User:People of Antioch/Skills/Balance

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Yes, I'm joining in the fray too. I'm going to stick with Monk skills for right now, as they are my most familiar profession.

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Contents

[edit] MonkMonk

[edit] Divine Favor

Aura of Faith Aura of Faith

Now

10Energy 1Activation time 15Recharge time Elite Enchantment Spell. For 60 seconds, target ally gains 24...45...50% more Health when healed.

Change

5Energy 2Activation time 25Recharge time Elite Enchantment Spell. (20 seconds) Target ally and allies nearby this target gain 15...43...50% more when healed.

Reasoning
This skill is weak as an elite. Adding area of effect gives this skill a needed boost, while the 2 activation and 25 recharge keep this from being spammed too much. I want this to be a powerful spell combined with something like Heal Party, just long enough to bring back a very weakened party.



Contemplation of Purity Contemplation of Purity

Now

5Energy 0.25 ¼Activation time 10Recharge time Skill. Lose all Enchantments. For each one lost, you gain 0...64...80 Health, lose one Hex, and lose one Condition (maximum 1...7...8 Hexes and Conditions).

Change

5Energy1Activation time 20Recharge time Skill. Lose all Monk Enchantments. For each one lost, you and nearby allies gain 0...56...70 health and 0...2...3 energy. All allies affected lose one condition and one hex.

Reasoning
There just has to be a good reason to strip yourself of Monk enchantments. The range and energy gain of this spell might make this see good use.



Healer's Boon Healer's Boon

Now

5Energy 0.25 ¼Activation time 10Recharge timeElite Enchantment Spell. For 10...46...55 seconds. Healing Prayers Spells cast 50% faster and heal for 50% more Health.

Change

5Energy 0.25 ¼Activation time 25Recharge time

Reasoning
Actually, this skill is a little too buff. Putting a recharge makes this more demanding of Divine Favor. At zero Favor, this skill can be used fairly well with an Elementalist (bottomless energy) or Mesmer (far too quick casting times). Most would carry the Enchanting +20% anyway.



Spell Breaker Spell Breaker

Now

15Energy 1Activation time 45Recharge time Elite Enchantment Spell. For 5...15...17 seconds, enemy Spells targeted against target ally fail.

Change

25Energy 1/4Activation time 30Recharge time (4...13...15 seconds) Enchantment Spell. Enemy target spells against target ally and allies adjacent to target ally fail. (50% Failure at 5 Divine Favor or less)

Reasoning
Doesn't feel elite enough. Needs to have more utility than the current version. I realize that simply making things fail is unfun, but the skill can't be spammed around anyway, even on an Elementalist (lack of Divine Favor).



Spell Shield Spell Shield

Now

10Energy 2Activation time 30Recharge time Enchantment Spell. (5...17...20 seconds.) While casting spells, you cannot be the target of spells. End effect: your skills are disabled (10...6...5 seconds).

Change

Same numbers. Enchantment Spell. (4...15...18 seconds.) While casting spells, you cannot be the target of spells. End effect: your skills are disabled (7...4...3... seconds).

Reasoning
Disabling of any profession's skills for that long is too costly. I took down the duration slightly and make the disable much shorter - hopefully it may see some play like this.




[edit] Healing Prayers

Glimmer of Light Glimmer of Light

Now

5Energy 0.25 ¼Activation time 1Recharge time Elite Spell. Heals for 10...94...115.

Change

Same numbers. Elite spell. Heals for 15...67...80. Doubles the healing done by Divine Favor.

Reason
Prevents too much abuse by Elementalists and Mesmers.



Heal Party Heal Party

Now

15Energy 2Activation time 2Recharge time Spell. Heals entire party for 30...66...75.

Change
Change this to PvP and have this for PvE: 10Energy 1Activation time 8Recharge time, similar to the PvP version of Light of Deliverance, but with an extra 5 energy cost and 2 seconds recharge knocked off.
Reasoning
This is far too expensive in PvE, and the balance is nice in PvP.



Healing Breeze Healing Breeze

Now

10Energy 1Activation time 2Recharge time Enchantment Spell. (15 seconds.) +4...8...9 Health regeneration.

Change

10Energy 1Activation time 8Recharge time Enchantment Spell. (10 seconds.) Target allies and those adjacent to that ally gain +2...8...9 Health regeneration.

Reasoning
This is a little powerful, and I had the idea that many characters can "feel" a breeze so the regen should be passed along.



Orison of Healing Orison of Healing

Now

5Energy 1Activation time 2Recharge time Spell. Heals for 20...60...70.

Change

1-3EnergyA!1/2Activation time 2Recharge time

Reasoning
This skill should be more spam-able if it doesn't heal for a lot. No one really uses this past Pre, so let's try to get this one in the post game.



Word of Healing Word of Healing

Now

5Energy 0.75 ¾Activation time 3Recharge time Elite Spell. Heals for 5...105...130. Heals for 15...83...100 more if target ally is below 50% Health.

Change

Same numbers for EAR, but Heals for 15...83...100. Heals for 5...105...130 more if target ally is below 50% Health.

Reasoning
Reward good and skillful play! Heal for more when a target is lower on health. I might be mistaken when I take this to practice, but I would like to see this skill changed up a little.

A!:One or three energy, I haven't decided yet.

[edit] Protection Prayers

[edit] Smiting Prayers

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