Talk:Angelic Bond

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Why doesn't this skill's animation show the wings? It is one of the few I would really expect it to show.Nicky Silverstar 07:58, 31 July 2007 (UTC)

It's not a Chant. Maybe for balance reasons. *shrug* -- Jonas N 13:15, 1 September 2007 (UTC)

It would be nice if the page specified whether or not armor and armor enhancing skills reduce the caster's received damage.Woop 17:30, 14 December 2007 (UTC)

needs a 1-second casting time then has some use. 2 seconds is too slow to help, and if it were changed to a shout it would be too good Coruskane 02:25, 14 March 2008 (UTC)

cast it before you aggro, it lasts for 35 seconds at most so its not like it'll run out shortly after you cast it.. The preceding unsigned comment was added by GenericWasDanny (talk • contribs) at 13:22, May 15, 2008 (UTC).

WTB buff...divided damage is just blatantly inferior to Life bond. Idk how to improve it without imbalancing it, but maybe like "Damage is divided equally with you and target other ally. If they have less health than you, the damage directed to you is reduced by 8...24." Just as an example. 20:51, 15 May 2008 (UTC)

I reckon it would be cool if it affected all party members and divided the damage equally amongst all members, mind you LoD healers could easily cover the pressure... - Byakko User Page 05:02, 4 June 2008 (UTC)

Doesn't split damgage from health saccing... note worthy? 19:39, 8 June 2008 (UTC) Forgot to sign, /sigh 19:39, 8 June 2008 (UTC)

Nah, saccing bypasses all protection except Aura of the Lich (I think) - Byakko User Page 09:41, 9 June 2008 (UTC)
AotL reduces your max health, sacs count from your max health. Not exactly bypassing, but I'm nitpicking. -- 09:56, 9 June 2008 (UTC)
sac is not damage, that's why. - Y0_ich_halt User Y0 ich halt sig.jpg 13:22, 11 June 2008 (UTC)
but sac is still futher reduced from AoTL 11:43, 20 June 2008 (UTC)
that's why aotl has an "anomaly" tag. - Y0_ich_halt User Y0 ich halt sig.jpg 12:46, 20 June 2008 (UTC)
Can someone test: If a paragon uses this on a party & is in turn bonded by a prot monk does the halfed damage the paragon takes reduced? If yes it could be awsome new bonder duo.( 11:11, 25 June 2008 (UTC))
Waste of 2 characters. Just use a monk bonder. If they are shattering the monk bonds, then he wouldn't be able to keep them on paragon anyway. Paragon can't even keep the bons on everyone due to HUEG energy cost and long recharge. Ordinary monk bonds put this shit to shame. At least those reduce damage(reduce pressure) and are NOT elite. --Spura 14:41, 25 June 2008 (UTC)
Yeah but this is unremovable. Also a paragon in a full party is unlikely to have energy trouble. & i was thinking it would be easier for the monk to maintain enchantments on one character. The 5 secs recharge allow the paragon to bond atleast 6 characters before the 1st runs out. With a paragon running a build arround this skill i think the monks are gonna have a much easier time. Add Angelic Protection & you got solid anti spike.( 10:12, 27 June 2008 (UTC))
WILL YOU ALL STOP WITH THIS UNREMOVALE BULLSHIT. It helps nothing if skill is unremovable if it sucks. If you think paragon won't have energy problems with this skill, then you are a noob. Paragon doesn't have free energy. He gains energy by spamming adrenaline shouts. He gains adrenaline by attacking. And he isn't attacking because he spends 2.75 seconds in casting ever 5 seconds with this skill!!! Any other chant eat up even more attacking time = NO ENERGY GAIN, NO DPS, NO BONDS. Go try it yourself...we'll see how little of energy trouble you'll have. --Spura 18:40, 27 June 2008 (UTC)
Spura no need to get angry. I agree i pushed it a little with the original idea but the fact remains: Monks enchantments can be removed for spike while this will half the damage from the said spike without the enemy being able to do anything.
The skill is not EVEN COMPARABLE to monk bonds. Both monk bonds reduce pressure, they reduce damage dealt to the team as a whole. Angelic bond doesn't reduce damage in any way!! What use is a skill that doesn't reduce damage, completely ruins the paragon's energy, completely ruins paragon's DPS (casting 2.75 sec out of every 7.25), can be only kept on 4 (FOUR!) people at one time and to top it off it is elite. Shit...I expect more from elites. Monk's Life Barrier halves damage done to the team, doesn't need constant recasting, allows monk to use Blessed signet to offset cost, can be kept up on all 7 people. All Angelic Bond has is not being removable(like it matters when you can just spam paragon with magebane shot or energy denial), which of course isn't worth shit when effect itself is shit and paragon doesn't have the energy to keep recasting it anyway. Lame skill. As my final proof of its shittiness: nobody uses it, ever. --Spura 10:25, 30 June 2008 (UTC)
If you can't maintain your energy to maintain this skill you suck at using a Paragon. Also the damage is divided before the armor is considered. Making it so your armor reduces the damage even farther. which the other bond do not do that. Making this one much better then there monk counterparts.--Yozuk 07:47, 12 August 2008 (UTC)
Also the para has one of the highest AL's reducing specific damage take, also did I forget that damage to you generates adrenaline allowing spamming of adrenal shouts to gain energy? Try making an intelligent build and come back with comments. Farlong 07:47, 29 August 2008 (UTC)
Cut the bull Farlong, there isnt a single build around this rotten spine. The same selfless excuse, in a team of Paragon? "Also the para has one of the highest AL's reducing specific damage take..." what the hell of skill you mean? I want that skill! mean is Stand your Ground? That crap cost 15! Then it is useless already. Paragons has the worst skills for protection and rely on teammates to use them, when they start to die one by one, you might as well suicide the character. Core skills do better and are not elite.--ShadowFog 21:31, 6 September 2008 (UTC)

