ArenaNet:Skill feedback/Monk/Unyielding Aura

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Unyielding Aura Unyielding Aura

Pwncho's Issue 05:05, 06 March 2008 (UTC)

  • Issue: The Monk Res updates left this skill only one second faster than some, three seconds faster than others. and while full health and full energy is amazing for a res, when its coupled with elite status, a 15 second recharge, -1 energy regen, and its vulnerability to any one of the many enchantment removal skills, Unyielding aura becomes a thing of the past.
  • Suggestion: Either 1) One second cast/6 second recharge 2) 3 sec cast 5 sec recharge, with the damage boost Vengeance has 3) 2 sec cast 10 sec recharge, change it to no longer be a maintain enchant simply one without a duration.

Angelic Loki's Issue -- 07:24, 22 March 2008 (UTC)

  • Issue: Being an elite, the skill is out-shined by skills such as Death Pact, where the negative condition is canceled after a couple minutes, while still allowing the character to be rezzed with close to full health and really reasonable energy. The Maintenance is a big downside.
  • Suggestion: Change Functionality to: Resurrect Target Ally with 100% life and 10-100% energy, and Target Ally is enchanted with Unyielding Aura for 60 seconds. If This enchantment ends prematurely, Target Ally dies. Deaths from Unyielding aura incur no death penalty. (Attribute Divine Favor, no change there) (10e/2cast/10recast)
  • Note: this gives 2 advantages over death pact: 1.) You dont die when your rez target does, and 2.) you can rez with low life. These advantages are balanced by the fact that its an elite. I see this as an excellent GvG means to control DP. It also (chuckle) removes the ability of the user to kill allies, which has been the target of scams in the past.

Zerpha The Improver's Issue -- 00:03, 13 April 2008 (UTC)

  • Issue:
    • As it is an upkeep enchantment, it causes 1 pip of energy degeneration while keeping resurrected party member alive. This does not only take a high cost of energy over time, it also prevents benefical resurrection of more than one target and with that the skills loses its task.
    • Risk of removal: enchantment removal causes instant death of the party member. (as it's an upkeep enchantment, getting out of compass range will also result in death.)
    • It has elite status, so a Monks could focus on keeping their allies alive with another tough elite instead of ressurecting them afterwards with this fragile skill.
    • Its 3 second activation is not really superior, considering one could also bring Healer's Boon (and/or Holy Haste) with Renew Life, Restore Life or Resurrection Chant for fast resurrection instead.
    • With a recharge of 15 seconds, this skill can't be used to build up a Minion factory, so it's redundant that the ally leaves an exploited corpse. For general use, the recharge is of little importance anyways as one cannot keep up more than one party member alive advantageous due to this skill being an upkeep enchantment.
  • Suggestion:
    • Remove the upkeep.
    • Change functionality: (I offer two proposals here)

Death Pact Signet version: 5 Energy 3 Activation time 15 Recharge time
Elite Skill. Resurrects target party member with 100...140...150% of your current Health and 15...83...100% maximum Energy. For 45 seconds, you die the next time this party member dies. (Attribute:Healing Prayers)

Note: Changed type to skill to prevent problems with this functionality and enchantment spells, removed failure chance and moved attribute to Healing Prayers to make this skill also usable for secondary Monks.

Vengeance version: 5 Energy 3 Activation time 15 Recharge time
Elite Enchantment Spell. (60 seconds.) Resurrects target party member (full Health, full Energy). End effect: this ally dies if this skill ends early. Does not incur a death penalty. 50% failure chance unless Divine Favor 5 or more. (Attribute:Divine Favor)

Note: Added a time span to the lethal effect to get rid of the risk, similiar to the Death Pact Signet, but kept most of the old skills' values. Left the failure chance and the Divine Favor attribute, yet this part could possibly be changed.

User:Frvwfr2's Issue -- 13:59, 13 May 2008 (UTC)

Issue
Above
Suggestion
Change effect to "Enchantment Spell. For 10 seconds, all party members in earshot gain 1...13...16 health per second while not moving. For every 2 allies affected, you lose 1 energy. 5Energy, 1Activation time, 15Recharge time"
This encourages the "Unyielding" effect, as in not moving back. Not really sure about the numbers here though, looks a bit OPed. Kinda like LoD/HP, but over time instead. The recharge synergises with Mirror, so that it is fairly easy to remove the second it goes up.

Skill needs a rewrite

Issue
This skill is rubbish and has no place on any build.
Suggestion 1
10e 1s 10r "Elite Enchantment Spell. For 10...18...20 seconds, all party members have +3 health regeneration for each dead ally."
Suggestion 2
10e 1/4s 10r "For 8 seconds all party members have +10...18...20 armor for each dead ally."

Mahsa's Issue 16:17, 10 August 2008

The healing bonus doesn't apply to divine favor heals. I don't know if that was intentional, and if so, you should clarify it more by saying that it only boosts the healing of the Healing Prayers line.

Suggestion
Make it apply to divine favor's healing.

Falconeye's Suggestion

Problem
  • No Divine Favor Bonus. Protection from Death Penalty for enchanted Monks would be -nice-.
Suggestion