ArenaNet:Skill feedback/Ritualist/Weapon of Remedy

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Weapon of Remedy Weapon of Remedy

Shard's Issue 21:34, 19 February 2008 (UTC)

  • Issue: Uninterruptable, unremovable, unstoppable effect. Creates ~140 life advantage regardless of how much damage was being dealt to the target. Too spammable. (whew)
  • Possible Solutions: Increase cast time to 1 second, increase recharge to 5. Or make it function more like RoF, where it steals life based on damage dealt.

Discussion


Falconeye's Proposal

Issue
Ends far too quicky for effective weapon-based synergy. See Above.
Conditions vs. Removal arms race has accelerated due December Update.
Gradual (but limited) life-steal can help keep allies alive while pressuring attackers to back-off.

Suggestion

5 Energy¼ Activation time8 Recharge time - (Restoration Magic) - Elite Weapon Spell. (3 seconds.) Whenever target ally takes damage from a foe, that ally steals up to 5...29...35 Health from that foe and loses 1 Condition."

=OR=

5 Energy¼ Activation time3 Recharge time - (Restoration Magic) - Elite Weapon Spell. (8 seconds.) Next 3 times target ally takes damage from a foe, that ally steals up to 5...29...35 Health from that foe and loses 1 Condition."

--Falconeye 10:22, 17 January 2009 (UTC)

Always steals full amount

Issue
As above
Suggestion
Limit the lifesteal based on the damage. I'm not saying totally nerf it, but make it less predictable effective, as RoF and RoD are (i.e. ppl can clear it off with wanding).
Something like: "...that ally steals three times that amount from that foe (max 15...63...75)."
That way, hits of 25 or less would greatly decrease the amount of life stolen by it, making it a bit less effective. On the other hand, it would still work just as well against spikes or when you're actually pushing to kill that target specifically (rather than it being spammable or useable to heal anyone who's taken some damage regardless) and it would still have the condition removal, meaning this would be a very minor nerf indeed.
Also, I would suggest decreasing the duration a bit, maybe to 6. That way it's still fine for catching spikes but spamming it would be less effective.


As an additional note, you might want to do the same to Vengeful Weapon for continuity if nothing else.