Gotta love personal attacks .. what about Balthazar's spirit for adrenaline on Para and SY for armor on others so that they can take less damage. Think rather than being spoon fed. I want to be told sounds babyish. Why do you need a plain armor boosting skills listed when they are in the wiki, and Para has base 80 armor as I said.Farlong 06:26, 11 September 2008 (UTC)

What the heck SY stands for? You still sound dedicated to this "skill". Ok. Heres a build:
Balthazar's Spirit.jpg
Balthazar's Spirit
Angelic Bond.jpg
Angelic Bond
Enduring Harmony.jpg
Enduring Harmony
"Stand Your Ground!".jpg
"Stand Your Ground!"
"Help Me!".jpg
"Help Me!"
"Never Surrender!" (PvP).jpg
"Never Surrender!" (PvP)
Theres a better build with Motivation but it takes a lot of time from your fighting and almost no adrenaline gain. I made it this way since angelic bond takes 2 seconds from your fighting. The problem? Balthazar's Spirit can get ripped and spamming enchantments(for BS or for a cover enchantment) is energy consuming for the Paragon. A quick solution might be Tactics from the Warrior to use stances but thats another problem since you will have to spent pts in Leadership, Tactics, Spear Mastery and Command unless you are willing to jump Spear Mastery or make your Mo spam enchants on you. Forgot to add, dont use this in RA,TA and AB, its better in an 8 player team.--ShadowFog 13:32, 11 September 2008 (UTC)

SY = "Save Yourselves!". Also, Angelic Bond is just an inefficient way to prot team members. Mr J 13:42, 11 September 2008 (UTC)

Oh...I thought he was using it for PvP... In PvE almost anything works.--ShadowFog 13:51, 11 September 2008 (UTC)
Think of it as having the same effect as Infuse, terrible against pressure because it just moves the damage around, but good against spikes because someone doesn't die. That being said, it is pretty mediocre terrible. Misery 13:56, 11 September 2008 (UTC)

dec 12 update[edit]

Now this is bad.. I'm sorry to say so but I don't see how this skill is improved at all. For 1/3rd of the time only one ally is saved from death. Perhaps 6 paragons in HA could use this to stay invincible - but for PvE there's almost no use since it's almost alwyas possible to focus damage on few targets. Divine intervention would be much more suitable. As far as I know the old functionality was a good solution for Mallyx's huge damage potential. This + some extra protection made taking easier -- 01:55, 12 December 2008 (UTC)

Dont use it in pve derrr-- 04:14, 12 December 2008 (UTC)

i think this is a good change. it will see use, i'm fairly sure of it. Conall 04:30, 12 December 2008 (UTC)

I liked this skill before. Morgahn would use it whenever we were going to go against some stupid overpowered ele boss that hits for 500 damage with flare. Helped a lot. Now it's just Divine Intervention without needing to select the target. Oh well, at least it affects minions, right? Oh, wait... --Jette 05:06, 12 December 2008 (UTC)

