User talk:Pwrkaril/suggestions/Withdraw Hexes

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Discuss[edit]

Discuss Withdraw Hexes if it were changed to this. Good? Bad? Inspirations for this idea were from Restore Condition and from Peace and Harmony. User Pwrkaril sig.jpg Pwrkaril 01:35, 22 August 2010 (UTC)

I would like to add the reasons why I feel this skill is appropriate. For one, it now only affects one ally, rather than adjacent allies. This makes it so you cannot easily do a party-wide removal of hexes. I also tinkered around with the removal cost, like the previous Withdraw Hexes had. I first added that it had a 0 recharge and the added duration was the only thing that was going to affect its recharge. I felt that with Peace and Harmony as a skill, this skill would suffer from too much added duration. Originally, I had made it a 10...4...2 added duration, then 7...3...2, then 5...3...2. Later on, I began to cap the recharge duration to about 20 seconds, then 15, then 12. After reviewing Restore Condition and Peace and Harmony some more, I felt that 7 recharge was fine.
I then changed casting time to 0.5½ because I felt that it was shorter than Restore Condition, but faster than Peace and Harmony (basically, averaged the two out). I also added in the fact that it can expire hexes faster on that ally. I did this because of how Peace and Harmony reacts with that same buff idea, except that PnH did hexes and conditions. Then again, Withdraw Hexes removes ALL hexes whereas PnH removes a set amount. Then, I added the negative of disabling Protection Prayers for 20 seconds. I did this so that this skill mainly supports Healing Prayers monks rather than Protection. Finally, I added the negative that it fails 100% of the time unless you have 8 or more Divine Favor. I did this so that you are forced to spec some into DF to make this worthwhile. I did not want a person to spec only a point or two into this and gain the "remove all hexes" ability still added. It is for Primary Monks only.
As for Energy, I made it 10 energy right from the start. As I was tinkering around with its duration, recharge, etc., I later felt that I would just make it 5 energy like PnH. I then felt that it was OP at one point, so I made it cost an additional 5 energy if it affected more than one ally (somewhat similar to how Starburst works). After I removed the ability to also affect adjacent allies, I just removed the additional energy cost and just made it flat out 5 energy.
As you can see, it also heals. I did this because of Restore Condition. That's pretty much why I added it. However, I did not want it to heal for a lot, so I made the healing amount a lot less (when compared to RC). User Pwrkaril sig.jpg Pwrkaril 01:53, 22 August 2010 (UTC)
Added a new idea to my page. I felt that the disabling should be affected by the amount of DF you have. This still allows for a good DF monk. I also increased the healing rate just a tad and raised the casting time from 0.5½ to 0.75¾. Finally, I removed the expiration on hexes part because I felt that it was not needed. User Pwrkaril sig.jpg Pwrkaril 03:45, 25 August 2010 (UTC)