Feedback talk:User/Skye Marin/Underused Skills Update - Monk
Use this page to leave feedback to my Underused Skills Update suggestion. --Skye Marin 03:00, 7 November 2009 (UTC)
- I approve of this. The Amity change does not make it much better though Koda Kumi 16:26, 7 November 2009 (UTC)
- Pensive guardian seems imba 68.202.136.112 00:18, 8 November 2009 (UTC)
- Reappliable Pacifism?!
- Your Pensive Guardian is removing Guardian from the game by a Paragon using something like "Fall Back!" at the least.
- Amity is underused, I'll agree with that but that can heal approximately 3 people back to more than 50% health? Rigged.
- Signet of Removal is used by Bonders a lot, with Gift of Health as their backup heal. Plus, some builds in PvE use it too. I wouldn't say that's underused. Plus, 1/4 is hard to interrupt, it should be interrupt-able.
- Blessed Light isn't really underused either. That's like the 2nd best choice in Codex Arena as much as I hate Codex Arena.
- Your Pacifism is just being combined with your Amity to heal your team without taking damage. Rigged, especially since cover hexes are easy.
- Your version of Withdraw Hexes is just Divert Hexes that costs 5 more energy and doesn't remove Conditions.Than 01:01, 8 November 2009 (UTC)
- Pensive Guardian is not "removing Guardian form the game by a Paragon". What does that even mean? How is Amity, a reverse Healing Hands, rigged? Withdraw Hexes has the perk of removing hexes from other teammates, which would be pretty great considering the rampant spreading of Suffering, Lingering Curse, and Soul Bind. You are wrong. Your sentences are incomprehensible, and you fail to understand what these skills do. --Skye Marin 02:31, 8 November 2009 (UTC)
- My Pensive Guardian comment was referring to Paragon skills, such as "Brace Yourself!", or as I mentioned before Fall Back which would just be near-unstoppable runners, esp. during Relic run matches. Than 02:58, 8 November 2009 (UTC)
- Read the description again. You block if your attacker has a shout or stance, not yourself. --Skye Marin 03:13, 8 November 2009 (UTC)
- I already mentioned Divert Hexes as the your Withdraw Hexes idea that doesn't remove conditions that costs 2 - 5 more energy.
- My Pensive Guardian comment was referring to Paragon skills, such as "Brace Yourself!", or as I mentioned before Fall Back which would just be near-unstoppable runners, esp. during Relic run matches.
- Oh, and why did you move my post after "My Pensive Guardian comment ..." according to the History? If you were going to do that, at least keep my signature on the bottom one.
- I did read that incorrectly, I thought it was while under the influence of a shout.Than 03:50, 8 November 2009 (UTC)
- Pensive guardian seems imba 68.202.136.112 00:18, 8 November 2009 (UTC)
Add your comments after each skill, and sign them. Thanks. --Skye Marin 02:26, 8 November 2009 (UTC)
5 ¾ 12
Elite Spell. "Target ally loses 0..3 hexes. If any other allies in earshot are also suffering from those same hexes, they are also removed, and you lose 1 energy for each hex removed. Target ally is healed for 50..150."
Signet of Removal
- Lower casting time to 1/4
- Signet of Removal as a Hex removal version of Dismiss Condition:
0 ¾ 5 - (Unattributed) - Elite Signet. Removes one condition. Removes one hex if target ally is enchanted. --Falconeye 02:10, 8 November 2009 (UTC)
5 ¾ 4
Elite Spell. "Heal target ally for 10..140 Health and remove one Condition and one Hex. If a hex is removed in this way, you lose 5 Energy."
10 ¾ 25
Elite Hex Spell. "For 10 seconds, whenever target foe attacks, up to 3 of your allies nearby him are healed for 10..55 health. This hex ends after 1..9 attacks."
- You do not want to use your elite slot for an unreliable healing hex. Sure, in raw power it heals for enormous amounts but letting your opponents decide when you get healed is not quite elite-worthy. Koda Kumi 11:01, 8 November 2009 (UTC)
- im seeing this more like Empathy then a healing spell, either punish target by healing it's target or prevents target from attacking preventing any damage that way, something good for a support class, only bad thing about it is that it wouldn't give target foe a option to attack through the hex like you would do for empathy in cases were ally needs few more attacks to die. also this would be pretty lol in HM pve.--BobbyT 02:35, 14 November 2009 (UTC)
10 1 15
Hex Spell. "For 5..20 seconds, attacks made by target foe deal -10..40 damage, and that foe cannot achive critical hits. This hex ends after 1..9 attacks."
5 ¼ 8
Enchantment Spell. "For 3..9 seconds target ally has a 50% chance to block attacks from foes under the influence of a shout, and a 50% chance to block attacks from foes in a stance."
- This is too good a counter versus pretty much everything except gimmicks in the game. 25% under a shout, 25% under a stance and 24 armor versus elemental damage should do, balance cast time, durationa and recharge to that of guardian. Pika Fan 16:15, 8 November 2009 (UTC)
- The thing about this is that it directly counters passive buffs. If you are a Warrior, and you happen to see your target get this enchant on them right before you spike, you have the choice to simply not enter your IAS. Teams with long-lasting stances or uncontrolled spamming of shouts to keep things going don't have that choice. It encourages players to use builds with tactical flexibility. --Skye Marin 06:07, 9 November 2009 (UTC)
- Except it's 5 energy, 1/4 cast, and people will just use it as a spike catch. With guardian people have to use it early, and warriors have enough time to swap targets - you can't suddenly tell your team to swap targets during a spike. Also, warrior's use rush to cancel frenzy, it's silly to ask warriors to drop all their use of stances simply because of a single skill. Limiting tactical flexibility is clearly not encouraging people use builds with tactical flexibility. Pika Fan 06:13, 9 November 2009 (UTC)
- The thing about this is that it directly counters passive buffs. If you are a Warrior, and you happen to see your target get this enchant on them right before you spike, you have the choice to simply not enter your IAS. Teams with long-lasting stances or uncontrolled spamming of shouts to keep things going don't have that choice. It encourages players to use builds with tactical flexibility. --Skye Marin 06:07, 9 November 2009 (UTC)