Lol, you're so right, it's even more useless in PvE than I originally thought! In this buff update the only one who gets nerfed is the Paragon. 4-man areas are a lot harder for me now, stupid Anet.(like those monks needed a buff...pfff)--Itamar Dishonorable.jpg 09:51, 12 December 2008 (UTC)

It is very powerful anti-spike support in PvP though. 12:38, 12 December 2008 (UTC)
Powerful? Yes, but the monstrous downtime makes it inviable regardless. Spikes generally come more often than every 30 seconds. --Jette 13:33, 12 December 2008 (UTC)
needs to have a much faster casting time if A-Net intended it to be a spike catcher at least...-- 15:16, 12 December 2008 (UTC)
now there's a good waste for an elite slot... -.-' ...I've been a paragon for a good while now and I've never used this skill and probably never will after this nerf... why does Anet hate paragons....? --Johnnyrodrigues 16:20, 12 December 2008 (UTC)
This would be horribly overpowered if it had less recharge. Now, it is just another boring underpowered skill that can't ever be fixed. Anet broke another skill. GG. Also, they don't hate paragons, that's what PvE scrubs like yourself make out of it because of lack of vision. Anet is trying to help in their own wrong way. Dark Morphon(contribs) 17:07, 12 December 2008 (UTC)

(Reset indent) Well, ANet has developed something of a reputation for doing the wrong thing for the right reasons. Perhaps if they'd bother to ask people what would be a good idea for the game, they'd have more like with that... as it is, another perfectly good skill flushed down the toilet. --Jette 00:20, 13 December 2008 (UTC)

I don't know... not going to argue with any of the points made, but I actually like this skill now. Always consider Divine Intervention a useless skill since you needed to predict a spike was incoming on a certain person, which you can't always do in PvE when you're the only human intelligence on the field. This skill I might use though since it takes the guessing game out of the equation.--Ryan Galen 04:28, 13 December 2008 (UTC)
If you're a paragon in PvE, you don't need Angelic bond. You only need a few skills on your bar. --Jette 06:37, 13 December 2008 (UTC)
A valid point for Paragon players, but I was more concerned with my Paragon heroes. Honestly have trouble justifying anything other then Cautery Signet on those guys. This... might be justifiable.--Ryan Galen 18:08, 14 December 2008 (UTC)

I wonder how this would fare in PvP on an all paragon team with a bunch of em using this skill. As long as they don't spam it at the same time, It'd be a bitch to kill any one of them. 06:00, 15 December 2008 (UTC)

I don't think A-net hates Paragons....... I think A-net is just very lazy and not at all concerned with Guild Wars anymore because Guild Wars 2 is thier next cash-cow. I have loathed A-net ever since they gave the game away completely with Ursan Blessing. I have no respect at all for thier company or thier CM's or thier GM's or the way they censor everything they don't like, Guild Wars was a good game, I wish a company that really cared about gaming and actually played games held the copyright for GW2........ I would have liked to see the stories of the new races unfold..... No way am I coming back to A-net tho lol....... This is definetly a nerf, and it makes this skill mostly useless as an elite.... Paragons are complex and A-net just really isn't sharp enough to make them work properly........ because of that they will always be restrained to very secular builds and uses. Paragons are still very powerful, they are just so limited as far as variation that they get kinda boring......

Change it back![edit]

The new functionality for Angelic Bond is much more useful in a PvP situation - in PvE it's much less practical. Reading the developer's notes, their reasoning behind the change is "Angelic Bond was either frustrating for opponents or undesirable for those using it. We've now made it so can protect well from spikes but crumbles in heavier pressure situations." - I personally enjoyed how it functioned before, and if its previous functionality was reserved as a PvE version of Angelic Bond, opponents will no longer feel frustrated. This satisfies its practical uses as a PvE skill and its new functionality will work in PvP.

To re-iterate, I propose that PvE and PvP versions be created of Angelic Bond.

Angelic Bond (PvE): Elite Skill. For 10...30...35 seconds, all damage suffered by target other ally is divided equally with you.

Angelic Bond (PvP): Elite Skill. For 10 seconds, the next time an ally within earshot would take fatal damage, that damage is negated and that ally is healed for 20...164...200 Health. Angelic Bond ends on all other allies.

I hope ANet takes this into consideration.

