User:Raine Valen/Mass Balance/Monk/Skills/Healing Prayers

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Healing Prayers Skills.[edit]

Supportive Spirit Supportive Spirit[edit]

Current:[edit]

10 Energy¾ Activation time8 Recharge time. Enchantment Spell. 5...19...23 seconds, whenever target ally takes damage while knocked down, that ally is healed for 5...29...35 Health

Proposed:[edit]

Jake's Proposal:[edit]

5 Energy¼ Activation time10 Recharge time. Enchantment Spell. For 2...8...10 seconds, the next time target other ally would be knocked down, that ally is healed for 20...36...40 Health instead.

    • As it currently stands, supportive spirit is basically useless do its high energy cost and the fact that the prot line in general deals better with knockdowns than the (generally weak) heal line. This change effectively creates a heal line version of "Brace Yourself!" and allows the heal line to become more versatile by doing something other than just redbarring.--TahiriVeila 16:47, 22 January 2010 (UTC)

Orison of Healing Orison of Healing[edit]

Current:[edit]

5 Energy1 Activation time2 Recharge time. Spell. Heal target ally for 20...60...70 Health.

Proposed:[edit]

Jake's Proposal:[edit]

5 Energy¾ Activation time4 Recharge time. Spell. Heal target ally for 40...76...85 Health. If Target ally was under the effects of an enchantment, you gain 2 energy.

    • Right now the heal line in general is pretty limited in the scope of what it does: redbar. Beause of the current power creep and introduction of skills through eotn/skill buffs, the entire heal line has been whittled down to about 4 single target skills worth using: WoH, Patient Spirit, Cure Hex, and Infuse Health. Of those skills, 2 were introduced in eotn and one has been buffed significantly since game launch. Orison needs a buff to make it a competitive skill: by increasing heal magnitude and decreasing cast time, orison can be brought back on par with patient spirit. While patient heals for more and has a shorter activation, it isn't a direct heal. Orison provides an instant, direct heal, but is balanced by not healing for as much as patient. The energy return function of of the skill plays the dual mechanism of adding energy management to further promote orison's use over other skills and of promoting a greater universality of the heal line and better, more field aware play in heal monks.--TahiriVeila 18:06, 22 January 2010 (UTC)

Words of Comfort Words of Comfort[edit]

Current:[edit]

5 Energy1 Activation time4 Recharge time. Spell. Target ally is healed for 15...51...60 Health and an additional 15...39...45 Health if that ally is suffering from a Condition

Proposed:[edit]

Jake's Proposal:[edit]

5 Energy1 Activation time4 Recharge time. Spell. Target ally is healed for 20...60...70 Health and an additional 20...44...50 Health if for each Condition on target ally

    • Minor buff to magnitude in heals and change to a more dwayna's kiss functionality towards conditions. Promotes use in condition heavy areas/metas--TahiriVeila 18:11, 22 January 2010 (UTC)

Healing Light Healing Light[edit]

Current:[edit]

5 Energy1 Activation time4 Recharge time. Elite Spell. Heal target ally for 40...88...100 Health. If your target has an Enchantment, you gain 1...3...3 Energy

Proposed:[edit]

Jake's Proposal:[edit]

10 Energy¾ Activation time4 Recharge time. Elite Spell. Heal target ally for 80...128...140 Health. If your target has an Enchantment, you gain 3...7...8 Energy

    • Minor buff to magnitude in heals and activation time. Change in energy cost/gain values to more reflect the standard set by ZB in order to promote arena play.--TahiriVeila 18:11, 22 January 2010 (UTC)

Healing Burst Healing Burst[edit]

Current:[edit]

5 Energy1 Activation time4 Recharge time. Elite Spell. Target ally is healed for 5...105...130 and all allies in the area are healed for 5...17...20.

Proposed:[edit]

Jake's Proposal:[edit]

5 Energy1 Activation time7 Recharge time. Elite Spell. Target ally is healed for 20...140...170 and all party nearby members are healed for 20...68...80.

    • Buff to both targeted and party healing promotes increased usage in arenas while nerfing the range to prevent imbalanced party haling in small arenas. Buff to party healing also promotes usage on support monks in Hero's Ascent where maps are very cramped and 2 HoH maps require balling of entire teams in nearby range.--TahiriVeila 18:23, 22 January 2010 (UTC)

Healing Seed Healing Seed[edit]

Current:[edit]

10 Energy2 Activation time25 Recharge time. Enchantment Spell. For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 3...25...30 Health.

Proposed:[edit]

Jake's Proposal:[edit]

5 Energy1 Activation time15 Recharge time. Enchantment Spell. For 1...7...8 seconds, whenever target other ally takes damage, that ally gains 3...25...30 Health

    • Cast time, energy, and recharge constraints mean that this spell sees little outside of a a very small number Hero's Ascent builds that utilize a third support monk. By transforming it into a single target spell with reduced energy cost, cast time, duration, and recharge, it may be opened up to arena play where it can play the role of reactionary heal over time.--TahiriVeila 18:42, 22 January 2010 (UTC)

Healing Whisper Healing Whisper[edit]

Current:[edit]

5 Energy1 Activation time1 Recharge time. Spell. Target other ally is healed for 40...88...100. This spell has half the normal range.

Proposed:[edit]

Jake's Proposal:[edit]

5 Energy1 Activation time4 Recharge time. Spell.Target other ally is healed for 20...52...60. If target ally is within nearby range, that all is healed for an additional 20...52...60

    • Another skill aimed for arena play, this promotes good positioning/field awareness--TahiriVeila 18:53, 22 January 2010 (UTC)