Feedback:User/Staples/Light of Deliverance

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Suggested change:

Light of Deliverance Light of Deliverance 5 Energy1 Activation time6 Recharge time- "All party members within earshot under 80% Health are healed for 5...65...80 Health."


Basically a revert to the old LoD. The earshot effect was added to add importance to using it well at stand, and prevent abuse of it by runners or for healing split teams. LoD was only a real problem because of the ridiculous amount of passive defense around late 2007. It mopped up extra damage very easily because aegis chains, wards, and Defensive anthem were constantly preventing lots of damage. Now, without so much passive defense it is easier to apply pressure; this skill helps fight party wide pressure well, but without so much passive defense, it cannot be abused by mitigate ALL pressure.

Major note: Toning down healing too much could lead to 3 monk backlines (which is the last thing we want) UNLESS excessive damage sources are also dealt with. Primal, Flail, Enraging, heavy midline damage from MoI, Mind Blast, BSurge, VoR and other mindless hexes are just a few things that need to be scaled back.