--Shao 04:51, 14 December 2008 (UTC)

Don't worry, they won't. They split PvE and PvP yet make versions that are still very worthless to PvE. a lot of these updates prove this. 05:59, 15 December 2008 (UTC)
Lol, the old version sucked in PvE, the new version sucks in PvE. They simply need a PvE/PvP split and buff the old version.Crimmastermind 07:04, 15 December 2008 (UTC)

Many didn't like the old version and ANet claimed the effects of the Elite were "undesirable" - all I have to say is that those people who did not like the Elite should not use it. The old functionality of the Elite may have created an advantage because it cannot be stripped, but unlike other types of bonding the damage split is not reduced in any way which balanced out its functionality. Also, all other types of bonds, by definition, include some type of relationship between the bonder and the ally being bound. (e.g. Life Bond, Symbiotic Bond, etc.) Now, this skill may as well be called Angelic Intervention. While many may not have liked this Elite, I considered it my signature and am very disappointed that it was changed. I can only hope that ANet will realize that this change was more of a nerf than a change. While it affects everyone in earshot, it truly only affects one ally and is not worth its recharge time. It's not even a bond any more, and if people are going to complain about Angelic Bond, they should complain about Symbiotic Bond as well which is more powerful and not even an Elite. For the sake of the term Bond, I hope its previous/old functionality is restored because Angelic Bond was a beautiful Elite and one I almost always carried.

--Shao 04:26, 16 December 2008 (UTC)

I agree. I liked it's old it doesn't have a use. --Me

I have to agree this update looks more like a gut than a buff for PvE. Not allowing the Paragon to choose who and how many to "bond" with makes it more mindless. The recharge is one of the highest for an elite in the game and makes it pointless to use in an elite slot. I'd also like to see the PvP/PvE split and a real buff for the PvE would be nice too! Sharei

redo on old version[edit]

10e 5recharge
elite shout
Target other ally gains 0-35-50 health every second for 1-4-5seconds. You loose 0-35-50 health every second for 1-4-5seconds. If used on a dead party member you loose all but 50health and target ally is reserected after 5seconds with 10%health and skills disabled for 5seconds.
kinda like infuse health only spread out over a duration and not a spike heal. The energy cost (9e after leadership) would make it relatively un-spamable on a 2-pip class. Dual nature as the second of only 2 rez skills for a paragon.
Just a thought anyhow--Justice 06:02, 18 December 2008 (UTC)
So, what you're saying is, you want a skill to cost 10 energy and ~250 health and only give ~250 to a target over a very limited period of time? Sounds, uh. Bad. --Jette 08:14, 18 December 2008 (UTC)

well they sure are not going to revert it back to its original form. what the old skill meant was that a person under a spike had 2x as much health if covered with angelic bond. what i suggested was something like infuse health only it doesnt replace the monks role with that skill. I suppose 10e may be a touch much. possibly 5e then. with the rez function u could dump rez sig for something more useful.--Justice 08:52, 18 December 2008 (UTC)

Why another Divine Intervention (except unstrippable and fire-n-forget)?[edit]

This new change has made it even further undesirable. The only way I see this working is in full paragon teams with a good 2-4 of them carrying this elite so it can be chained as frequently as the spikes come (which is stupid because no one in their right mind would waste their elite on that at the expense of offensive elites, or just better elites in general). This elite should (at a minimum) be reverted, if not reworked. Just my two cents. --Ulterion 16:46, 18 December 2008 (UTC)


This skill is actually inferior to nearly every other Intervention power. And it's also a classic demonstration of the Developer Bait & Switch where they do things one-way for years and years with the understanding that the Combat Engine tech doesn't allow them to take a different approach. But here we have a clear demonstration of their ability to remove shouts at will upon ANY condition. Just because it can't be "stripped" doesn't make it better... Infact now your OPPONENTS have all the Control over who it saves. The recharge time is too long and prohibitive and the activation is 4x longer than Divine/Judges and none of those are Elites.
It's the same thing they did to "Incoming!", they took something that really deserved the Elite tag and turned it into a Liability because it doesn't fill a Role any better than the non-elite cousins owned by other Classes. I find it all too small-minded, especially coming from a company that is known for Innovation. There is other ways, Gentlemen ...especially Now that they've demonstrated the mechanics to remove Shouts in any situation. Starting with Angelic Bond of course: IE: if the Target of the original version received damaged outside of the immediate area of the Paragon then the skill could just End. Likewise all kinds of other "Mood" skills/shouts deemed too binary could be removed with thematic powers like Shatter Delusions, Drain Delusions, Winter's Embrace, Barbed Signet, Subversion, Signet of Sorrow, Winds of Disenchantment, Word of Censure, etc. --ilr 00:14, 24 December 2008 (UTC)

Possible Reworked Function[edit]

Angelic Bond: Elite Skill. For 10...30...35 seconds, all damage suffered by target other ally is divided equally with you. The damage you receive in this way is increased by 15...10...5.

