ArenaNet:Skill feedback/Monk/Deny Hexes
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Armond's Issue 21:24, 19 February 2008 (UTC)
- Issue: Hex removal in general is weak. Teams are easily overpowered simply by the sheer number of hexes thrown at them - hex removal is far outpaced by hex application.
- Suggestion: Remove two hexes per recharging Divine Favor skill, or have it scale to 1...3...3 hexes removed.
- Suggestion 2: Remove two hexes per recharging Divine Favor skill, max 1...4...5. Return 1...2...2 energy per hex removed.
When hexes where the meta, this skill is by far a required skill it blows all other hexes out of the water, and seeming how hexes are very weak right now any buffs to hex removal I think would really hurt the balance form that. ~Izzy
Falconeye's Issue
- Issue:
As above.
- Suggestion:
Spell. Remove one Hex per recharging Divine Favor skill you have. Return 1...3...4 Energy for each Hex removed in this way.
Counter hexway
- Issue
- Hex stacking teams
- Suggestion
- Gain energy for each 5 energy hex removed.
Xiaoling's Issue
- Issue: Same as Falconeye/Armond. Monks generally don't bring more than two or three DF skills, and any skills brought recharge relatively quick.
- Suggestion:
- Deny Hexes 10 1 6 Spell. Remove all hexes from target ally. For each hex removed, Deny Hexes is disabled for 3...1...1 seconds.
- OR
- Deny Hexes 5 3/4 6 Spell. Remove 1...3...3 hexes from target other ally. For 5 seconds, Target other ally is enchanted with Deny Hexes, and cannot be the target of enemy hexes.
Thought maybe those might at least give lee to some ideas. ~Xiao
Minor adjustment
- Issue
- This skill is potentially quite powerful, but relies on taking a number of Divine Favour skills, preferably with long (or at least moderate) recharges - however, monks can't afford to use up a slot or two on skills that they don't absolutely need and there are few suitable ones.
- For example, many monks now take Healer's Boon, a DF skill, but they can't afford to take DH due to the lack of healing (and it's not a Healling Prayers skill so doesn't work with HB), and ofc HB has a short recharge for its duration.
- Heaven's Delight did work OK with this, at least on prot monks maybe, but now doesn't work so well 'cos of the numbers.
- Divine Spirit is perfect for this but is generally to rubbish due to its massive downtime.
- And so on.
- Suggestion
- Change it to work off equipped DF skills, so the recharge doesn't matter so much. To prevent it getting too powerful and also make it more useful, I would also suggest re-working it slightly, like so:
- Deny Hexes. 5 1 12 .
- Enchantment Spell. Remove one Hex from target ally for each equipped Divine Favor skill you have. For each hex removed in this way, Deny Hexes takes an additional second to recharge. For 3...7...8 seconds, hexes cast against target ally take 20% longer to activate and expire 20% faster.
- This would now be very powerful against hexway teams, and as good as most other hex removers against other teams. The increased activation/shorter duration of new hexes after use means that you can counter further pressure a bit and will be most effective only when teams have lots of hexes. However, the slightly increased recharge prevent it from becoming too good at stack hex removal (now if it removes three hexes it will take 15 seconds to recharge, which is a fair bit but still not too bad for 3 hexes).
- Suggestion 2
- OK, more recently people have started taking this on PnH bars with 4 DF skills, so this would be a little too powerful. I would do something more like this:
- Deny Hexes. 5 1 15 .
- Enchantment Spell. Remove 2 Hexes from target ally. For each recharging Divine Favor skill you have, that ally is enchanted with Deny Hexes for 2 seconds, during which time all other hexes cast on that ally expire in 66% of the normal time.
- This would be very powerful as it could remove a hex and its cover, but I worry that it might be too powerful and overshadow Expel Hexes which has an 8 second recharge and can be used by anyone, but is elite and has no bonus. Thus it might be an idea to have it remove only one hex and possibly buff the secondary effect, or have it remove the second only if the target is suffering from, say, 3 or more.