ArenaNet talk:Skill feedback/Monk/Peace and Harmony

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Info-Logo.png Note: As of September 2, 2009 this page is no longer active.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.

Let's keep this a cast on ally skill for flavour wise. Still, I see nothing wrong with upping the regen to 2. That alone makes it powerful. Or, add some sort of damage redux too (like 10%?) so that it becomes a powerful runner/off hand monk skill. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 12:10, 4 April 2008 (UTC)

your suggestion is like a really bad BiP, but go ahead and change it to yours. it still wont be used 76.26.189.65 12:40, 4 April 2008 (UTC)
Bip has a huge price tag. PnH, well, buff the initial regen up to 2, add some weak damage redux like 10%, and let it loose. Less of joke, and has some, if narrow, applications. File:Nuclear7 sig image2.jpg nuke7 File:Nuclear7 sig image2.jpg 20:37, 4 April 2008 (UTC)
Doing that would provide monks with endless energy. Dark Morphon(contribs) 08:44, 1 May 2008 (UTC)
Hyperbole, much? Energizing finale is no better with a motigon present. -- NUKLEAR User NuclearVII signature 3.jpgIIV 09:03, 1 May 2008 (UTC)
Haha, ether signet outclasses this. 1 energy regeneration is 15.3333 energy every 46 seconds, and you can get this with Ether Signet at 9 inspiration. --The preceding unsigned comment was added by User:72.71.208.3 (talk).
Don't forget that Glyph of Lesser Energy is better if you use a lot of 10e skills. --The preceding unsigned comment was added by User:96.233.8.248 (talk).

Mashav

I could see that skill on flaggers. Sit and tank the damage, and regen energy to spam Heal Party. ~~ User:Frvwfr2 frvwfr2 (talk · contributions) 13:35, 3 June 2008 (UTC)

Fixed your progressions btw... They were impossible. ~~ User:Frvwfr2 frvwfr2 (talk · contributions) 13:37, 3 June 2008 (UTC)
Way too powerful. It shouldn't contribute to tanking unless it were for energy. --Eyekwah 14:04, 3 June 2008 (UTC)

Skill is fine as is right now. hex heavy teams can just laugh at normal teams and this has the potential to at least weaken the effectiveness of hexway teams, where previously they were impervious to everything. and it's not like this sees a lot of use anyway.--72.189.85.14 02:14, 17 January 2009 (UTC)

It didn't before but it is doing now. Saw a battle in Halls the other day where all three teams had almost identical PS-Teaseway builds with 3 monks. And yeah, this is good against pure hexway teams, but it's not fair on teams who just have a few utility/pressure hexes, especially given it can clean off all of someone's conditions as well. I mean, 6 or 7 of each every 7 seconds is too much... it'd take you longer than that to cast them all (not to mention the energy...). 86.26.63.60 15:10, 8 February 2009 (UTC)

Nerf or Revert

The rock paper scissors build wars metagame is a problem. Being forced to choose between several narrow counters is part of the problem. -- User Gordon Ecker sig.png Gordon Ecker (talk) 04:19, 2 May 2009 (UTC)

Why the hell

do you even need a buff to condition removal with restore freaking condition? Is it not good enough for you because you can't target yourself and can't figure out that you simply need someone else to draw them off you? Good heavens, the cluelessness found in some of the suggestions here is astoundingly depressing. Pika Fan 02:28, 26 May 2009 (UTC)