One of ANet's concerns was that some players who were facing against someone who was under the effects of Angelic Bond would get frustrated because AB is an effective way of reducing damage. Because AB has a relatively quick recharge time, changing the functionality as suggested above will make the Paragon more cautious as to when the skill should be used, and on who. In all honesty I would just prefer the skill to be reverted to its original form, but I will be much happier with a nerf similar to what I suggested as opposed to the completely different function it now has that does not even pertain to bonding.

--Shao 09:15, 19 December 2008 (UTC)

wont happen. A target under angelic bond is nearly impossible to kill with any thing but a blood spike. 50% less dmg unremovable was just rediculous. Essentially what it meant was to take down a target under angelic bond, you had to kill the paragon first or do enough dmg to the bonded to kill both effectively doubling bonded persons health.--Justice 16:04, 19 December 2008 (UTC)

It was fine in PvE. If they want to give it some retarded new function because it was abusable in PvP, fine, whatever, nerf the class even more. But they should keep the old PvE function. I still can't find a new elite for Morgahn to use nearly as good as the old version was. Then again I haven't been looking too hard... --Jette 20:42, 19 December 2008 (UTC)

Alternate Function Suggestion[edit]

Angelic Bond: Elite Skill. For 10...30...35 seconds, all damage suffered by target other ally is divided equally with you. You (the paragon user) cannot be the target of enchantments.

--Shao 15:58, 21 December 2008 (UTC)

for pve? pvp? both? They wont change it back to unremoveable 50% reduction with the long duration and short recharge for pvp which excludes the "both" option aswell. You seriously want this to block enchantments on you for 30seconds in pve?--Justice 19:16, 21 December 2008 (UTC)

I just want the ability to absorb some of the damage my friends are taking. If that means I can't be enchanted, so be it. Maybe if it's made into a shout or made easily interrupted like a trap, or even extend its casting time to anywhere between 2-5 seconds, it would be more balanced. Yes it's unstrippable, but if it's turned into a shout it can be disabled, or if it takes longer to cast or is made easier to interrupt, it will be harder to use. I just want its original effects restored to how they were because I found them to be highly desirable. Nerf it any way you want, but I want to be able to absorb half of the incoming damage an ally/allies take, even if there is no damage reduction.

--Shao 04:44, 22 December 2008 (UTC)

Most recent update[edit]

Now it's an elite Divine Intervention that heals for less with a longer casting time. -- 23:06, 28 December 2008 (UTC)

Divine Intervention:Heals for 26...197...240
Angelic Bond: Heals for 20...164...200
They can remove the Elite Status or another brainstorming session for a re-work.--ShadowFog 23:11, 28 December 2008 (UTC)
Still, angelic bond can only target one ally, while this targets all allies. Also, this caqn't be removed (but srsly, this skill still sucks cuz its an elite version of a skill that it is only just as good as)Crimmastermind 23:20, 28 December 2008 (UTC)
Targeting multiple Allies doesn't mean Squat if it can only affect ONE ally per 30 seconds and is removed from every other ally after every spike. Even in PvE, total spikes on multiple teammates can easily happen within 30 seconds and that used to be where Angelic really shined. Now's just... well the comment below says it best. GG Anet, moar AstroGlide next tiem plz :p --ilr 05:03, 2 January 2009 (UTC)
it got the anus-- 07:28, 29 December 2008 (UTC)
Now its like 100blades before update, no one is gone use it and it doesn't deserve its elite status. Biz 09:51, 30 December 2008 (UTC)
I like Hundred Blades before the update. It was an instant adrenaline fill and it hit at least twice with buffs. It was great for PvE too, with Vigorous Spirit it was an instant Full Health Heal, Good Damage against a group and if you carried Zealous weapons it was also an instant energy fill, it was also phenomeal with Splinter Weapon........ Don't get me wrong, I like the new Hundred Blades more........ but I still wish we had a "hit everything multiple times" skill available lol
try using a scythe78.20.153.111 15:34, 2 January 2009 (UTC)
Scythes are a whole different animal, and they only attack a maximum of 3 things at once and hit omce per swing. Thats very different than chaging a group and scoring 20 hits in an instant, or smacking the crap out of a single target with as many buffs as you can stack and hitting twice at once. I love Dervish, and I love Scythes, but it just is not the same thing.
Scythes are animals? 02:44, 4 January 2009 (UTC)
It's a figure of speech, meaning scythes are not comparable to the other weapons. Vili User talk:Vili 08:19, 4 January 2009 (UTC)
Anyway, this skill right now sucks, the old version sucked. A-net failed miserably again.1337H4X0RK1NG 01:41, 7 January 2009 (UTC)
I like it--Bive 20:04, 24 May 2009 (UTC)

