ArenaNet:Skill feedback/Monk/Mark of Protection

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Mark of Protection Mark of Protection

Mashav's Issue -- 01:01, 26 February 2008 (UTC)

Discussion

Issue
Long recharge, slow cast, disables protection prayers
Suggestion
10 Energy, 1/4 Activation, 15-20 second Recharge

Elite Skill: For 1-2-3 seconds, whenever target other ally would take damage, that ally is healed for that amount instead, maximum 6...49...60.

This might allow for more use in both pvp and pve. with it allowing you to effectively stop spikes, this would be a great anti spike in pvp and in case of catastrophic "tank" falure in pve would allow the monks an additional 2-3 seconds to try and save them. with this being a skill and not a enchantment it would work well against spikes and would not be able to be arcane echoed ,extended with + enchant mods or half recharged by items. by making the 3 second duration at 15 or 16 prot prayers it would give it drawback to take in pvp for an aditional second. if more balancing is needed adding a disable of prot prayers for the same amount of time as its duration could be added.

This skill has been a skill we haven't updated because when used it's really hard to know whats going on, without knowing what enchantments on are someone it's really had to know whats stopping them, this used to be a lot better back in the day, but we moved away from it because we found it was really hard to react to it and when this skill was strong it was frustrating to fight against. Izzy @-'---- 21:02, 28 February 2008 (UTC)

Life Infusion Issue

Issue
skill is unusable since it disables any use of prot and a monk without prot is pretty bad
it heals, and prot really shouldn't heal
Suggestion
bring down recharge and duration and then make the skill antispike by giving it a fixed number of reductions

e.g.: "For 5...9...10 seconds, for the next 10 times target ally would take more than 30 [5% of 600HP ala Protective Bond] damage that damage is reduced by 6...49...60 (5 energy, 3/4 cast, 8 recharge)." The 30 damage is so that wanding and small packets like Ignite Arrows don't count (the major weakness of Reversal of Fortune). Dagger autoattacks still go through and sinspike is mitigated since Dagger attack skills tend to surpass 30 damage.

Misery's Issue -- 08:47, 16 April 2008 (UTC)

Discussion

Issue
As outlined above. Essentially an elite version of Reversal of Fortune combined with Spirit Bond
Suggestion
Take out the Healing Hands/Spirit Bond nature of this skill to allow it to be buffed to a point where it is useful without being overpowered
  1. Turn it into a combination Patient Spirit/Reversal of Fortune. "Target ally is enchanted with Mark of Protection for 6 seconds. If that ally takes damage, this enchantment ends. End effect: Heals for 30...102..130" with 5e, 3r, 1/4 cast. Essentially a more reliable version of RoF/Patient. No damage reduction but predictable size of heal, also heals even if they take no damage. Will trigger if they take damage to prevent deaths before healing tiggers. Would make it a combination spike catch/pressure management skill, potentially overpowered, numbers may have to be tweaked.
  2. Compare it to Weapon of Remedy for ritualists. Ritualists are good at removing conditions, so perhaps make this a hex version such as "Next time target ally is struck they are healed for 20...50...80 health and lose one hex" 5e, 6r, 1/4 cast.
  3. Further to above, turn it into an elite version of Holy Veil/Hex Breaker, "For 20 seconds the next time target ally becomes the target of a Hex, they are healed for 20...50...80 health and that hex fails" 10e, 10r, 3/4 cast.

Kite's Issue

Discussion

Issue
The skill has too long of a recharge to be remotely useful in most builds. In fact, I've never seen it used by anything but NPC's.
Suggestion
5(or 10) Energy, 1/2s casting time, 12 second recharge -- "Elite Enchantment Spell. The next 0...4...5 times target ally would take damage in the next 5...17...20 seconds, that ally is healed for that amount instead."

Gordon Ecker's Issue 06:10, 12 May 2008 (UTC)

Discussion

Issue
Basically an inferior version of Healing Hands and Spirit Bond.
Suggestion
Turn it into a full party elite Heal Party / Reversal of Fortune hybrid, remove the disabling of other skills, adjust cost, activation time and recharge time as appropriate.

Lyssan's Issue

Discussion

Issue
Too long recharge and disables prot skills. Any good monk has to use prot skills and disabling them doesn't help at all (as said above), and a 45 second recharge is just too long for it to be an often-used skill that people can use effectively.
Suggestion
Change to 20 second recharge, doesn't disable protection prayers spells. -- "Elite Enchantment Spell. For the next 10 seconds, whenever target ally would take damage, that ally is healed for that amount instead, maximum 15...42...49."

Falconeye's Proposal

Issue
-Seems kind of like it would work nicely as an anti-spike move but just doesn't quite fit the hype of that considering it's recharge time and disabling effect
Suggestion

5 Energy¼ Activation time8 Recharge time - (Protection Prayers) - Elite Enchantment Spell. (3 seconds.) Incoming damage is reduced to 5% of target ally's maximum Health and hexes expire 20...44...50% faster. Heals for 5...37...45 Health whenever target ally takes damage.

--Lancy1214 21:43, 15 October 2008 (UTC)
--Falconeye 06:11, 26 March 2009 (UTC)

Proposal

Issue
Skill is underpowered, and complicated if players don't know what is going on.
Suggestion

10 Energy¼ Activation time25 Recharge time - (Protection Prayers) - Elite Enchantment Spell. "For 5 seconds, target other ally gains 20...44...50 damage reduction." Flavorwise, this skill seems to want to be a "target cannot die" skill. I'm somewhat worried about this being fast recharged. This skill still seems bad to me, but i didn't want to make it any better, and im still worried the recharge is too short.

