ArenaNet:Skill feedback/Monk/Mending

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Mending Mending

Elder Angelus's Issue

Discussion

Issue
Energy inefficient for the health regeneration. Energy to maintain the enchantment is compounded by high initial cost of 10 energy, compared to other enchants such as Holy Veil or Purifying Veil, with no benefits if the enchantment is immediately removed by an enemy.
Suggestions
  • Justify the 10 energy initial cost, with an immediate initial benefit, such as removing a condition or healing.
  • leave the spell as-is, but reduce the initial energy cost to cast.

my issue

Issue

same as above

Suggestions

target foe is hexed with mending and suffers 3-2-1 health regeneration and -1 engy regenration if mending ends prematuly target takes 2-4-6 dmg for every second it was active 5engy 1 second cast 8 second recharge

Useless skill with a useless implementation

Issue
Only serves as "noob indicator" in PvP, only useful for farming and running in PvE.
Suggestion
10e 1s 12r "For 15 seconds all party members/allies within earshot/whatever have +1...3...4 health regeneration."


Needs a re-work

Issue
This is not only a generally poor and outdated skill, it's also passive and not really great for the game (hence it hasn't been buffed).
Suggestion
Make it much more powerful, but harder to maintain. This would mean that while you could keep it up for a long time, it would be more effective for short, high-powered bursts. A change like this would also encourage skilled play (i.e. knowing when to use and cancel it), since leaving it up for a long time would be much more inefficient.
I had something like this in mind:
-1 Tango-upkeep.png 5 Energy 1 Activation time 4 Recharge time
Enchantment Spell. For up to 45 seconds, while you maintain this Enchantment, target ally gains +1...4...5 Health regeneration. While that ally is suffering from one or more Conditions, you suffer an additional -1 Energy degeneration but those Conditions expire 10...34...40% faster.
This would give healers a way of combatting conditions, albeit indirectly, and would allow them to remove and recast this skill more easily. However, it would be hard to maintain, particularly on multiple people, due to the energy loss it causes.
Admittedly the numbers might have to be tweaked a bit, but I thought I'd throw it up anyway.

OMFGBBQ It's OP'd! NERF, PLS!!!!

Issue
Teh skill iz 2 powerfuls. Nerf plz k thnx bai.
Suggestion
25e/90r.

MithranArkanere's Issue - 15:09, 26 June 2009 (UTC)

Issue
The low regeneration doesn't compensate the long cost.
Suggestion
Make it affect also allies adjacent to the target. This would exponentially increase the health gain, and like with Heal area and other adjacent effects that affect allies, that is compensated with having to stick together, since that has its downsides too (AoE enemy attacks). The change compensates itself.