Alternate Function Suggestion II[edit]

Angelic Bond: Elite Skill. For 10...30...35 seconds, all damage suffered by target other ally is divided equally with you. All conditions suffered by target other ally are also inflicted upon you.

-- 06:35, 7 January 2009 (UTC)

they wont do that. for pvp they wont ever change it back to "halves all damage". Could staple on a million negative aspects for using skill but it would never be "halves all damage". If your not careful with suggestions anet would likely make it "whenever ally suffers a condition or hex, ally and you suffer them for half the duration each.--Justice 15:29, 8 January 2009 (UTC)

Then at least restore it for PvE!

-- 19:26, 8 January 2009 (UTC)

Easy Fix[edit]

Just get rid of the 10 second duration, making it a sort of Faithful Intervention. Kind of goes along with the image of a guardian angel always watching over you, too. If nobody took fatal damage and it was recharged, reapplying it wouldn't do anything. Then the elite would be fine, I think. Not OP either. Get paras precasting Angelic before a battle timer just like you precast Illusion of Weakness and Faithful Intervention. |NalanaUser Nalana Darkling santa.jpgDarkling| 20:28, 7 February 2009 (UTC)

Please for the love of Pete...[edit]

Do something with this skill. It's amazingly sad that it has not been changed by this point. Even the people who didn't like this skill before are asking for it to be changed back; currently it is a joke. PLEASE PLEASE PLEASE change it back or at least do something with it.-- 14:13, 8 February 2009 (UTC)

I second this motion. Slowly but surely every paragon skills is beign nerfed to extinction - ANet must realise, every elite they render lame in PvE, reduces the scope of builds a Paragon can and will use, i used to enjoy PvE Angellic bonding, now the ONLY build I run on my Paragon is Imbagon. I only play paragon still hoping that maybe... one day, they'll unerf some of the other elites and I'll be able to branch out once more and fill different styles of play --RyuujinZERO 02:28, 15 May 2009 (UTC)

Functionality Question[edit]

Okay, never used this skill in its updated form before... but does it "go on to" each person in earshot at the time of use, and then, regardless of if they're in range when they're about to die, it activates...or does it activate more like an aura around you, and so the next ally to "try to die" within earshot of you is who it activates on. Hopefully that question was clear enough98.27.164.4 03:37, 21 February 2009 (UTC)

Like any shout/chant, they have to be within earshot to be able to have the shout/chant placed on them, but can move out of earshot once they are under the influence of the shout/chant. King Neoterikos 04:42, 21 February 2009 (UTC)
Except it ends immediately on everyone else after saving that 1 person. AKA: NOT actually Elite-worthy --ilr 10:11, 21 February 2009 (UTC)
A couple of years late, but one note-worthy exception to this is if multiple allies who have Angelic Bond on them were to die at the exact same time (think of a mine in Jade Quarry, for example). In this situation, Angelic Bond heals every one of those allies who would have died at that moment. 02:11, 12 May 2011 (UTC)

Still no change.....ugh[edit]

I'd like to have it be the same functionality as it is now, but remove the cast time, and, through either recharge decrease, duration increase, or both, make it fully maintainable, or just give it an infinite duration, like signet of illusions. A para could precast over everybody, giving everybody a kind of second chance type deal... it would still end on everybody else when somebody received fatal damage, but then could be reapplied. The recharge would limit bringing tons of paragons and using them in rotation. really, i dont care...i just want this skill to stop sucking completely. One Who Brings Soot 19:12, 18 April 2009 (UTC)

