ArenaNet talk:Skill feedback/Monk/Mark of Protection
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mark of protection has two issues : or you make it stupidly overpowered like u suggest , or u keep it underpowered , like it is. a 10sec RoF is extremly strong , and 20sec is just insane. i'd only decrease the cast time into 1/4sec , and something between 35-40sec recharge. 189.70.185.150
- In the suggestion, it talks about 1-2-3 second duration, not 10. --Xeeron 14:03, 27 February 2008 (UTC)
I'd say, give it 8 recharge, 5e cost 1/4 casting time and make the effect last 2 seconds. That way it is kinda like an elite RoF instead of some weird elite. Dark Morphon(contribs) 16:27, 27 February 2008 (UTC)
sorry didn't pay attention to that :( , /agree if it lasts for 3seconds , but i'd still say that it would be just as overpowered as old ZB 189.70.149.39 20:05, 27 February 2008 (UTC)
I'm not going to make a new ticket for this, but it's either going to be severely overpowered in PvP or totally worthless like it is now, so I'd suggest leaving it the way it is, but changing how it interacts with Protective Spirit to make it useful for farming. Right now, it seems that MoP triggers before PS, so the game calculates the damage, subtracts the heal, and then applies the remaining damage to Protective Spirit and then to the player. If you swapped the order so PS triggered first, that would make it immensely useful for farming, probably even a little overpowered. --71.229.204.25 20:29, 27 February 2008 (UTC)
- 1-3 sec duration is too short, just look at incoming which affects all party members within earshot. I mean is anyone using incoming at all ? --Zealous 11:46, 28 February 2008 (UTC)
- Sorry, but anyone who "doesn't know what's going on" deserves to heal their target to full. Game of skill means as skill goes up, chance to win goes up. This is one of those skills that, when it's active, is amazingly good, yet is still very easy to counter/catch. I'd say lower recharge. 45 seconds makes it pretty much unusable. ~Shard (talk / Nerf List) 03:00, 29 February 2008 (UTC)
- funny part is unlike Reversal of Fortune, deepwound hits this hard since it is healing not health gain. This ought to be changed to be like Spirit Bond, where there is a maximum of 5 uses or something and then the recharge brought down. 1-3 seconds is too short.--Life Infusion «T» 02:12, 3 March 2008 (UTC)
- I agree with Life's suggestion but I think it doesn't need the "X times" condition. This would make this skill usefull but still far from being OP. A. von Rin 01:16, 20 March 2008 (UTC)
- funny part is unlike Reversal of Fortune, deepwound hits this hard since it is healing not health gain. This ought to be changed to be like Spirit Bond, where there is a maximum of 5 uses or something and then the recharge brought down. 1-3 seconds is too short.--Life Infusion «T» 02:12, 3 March 2008 (UTC)
- Sorry, but anyone who "doesn't know what's going on" deserves to heal their target to full. Game of skill means as skill goes up, chance to win goes up. This is one of those skills that, when it's active, is amazingly good, yet is still very easy to counter/catch. I'd say lower recharge. 45 seconds makes it pretty much unusable. ~Shard (talk / Nerf List) 03:00, 29 February 2008 (UTC)
Misery's Issue
Needs a total rework in what it does to become viable without being overpowered or stupid. I've given some possible suggestions for different functionality. Perhaps the last two suggestions should be more "prevent damage and heal for that amount" than just heal, but that's too much effort for me to type out to be honest. Misery 08:52, 16 April 2008 (UTC)
This skill
Is currently in the "least used skills" pile of guild wars. its disabling effect, long recharge, and more or less short recharge; make it a skill that is only used once: after capturing it for the first time. This skill needs some form of an update. as it is right now, it does not fit into any form of PvP or PvE play.--66.192.104.13 19:56, 16 January 2009 (UTC)
Falconeye's Proposal
Wtf. Plz tell me you mistyped some numbers. What you have there is a 8 second recharge skill that gives invincibility for 3 seconds for 5 energy. I've just been looking at Recent Changes, and reading your proposals it sounds like you want to buff every monk elite to the point that a lone monk can outheal a team of 8 players. Srsly, compare it to Ether Prism. You reduce damage to 5% of maximum health but heal for 45hp, which means that whenever that foe takes damage, their health bar goes up. No player will have more than 900hp mate. Instead of giving energy, you reduce all hexes by half duration. And then you have 5 less recharge! So, now you have a skill that can be maintained easily without every thinking about energy management that makes an ally invulnerable for over 1/3 of the time. Wow. Talk about spike prevention, this skill makes WoH look tame.Crimmastermind 06:46, 26 March 2009 (UTC)