ArenaNet:Skill feedback/Ritualist/Mending Grip

From Guild Wars Wiki
Jump to navigationJump to search
Info-Logo.png Note: As of September 2, 2009 this page is no longer active. If you have suggestions for Guild Wars skills please go to Feedback:Main to learn how to submit suggestions that ArenaNet can use.

Mending Grip Mending Grip

Life Infusion Issue -- 21:02, 2 March 2008 (UTC)

Discussion

Issue
weak as a condition removal
weak as a heal
long recharge for condition removal
1 cast time condition removal
given the prerequisite, Wielder's Remedy would work better
Suggestion
decrease to 4 recharge
unconditional condition removal
condition heal
3/4 cast

resulting in "Target ally loses one Condition. If that ally is under the effects of a weapon Spell, that ally is healed for 15...63...75 Health. (5 energy, 3/4 cast, 4 recharge)"

76.89.81.150 Issue

Issue
See above.
Suggestion
Change functionality to, "Target ally loses one Condition. If that ally is under the effects of a Weapon Spell, that ally loses two Conditions instead. That ally is healed for 15...63...75 Health for each Condition removed in this way." (5e/1c/6r)

Basically a Rit version of Mending Touch. Healing can be changed to 7...31...37 per condition since it's not touch range, like Mending Touch is.

The Sins We Die By's Issue

Issue
Ditto ^
Suggestion
Enchantment Spell. For 10...26...30 seconds, whenever you cast a weapon Spell on an ally, target ally is healed for 15...35...40 health.

10e, 1 activation, 20 recharge

76.26.189.65 06:20, 5 April 2008 (UTC) issue

issue
bad skill, and rits lack hex removal
suggestion
same as current but removes hex instead of condition

Lann's Issue -- 12 June, 2008

Issue

Poor heal, condition removal compared to mend body and soul

Suggestions
  • Increase healing
  • Reduce recharge
  • Reduce cast time

Lancy1214 Proposal=

Issue
-Inferior to Mend Body and Soul
-They should make a soundtrack based on that sound effect. ^_^

Suggestion

5 Energy¼ Activation time4 Recharge time - (Restoration Magic) - Spell. Remove 1 condition and heal for 5...37...45 health. If target ally was under the effects of a weapon or holding a bundle item, heal an additional 5...37...45 health and remove 1 condition. -

5 Energy1 Activation time6 Recharge time - (Restoration Magic) - Spell. Heals for 15...63...75 health. Removes 1...3...3 conditions if target ally was under the effects of a weapon or holding a bundle item.

--Lancy1214 01:00, 13 September 2008 (UTC)
--Falconeye 19:34, 7 February 2009 (UTC)

Nikdanbro 11:25, 20 November 2008 (UTC)'s Issue

Issue
-Poor Heal
-Conditional Condition Removal skewed (as an alternate Mend Body and Soul)
-Such an awesome Sound Effect is being mocked by such inferior-ness!!.. xD

10 Energy¾ Activation time3 Recharge time - (Restoration Magic) Spell. Target ally is healed for 15...131...160 Health and that ally loses one Condition. You gain 1 energy for every 3 ranks in Spawning Power. No effect unless target was under the effects of a Weapon Spell. This Spell is easily interrupted.

Kigamo's Suggestion

Yeah! Sound and visual effects are really great ^^.
Weak healing, long reharge, very conditional... Mend Ailment works better, and we have Mend Body And Soul.

5 Energy¼ Activation time4 Recharge time - (Restoration Magic) Spell. Target ally is healed for 15...63...75 Health and that ally loses one Condition if he was under effect of a Weapon Spell.

So now it looks like a variant of a Wielder's Boon, adding a condition remove instead of additional healing. --Kigamo 08:35, 23 January 2009 (UTC)

Another Suggestion

Issue
It's like Dismiss Condition in reverse...but more conditional and basically worse in most ways
As a heal skill this heals less than Soothing Memories...and this is worse in every other way except for the conditional condition removal
First of all I think that ritualists shouldn't get too strong at either condition removal or hex removal, monks may be better overall, but when Restoration will be packed with strong heals ánd good condition removal they may become more powerful than monks in certain cases. Currently they have a supporting role and that's where they should stay imo.
On the other hand I think this skill is kind of redundant; It is to bad for a heal and if you want condition removal you need a weapon spell first. Why not use Wielder's Remedy and remove that very condition while casting this weapon spell?
Suggestions
1.

5 Energy¾ Activation time5 Recharge time - Target Ally is healed for 10...42...50 Health and that ally loses one condition. If that ally is under the effects of a weapon spell, that ally is healed for an additional 5...21...25 Health for each remaining condition.

2.

5 Energy¾ Activation time6 Recharge time - Target Ally loses one condition, that ally is healed for 5...21...25 health for each remaining condition. If that ally is under the effects of a weapon spell, that ally loses another condition and is healed for 5...21...25 health for each remaining condition.

3.

15 Energy¾ Activation time4 Recharge time - Target Ally is healed for 30...70...80. If that ally is under the effect of a condition, you gain 5 energy and that ally is healed for an additional 15...35...40 Health. If that ally is under the effects of a weapon spell, you gain 5 energy and that ally is healed for an additional 15...35...40 Health.

Reasoning
1. This may be a bit strong, but basically it is a weaker version of Mend Ailment. In this way it is slightly weaker but less conditional than Dismiss, but it becomes stronger with a weapon spell. Therefore it isn't useless without a weapon spell, but it becomes so much more using a weapon spell.
2. Now it really is Mend Ailment. It heals for less and even has a slightly longer recharge. However, if using weapon spells, this will remove two conditions and heal for roughly the same ammount as Mend.
3. The ideas are roughly the same as they are for Blessed Light. Although this doesn't remove conditions, it becomes a very powerful heal when used correctly (same as WoH under the right circumstances)
More ideas could be generated for this. Personally I think this skill could use a change. 62.194.247.18 13:05, 19 February 2009 (UTC)

Tounaku's Issue

Issue
See above issues
Suggestion 1

Mending Grip: 5 Energy¼ Activation time8 Recharge time Spell. Target ally is healed for 10...74...90 health and loses one condition. If target ally was under the effects of a weapon spell, that ally also loses one hex.

RITUALISTS... NEED... HEX REMOVAL. The reduction to cast time makes this skill more active in heated fights and the increase to duration makes sure that it can't be spammed so freely.
Suggestion 2

Mending Grip: 5 Energy¼ Activation time5 Recharge time Spell. Target ally is healed for 10...74...90 health and loses one condition. If target ally was under the effects of a weapon spell, that ally gains +0...12...15 additional armor and 0...3...4 health regeneration for 5 seconds.

If Ritualists can't have hex removal, then they need some other form of protection vs high damage. Making this spell into a decent heal with a conditional effect equivilent to a low-power Resilient Weapon could do the trick.

-- Tounaku