"i just want this skill to stop sucking completely"->You and me brother.--ShadowFog 04:16, 19 April 2009 (UTC)
should drop recharge to 10 so it can be held on perma, so you'll actually have to do something about the para chucking spears and shouting stuff78.20.153.111 17:49, 3 May 2009 (UTC)
As long as it doesn't encourage 8 Paragon groups, then fine if not they should add something like this "For all other party members, Angelic Bond is disable for X seconds." making it so that only one can use it.--ShadowFog 05:10, 9 May 2009 (UTC)
How about no inherent recharge, but "When Angelic Bond prevents a death, it ends on all allies, this skill is disabled on those allies for X seconds." You could keep it up until it triggers, with the downside of having to recast it, but the enemy still gets a window before you can use it again. It also prevents groups from taking several copies of it.
None of you guys realise that this would be lolimba when you can maintain it ? Wow,just wow Lilondra User Lilondra Sig.jpg*poke* 04:35, 5 September 2009 (UTC)
I could care less what it does in PvP, I just want the old version back for PvE --ilrUser ilr deprav.png 05:59, 5 September 2009 (UTC)
Functional change needed. It pretty much sucks when you degen to death with an Intervention up anyways. Maybe something like life-gain whenever the target blocks. Would be pretty irrelevant in PvP and could make some fun PvE builds. 08:40, 31 October 2009 (UTC)

Another proposal[edit]

Balance energy and cost for yourselves imo it should be something like this: energy cost:5 , recharge 10, casting time:1 sec type:Skill

Functionality change: For 5-20 seconds you are empowered by the angels themselves. The effectiveness of your non-offensive paragon skills including chants, shouts, signets and echos are doubled and their recharge time is halved. This Skill ends if you use an attack skill.(PVE) also should not increase dmg reduction namely (there's nothing to fear and they r on fire).

The Good: not OP because paras have a limited skill pool being the latest profession along with dervishes. The idea was to make an alternative to P/W build also to replace a hb monk. Imagine ballad of restoration, signet of synergy, never surrender, stand your ground, hex breaker aria ( :D who uses this anyways)also echoes: finale restoration etc lots of heals oh and dont forget angelic protection! A prot spirit for paras though that should have a recharge like 20 seconds to make it more fun in pve.

The Bad: Lots of testing, functionality and make it able to replace one monk if necessary. For nerfs hmm leadership coupled with shout skill type should solve the prob ( vocal minority, cacophony). Also maybe stand your ground would be too strong with this (pvp)so it could be only applicable to those not under an enchantment. ETC Anet knows better how to nerf skills.

For (PVP)--> Skill type:Shout maybe 33% increase only but it must be tested, i mainly made this prop. for pve where paras must run save yourselves crap.

Throwing another proposal in here because, clearly, their complete lack of doing anything for paras means they need nagging.
5Tango-energy.png 0.5½ Tango-activation-darker.png 5-10 Tango-recharge-darker.png For 10 seconds, the next time target ally would take fatal damage, that damage is negated and that ally is healed for 20...164...200 or something like that. Right now, it's trying to be elite Divine Intervention with a worse cast speed - change it to this and at least be honest about it, FFS. (Though if you wanted it to be elite, you could make it have no cast time a la "It's Just a Flesh Wound.", because Paras are the only ones who can pull that off, and that would work well with this mechanic.)
Looking up the page, though, I like the solution under Nalana Darkling's "Easy Fix" better. It's like party-wide Faithful Intervention - could even be changed to act that way - and if that is OP then you need to take a long, hard look at dervishes. As well, it won't become particularly more effective with more paragons in the team - this particular skill won't be one they're trying to bring twelve copies of, even in PvP. One would suffice, because it wouldn't really stack unless you're almost-dying way, way too much. Also, it wouldn't suck or be OP, a very novel concept for the Paragon. -- 03:49, 29 March 2011 (UTC)


I don't know whether I missed something or what, but as this skill's description states "the next time an ally within earshot would take fatal damage," it should apply to minions aswell, making it an absolutely useless skill. But, as I was trying this out in Gyala Hatchery HM (I was having occasional troubles keeping the lil turds alive so I tried some extra protection) I found out that minion deaths don't end it on me or my heroes. So it seems to exclude minions, which is obviously a good thing. Anyone care to elaborate on this subject or go test it to confirm my findings? Jeree95 (talk) 17:34, 29 December 2014 (UTC)