ArenaNet:Skill feedback/Monk/Spell Shield

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Spell Shield Spell Shield

A. von Rin's Issue

Discussion

Issue
No reason to run this for Monks, because it will kill their ability to do their job after it ends. It is already pretty conditional and doesn't need to have so many downsides. Changing the mechanic like in my suggestion doesn't make it OP nor useless like it is now.
Suggestion
"Enchantment Spell. For 5...13...15 seconds, foes' spell attribute is set to 0 while targeting you with a spell. When Spell Shield ends, your Divine Favor attribute is set to 0 for 10...6...5 seconds." 5 Energy / 0,75 Activation time / 25 Recharge time. Sounds like a big buff but it isn't, because it can be easily removed and only reduces effects against you but doesn't deny them!



Madda's view

This spell needs SOMETHING. By design it seems to prevent spell based interupts AND has the added bonus of protecting you from spells as/if your casting so it's spell breaker but weaker. That's great, obviously. In reality, a monk in both PvP and PvE will have around 3-4 targets on them, (unless they are in a human-only based party) in which case casting to protect yourself is very difficult! You may see a meteor shower coming and plan accordingly but did you see that Meteor? Nope. GW campaign 1 desert area is a good example, multiple hydras with slow casting spells you would love to avoid but unfortunatly a human player cannot cast fast enough to stop nasty spells more often than not and reversal of fortune is the better candidate anyway. Solution?

Make it maintainable and you lose energy for each spell that WOULD have targetted you. OR Make it last longer than it's recharge so it can be kept up, it's 10 energy cost should keep it in check. OR Make it last shorter but with no drawbacks. Make it, make spells against you fail UNLESS you are casting a spell, a self inflicted wastrels worry if you like. OR Make it usable on allies, with it's current function. Spells that aid allies are ALWAYS welcome. OR Make it the old Otugyh's cry...Just for the lulz.(Next years april fool, watch out!) -Madda--86.13.248.50 22:34, 11 July 2008 (UTC)

Protection against spikes

Issue
This skill is currently useless
Suggestion
5e 1/4s 15r "For 1...3...4 seconds, target ally cannot be the target of hostile spells."

Igis' Issue

Issue
This skill's mightiest facet is the counter to interrupting spells. Thus the 2Activation time is a contradiction in terms, as it gets interupted in PvP anyway. This skill is fed up with drawbacks, especially the self-blackout end effect.
Suggestion

Lower casting time, energy cost and duration. With 0.25¼Activation time you are able to cast it even with Mig-like hexes on you. Imho Divine Favor skills should not drain Monk's energy, primary attributes are meant to have energy managing functions. Lowering the duration will make it harder to avoid the end effect by maintaining. (poss. PvE version with longer duration, imho unnecessary.)

5 Energy0.25¼ Activation time30 Recharge time Enchantment Spell. (5...15...18 seconds.) While casting spells, you cannot be the target of spells. End effect: your skills are disabled (10...6...5 seconds). In the Mig-case this could be an option to pre-veiling. It would also synergize with Deny Hexes Deny Hexes. The deactivation of your skills makes you even more vulnerable to enchantment removings, but this balances this counter-countering skill. --Igis 14:09, 20 November 2008 (UTC)

Bathory's Issue 02:54, 5 April 2009 (UTC)

Comments & Suggestions Here, Please

Issue
This spell isn't very useful for two reasons. First, the best monk spells have short cast times. Normally, a 1 second cast is the longer that will be on a monk's bar. While there are exceptions, the rule is that Monk spells cast quickly. If you cast a 1/4th spell while someone is casting a spell on you, it won't fail because you're not casting when their spell finishes. And to make it worse, you get blacked out when it ends, which is a huge drawback not only for you but the people you're healing. Changing the function would be best, and the following suggesting is just one that I've come up with that could be useful in both PvE and PvP. Since it causes spell failing, like Guilt and Shame, it may be necessary to disable the hostile skill for a short amount of time linked to Divine Favor.
Suggestion

5 Energy¼ Activation time12 Recharge time

Enchantment Spell. The next hostile spell targeting target ally fails.