Feedback:User/Talamare/Healing Prayers Revamp

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For a long time now Healing Prayer has been weak, I dont mean "all" of healing prayers, I simply mean there are too many useless skills here

So I will suggest awesome fix for every single none elite

Also if I skipped a skill its either because I think its fine or because I cant think of a good fix


5 Energy1 Activation time3 Recharge time Spell. Heal target other ally for 15...63...75 Health and an additional 10...30...35 Health for each Enchantment or Hex on that ally (max 3).

  • Skills without limit tend to be problematic so added a max 3 (180 potential heal), also slightly increased base heal


5 Energy¾ Activation time3 Recharge time Spell. Target ally is healed for 20...100...120. This Spell is easily interrupted.

  • Increased amount healed, Lowered Recharge and with its effect of being easily interrupted, also lowered cast time to make it easier to use


10 Energy1 Activation time5 Recharge time Spell. Heal yourself and all nearby allied creatures for 30...126...150 points.

  • Reduced amount healed but increased the area, now only affects allies (this one is open for suggestion in the talk page)


10 Energy1 Activation time5 Recharge time Spell. Target other ally is healed for 20...100...120 Health. Up to 2 additional allies under 90% in the area of your target ally are healed for 15...75...90 Health.

  • Increased the heal amount of the main target slightly, heavily increased the potential area but decreased the heal the extra targets get, also made it so that the extra targets are healed for exactly 75% of the amount of the main and it only targets extra targets under 90% to make it a bit of a "smart heal"

5 Energy1 Activation time4 Recharge time Spell. Target ally is healed for 15...51...60 Health. Up to 2 additional allies under 90% in the area of your target ally are healed for 10...38...45 Health.

  • A potential 5 energy version, in this case it doesnt need to be "other ally" since the primary heal is fairly small


5 Energy1 Activation time8 Recharge time Spell. Target other ally and all adjacent allies are healed for 20...92...110 Health. The caster is not healed.

  • Reduced heal amount and made it long range, also only affects allies now, the key difference between this and Ribbon is the area and amount the 2ndary targets are healed for


5 Energy¼ Activation time12 Recharge time Enchantment Spell. For 8 seconds, whenever target ally takes damage, that ally is healed for 3...13...15.

  • A quick cast allows this to act as a preprot to spikes similar to shielding hands


5 Energy1 Activation time3 Recharge time Spell. Target ally is healed for 15...51...60. If target other ally is within half range, that ally is healed for an additional 15...51...60

  • By making the half range a bonus conditional, it promotes use of this skill. The conditional tho only triggers if its a different ally that would be affected by it tho so self casts are weaker


5 Energy½ Activation time2 Recharge time Spell. Heal target other ally for 30...102...120 Health.

  • Weakened the heal to make it 5 energy, also made it slightly more spammable


5 Energy1 Activation time2 Recharge time Spell. Heal target ally for 20...68...80 Health.

  • Increased the heal by a small amount


5 Energy¼ Activation time12 Recharge time Enchantment Spell. For 5...11...13 seconds, Next time target other ally would be knocked down, that knockdown is prevented and that ally is healed for 20...68...80 Health.

  • Instead of providing healing while knocked down, it instead prevents 1, and heals the target that would be knocked down


5 Energy1 Activation time3 Recharge time Spell. Target ally is healed for 15...51...60 Health and an additional 15...51...60 Health if that ally is suffering from a Condition.

  • Increased the conditional heal to make it more in line with other conditional spells