More unique suggestion

10 Energy¼ Activation time20 Recharge time - (Protection Prayers) - Elite Enchantment Spell "For 8 seconds, target ally takes 0...48...60% less damage from skills" Im all for elites having very unique effects, so i couldn't rest without making such a suggestion. I like this particularly because it doesn't overlap the function of the other protection elites very much. I could also halve the effect, mana cost and recharge, but the skill seemed like it should still cost ten. --Ubiquitous 22:23, 8 December 2008 (UTC)

Quiesce's Issue -- 02:33, 17 December 2008 (UTC)

Issue
Rarely used, poor design, and there are better options
Suggestion
Since some players miss the old version of Life Sheath, turn this into what it was, and add a Divine Intervention-like effect at the end.

10 Energy1 Activation time20 Recharge time - (Protection Prayers) - Elite Enchantment Spell. For 15 seconds, the next 30...126...150 damage target ally would take is negated. When this Enchantment ends, that ally is healed for 15...83...100 Health.

  • Smiting Prayers has Judge's Intervention, so Protection Prayers would be right at home with a spell like this. Numbers may need to be changed here and there, but the basic idea is an Elite Divine Intervention.
  • This spell would, theoretically, prevent the death of an ally if death would somehow occur in the seed of damage when the enchantment ends.

Chase's Suggestion

15 Energy1 Activation time15 Recharge time - (Protection Prayers) - Elite Spell. Whenever target ally die within 1...8...10 seconds the ally is resurrected with 5...41...50% Health, and 10% Energy and deals 5...9...10% more damage for 15 seconds. Fails if used with protection prayers under 10. Basically an elite version of Vengeance. 15 energy so that way you need to use GoLE.

alphamaslak's Suggestion

Issue
see above
Suggestion

15 Energy1 Activation time8 Recharge time "Elite Enchantment Spell. For 5 seconds, target other ally is immune to all conditions and gains 5...17...20 damage reduction.

Jujin's Suggestion

Issue
Uh way too long recharge/cast time. Just bring RoF. Also, this skill is very unchanged since the release of Guild Wars--it has become outdated and dwarfed by basically any other protection prayers elite.
Suggestion
Mark of Protection Mark of Protection

5 Energy¼ Activation time25 Recharge time "Elite Enchantment Spell. For 5 seconds, target ally is healed for every point of damage taken (max 7...57...70). All of your Protection Prayers are disabled for 5...3...3 seconds.

  • Keep the effect basically the same, but decrease the burden of casting it to make it a much more useful spike-preventative device.

Bathory's Issue 03:30, 5 April 2009 (UTC)

Comments & Suggestions Here, Please

Issue
This has a lot of drawbacks, with it's long recharge, disable, removability and weakness to the target switching targets. There are plenty of elites that work to stop spikes, and this should be changed completely to better follow it's name. As a "Mark" spell, it should be a maintainable enchantment that helps the user against pretty much everything in a general way.
Suggestion

5 Energy¼ Activation time15 Recharge time

Elite Enchantment Spell. (20 seconds) Incoming damage is reduced by 5...13...15 and Hexes cast on you expire 0...40...50% faster.

Tounaku's Issue

Issue
Too many drawbacks to merit an elite status... or real use at all in PvP unless used as the only Protection Prayers skill on one's skill bar. However, doing so would needlessly split up one's attribute points and is therefore never really used.
Suggestion
  • Create a spell worthy of the title "Mark of Protection." It will have a dual defensive ability while granting some straight healing abilities to another elite skill in the Protection Prayers line. The blocking will be for melee attackers and the healing received from being hit will either be a random hit from a melee weeapon or, as is the hope, from a spell, thereby negating much of the damage. The knockdown feature will give a monk additional time to plot out his or her next move as well as interrupting an enemy's attack.
  • Its new form will be kept balanced by a combination of its duration, its recharge time, and by the fact that if a melee enemy is the only thing attacking the person enchanted with this skill, there is a chance that all attacks will be blocked and the healing will not take place at all.
  • If abuse of the skill becomes an issue in-game, the primary thing to nerf would probably have to be the energy cost. It could be increased to 10, making the use of the skill more difficult by monk primaries without some form out outside, active energy management. As a secondary nerfing idea, the recharge could be increased to 25 seconds.
  • If the original recharge time seems a bit random looking, it probably is. I had originally thought that 15 seconds for recharge would work, but I still feared some level of spamming--especially if multiple people on a team took this elite. However, I thought that a 20 second recharge would hurt the skill too much. I decided that 17 seconds would have to do.

5 Energy¼ Activation time17 Recharge time "Elite Enchantment Spell. For 0...3...4 seconds, target ally has a 75% chance to block attacks. The next time target ally takes damage, the foe that dealt the damage is knocked down and target ally is healed for 25...77...90 health.

-- Tounaku 15:46, 3 June 2009 (UTC)

83.29.96.230 13:08, 10 June 2009 (UTC)

Issue

Long-lasting long-recharge prots are bad, while short-lasting short-recharge prots are good.

Suggestion

5 Energy0.25¼ Activation time12 Recharge time - For 1...3...3 second, all damage taken by target ally is converted to healing (maximum 6...49...60)