of block webs, which I see being a healthy idea for the game, then please target the passive defence, instead of the skills that take a measure of skill to use. As Skadiddly mentioned above, it is a fairly active defence skill, meaning bad players who spam it on everyone will get bad results. Good players who are observant and preprot a lot will get good results. Bad martial players who attack through it will get bad results, good players who change targets will get good results. Doesnt need a nerf, its the stupid passive 'fire and forget' type skills that need a hit. Guardian is also VERY easily interruptible (read: dshot), except with aforementioned block webs, which takes a measure of its power away. Keep as is IMO. --118.90.40.163 15:34, 1 March 2008 (UTC)

Guardian is overpowered as its exceptionally small recharge and low casting cost allows mindless spamming with little penalty. Due to this aspect, the vast majority of interrupts and enchantment removal do almost nothing to stop it as well.

I think a recharge of 4 seconds is good. This will help promote intelligent use of this skill when it's needed instead of it getting used whenever any physical attacker looks in the general direction of the monk's team.--Vaidin 08:22, 2 March 2008 (UTC)

+1 vote for increasing recharge. 222.127.213.9 12:16, 6 March 2008 (UTC)Shinde

Mending Touch

TimeToGetIntense's Discussion

So basically I think this makes Rangers walk all over everything like gods. We've seen a bunch of decreases in cast times lately to keep some skills viable and phasing out of Eles as split characters, especially Air Eles. I think this is due to Rangers being so difficult to shut down. Also, Eles have become completely unplayable in Team Arenas. My suggestion is to scale the conditions removed with your Protection Prayers attribute. Rangers can't spare the attribute points so long as you need 10ish points in it to get 2 removed. This change wouldn't affect Warriors who want to use this skill since they can afford the attribute points. Discuss. --TimeToGetIntense 13:52, 19 February 2008 (UTC)

Scaling the number of conditions doesn't address its value against blind, but its value against a covered cripple. Against blind it's far from a hard counter, as the primary sources of blind have a 4 second recharge to the 6 second recharge on this. It will counter the first blind, sure, but subsequent blinds will stick, especially if you play them around the Mending Touch, creating an interesting duel. But that's almost besides the point, because what covers the blind? Mending Touch is an essential skill for a Ranger to be able to do his job in game, and I don't know why this suggestion keeps coming up to be honest. -Ensign 22:25, 19 February 2008 (UTC)
When running a blindbot at the stand, blinding a ranger with MT is pointless. This skill is fine for split purposes, but honestly, it shines more in a 7v7 scenario (against blind anyway), keeping the ranger free to land as many interrupts as he pleases. As far as the skill overall is concerned, I think it's fine for now. ~Shard (talk / Nerf List) 23:56, 19 February 2008 (UTC)
Even if they can remove blind, try interrupting thru blockway... This skill is fine as it is, nerfing it would encourage splits tenfold.. 24.141.45.72 00:28, 20 February 2008 (UTC)
Magebane is fine against blockway (not against hexway - price/spirit of LOLYOUMISS owns rangers), but dshot and savage shot are both dead against it, yeah. And cripshot is more meta than magebane. -- Armond WarbladeUser Armond sig image.png 00:31, 20 February 2008 (UTC)

Is fine. --Readem 23:48, 21 February 2008 (UTC)

i can support scaling it to 1...2--Ryudo 07:09, 22 February 2008 (UTC)
Listen to Readem and Ensign tbh. -- Armond WarbladeUser Armond sig image.png 07:43, 22 February 2008 (UTC)
I second that. Lightblade 10:21, 22 February 2008 (UTC)
Me2, this skill being used a lot does NOT mean it's OP. Dark Morphon(contribs) 15:03, 22 February 2008 (UTC)
Just like res signet. Prokiller88 04:03, 1 March 2008 (UTC)

+1 vote for keeping it the same. 222.127.213.9 12:17, 6 March 2008 (UTC)Shinde


Time to make Warriors useful again

Please discuss, Rangers have Antidote Signet already, but they want more and more and more and more.

Simple solution is increase skill recharge, or double its recharge, but make it removes two conditions from target other ally and you, so you have do work with a partner as a ranger. Napalm Flame 18:01, 13 November 2008 (UTC)

But that wouldn't adress teh problem that monks can easily remove thousands of conditions from themselves, completely ruining 2 skills who took time to build up like Dismember+Axe Rake in one easy cast - some Monks even run Draw Conditions because they can remove them so overeffectively with this.

Axe rake is mostly bad and useless as most teams run a ranger and rit with snares, and unless you are running Warrior's Endurance, then dismember is bad. WE > Evis > all.