Feedback talk:User/Falconeye/Maximum Health Skills

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Mental Block.jpg Brain Fart
This material needs all the help it can get.
(I'm sure I meant something mo' better.)
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You have permission to edit this page as long as you respect its intent. (I reserve the right to revert.)



Altough i agree with you at a certain point imo only skills that cannot be maintained 100% of the time and/or are easily removed should receive a healing function. Also remember that skills that can be easily removed like Vital Blessing and Vital Weapon that give a large increase in health will eventually give large ammount of healing wich can be increased if it heals so i would change it to health gain instead of heal. The though behind it is good but it needs some fine-tuning. Damysticreaper 13:52, 25 May 2011 (UTC)

Hows it looking so far? --Falconeye 07:20, 28 May 2011 (UTC)
3 things. 1st: the dervish and the paragon don't any(more) health buffs like that. 2nd: Damage reduction is stackable so wich can reduce damage to 0 and sice you added them on skills that cannot be removed it makes people too resilient. 3rd: look at the skill functions of what you are proposing properly and what they are designed for.
Great Dwarf Armor is a skill designed for defense and not as health increase while Endure Pain serves has a quick health gain to prevent death. For the latter my advice is to removed the damage reduction and make it's duration and recharge both 20. Instead of making all health buff skills a copy of Intimidating Aura and giving them all a health gain effect on the end look at them how they are used and adjust their function to it. What you also should look at is if the professions those skill beong to actually need it. Martial classes do require it to last longer in battle but a backline is less likely to need one because they stay out of range of the enemy's attack. Altough casters can use health gain to prevent aggro on them (because enemy AI attacks the one with lowest health first) a title skill that offers such a health buff would do fine because casters rely less on title skills than the martial classes do. Damysticreaper 11:14, 28 May 2011 (UTC)

Right now To The Limit!, Endure Pain, Defy Pain, Vital Blessing, Generous Was Tsungrai, Vital Weapon and Feel No Pain. The only change Vital Boon needs is to have it function turned into a flash enchantment so it can be used in mid combat, the other dervish enchantments don't need a change because they already offer damage reduction. Great Dwarf Armor looks nice but i don't think it needs a condition removal function, altough the cracked armor removal is a nice idea tough, wich is a function that can stay. About the aditional armor against destroyers make it a 5...9...10 damage reduction because the armor bonus it offers is capped at 25 so it doesn't really offer any real damage reduction against destroyers. The remaining skill you have listed if you ask me need a function overhaul to offer better playability. But thats only an opinion from my part, you can give them a function how you would like them to see. Damysticreaper 17:48, 28 May 2011 (UTC)

No reason for this at all. Everything in-game is doable with the current mechanics and while I hate dying because Endure Pain runs out at a bad time, it shouldn't really happen unless your healer is slacking or you time the use really poor. First your opponent need to hack through your extra 300 hp, then you get healed for another 300 right after when the skill ends? All your suggestion would do is forcing through more PvP / PvE splits for no reason, warriors and dervs aren't exactly weak atm. - Ander01 17:37, 6 June 2011 (UTC)
So how is this looking now? You are free to amend this page if you find it wanting. ^_^ --Falconeye 18:48, 8 June 2011 (UTC) --Falconeye 02:47, 8 April 2012 (UTC)