ArenaNet:Skill feedback/Paragon/Angelic Protection

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Angelic Protection Angelic Protection

Harmony's Issue -- 04:52, 14 March 2008 (UTC)

Discussion

Issue
Underpowered anti-spike skill due to long recharge. It also does not heal the difference if the target's health reaches 0 before a second has passed.
Suggestion
- "Skill. For 10 seconds, target other ally can not lose more than 50...20% of their health per second due to damage and you take 50...25% more damage ." 10 energy 15 recharge. Like Angel Protection in the way it prevents all damage per second but does not allow damage to exceed 20% of the target's health max which would usually range from 80 (at 400) and 120 (at 600). Attempted to balance by increasing users vulnerability.
- "Skill. For 10 seconds, target other ally takes 10...50% less damage and you take 50...25% more damage." Increase cost to 10 energy, decrease recharge to 10 seconds. More like a single target, non-elite "Incoming!" Again, attempted to balance by increasing users vulnerability.
- "Skill. For 2...10 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell." Increase cost to 10 energy, decrease recharge to 10 seconds. Basically an irremovable Protective Spirit. EDIT: Instead of that, consider this suggestion: "Skill. For 2...10 seconds, enemy Spells targeted against target ally take an additional .25...1 second to activate." Increase cost to 10 energy, decrease recharge to 10 seconds. Tried not to make it too powerful. It would let it function as a spike delay but also as an delay for all skills such as interrupts.
- "Skill. For 10 seconds, the next 10...100 damage target other ally would take is negated." Increase cost to 10 energy, decrease recharge to 10 seconds. Like an non-elite Life Sheath.

Spura's Issue -- 04:52, 14 March 2008 (UTC)

Discussion

Issue
Underpowered anti-spike skill due to long recharge. It also does not heal the difference if the target's health reaches 0 before a second has passed.
Suggestion
Recharge of 15, target ally.

Shard's Issue -- 20 March 2008

Issue
This skill only has one use: Spike Stopping. Most spikes come back before 30 seconds, so this skill simply isn't viable.
Solution
Recharge to 10 seconds. (sorry, my wording on this one is confusing) "For 5 seconds, every time target ally takes damage more than three times each second, that ally gains 5...37...45 health for each hit beyond the third."

76.26.189.65 03:48, 4 April 2008 (UTC) issue

issue
big recharge
solution
reduce recharge to 10

Billy bob's Issue

Issue Perfect Anti-spike, but the requirements are way too dire.
Suggestion
Se the recharge at 20-25 seconds. Reduce it, it needs to be done. Keep the current functionality, but reduce the damage scale by 10, so its actually viable to use. That, or increase ddamage scale by 40 and set the DoT limit to two seconds. Example
Skill. "For 10 Seconds, whenever target ally receives damage over 280...160...140 in two seconds, that ally is healed for any damage over that amount." Whomever removed the quote stating that it ruins Sin chains on the skill page, do yourself a favor and pat yourself on the back. This skill rarely covers half the damage you receive from a dual attack, and thats usually the only time it activates. Phill Gaston 01
12, 15 July 2008 (UTC)

Astohan Issue, 6 September 2008

Issue
Very hard to use correctly
Requirements
Suggestion
Reduce damage taken
Make it conditional

"For 2...8...10 seconds, whenever target ally receives damage over 220...116...90 from the next 2...5...6 foes attacks , that ally is healed for 8...14...15 points for each party member within earshot. (10 Energy, 30 Recharge time)"