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Old Jan 31, 2010, 05:16 PM // 17:16   #1
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Default Healing Monks in PvP

As we are all aware of, Word of Healing is currently the best elite Healing skill.
Why is it the best? because no other healing skill generates such high numbers, with a relatively short cast time (3/4) 5e cost and only 3s recharge.

Glimmer of Light - mediocre heal, gets diversioned quite easily.
Healing Burst - not bad after it's last buff, but still worse then WoH.
Light of Deliverance - quite bad after it's last nerf.
Those along with WoH are the only viable Healing elites.

What I'm saying? this needs a change.

All the Healing elites that are focused on healing (glimmer,Hburst,LoD) need to be brought on par with each other. Currently WoH is the only one used in GvG , because it's just too strong to be traded off for anything else.


Thanks for viewing my thread.
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Old Jan 31, 2010, 05:43 PM // 17:43   #2
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I'm not sure that I agree with your arguement that healing monks need other options, they just so happen to need a skill that does exactly what WoH does, so they use WoH, because it's functionality is the best for this type of game play. If you wanted to make the others popular in pvp, you would basically have to change them into WoH, or make them extremely OP. Light of Deliverance is actually very powerful, it produces 528 points of healing for only 5 energy (14 healing prayers). I would agree that the recharge on it makes it somewhat useless however. Healing burst, assuming that all your part members are "in the area", can provide up to 274 points of healing for only 5 energy. Now, compared to WoH, WoH will heal for 203, but will do so every time, it's not as conditional as Healing Burst, plus it has a quicker recharge, if you do the math, assuming that healing burst produces its maximum effect every time, WoH will actually come very close to matching it's heal/time ration, however, it does require more energy. Glimmering light is a very powerful spell because it provides massive bar compression, but it is not viable for PvP because of the reasons you have stated. Glimmering light however is great for a few of PvE builds (soul reaping healers). To sum it up, the other healing elites are very powerful as it is, but WoH has the functionality that is needed for PvP.
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Old Jan 31, 2010, 05:47 PM // 17:47   #3
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Maybe giving an actual suggestion would be more helpful than pronouncing "this needs a chance!".

Word of Healing: Reduce conditonal healing by ~10%.
Blessed Light: Increase casttime up to 1 second, rechange to 4, reduce energy cost to 5, add "you lose 5 energy if you remove a hex". Chance mechanic to first remove the hex, than the condition, than the healing.
Healing Light: Reduce energy gain to 2 energy, increase healing by ~20%.
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Old Jan 31, 2010, 05:51 PM // 17:51   #4
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I think they need to be brought on par, I'm not saying it's overpowred. Monks should have more then 1 option for Healing elite (yes, I know you can run w/e elite you want, but it's not going to be worthy of it if one is clearly better). As for your argument about Healing Burst, your frontline should never be "In Your Area", the flagger isn't allways as well, leaving you with max of around 5 people. Monks need to be more dominant in pvp, be able to choose between elites to suit different builds / play styles, and have more options besides WoH.

I think that minor buffs to the other elites mentioned in the first post can help balance it out.

EDIT: It isn't my job to decide or give suggestions for the skill description, thats what Anet is for.
I see my "job" as a player is to help improve the game balance and give suggestions on what I think needs a change, no the numbers are for me to decide.

Last edited by Nerf Me Haha; Jan 31, 2010 at 05:54 PM // 17:54..
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Old Jan 31, 2010, 05:57 PM // 17:57   #5
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healing is too strong if u ask me
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Old Jan 31, 2010, 06:56 PM // 18:56   #6
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zealous benediction...
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Old Jan 31, 2010, 07:08 PM // 19:08   #7
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I actually think healing in general is an little bit to strong. It can outheal the damage. This results in very long battles without deaths, what we call balanced.

But if healing could not outheal damage. We would see more deaths, shorter battles. Wich means more tactics must be used to win.

I'm not a balance expert or anything like that. Just my opinion...
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Old Jan 31, 2010, 07:09 PM // 19:09   #8
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Quote:
Originally Posted by tyler199580 View Post
zealous benediction...
is prot and would be your only redbar skill. prot/healing hybrid with zb is much less effective than just going woh/prot hybrid
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Old Jan 31, 2010, 07:18 PM // 19:18   #9
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The problem with WoH is not just it's power (which is still quite alot), but its efficiency. WoH monks can handle continued pressure much longer than they should. And because it gives such a massive heal on its own, its not nearly as dependent on divine favor like glimmer or hb. Seen WoH mesmers lately?
I don't mind healers being strong enough to deal with powercreep until it's toned down, but they shouldn't be so energy efficient to keep up with the enemy for 26 minutes.
Quote:
Originally Posted by Nerf Me Haha View Post
All the Healing elites that are focused on healing (glimmer,Hburst,LoD) need to be brought on par with each other. Currently WoH is the only one used in GvG , because it's just too strong to be traded off for anything else.
I'm not sure I could balance WoH without changing the skill completely, maybe lower net-heal to what ZB/spiritlight/healother does (except 5 energy and no downsides). Here are ideas to help other healing skills:

drop heal closer to other non-elite heals, and raise enchantment duration to 3 (2 seconds is not very patient imo)

removes 1 condition, remove conditional heal

lower recharge to 4, lower casting time to 3/4

make self-targetable, raise recharge to 3-4

lower recharge to 4

raise recharge to 4

lower single target heal, raise aoe heal, lower recharge to 3

give energy if user or target is enchanted, lower recharge to 3, lower casting time to 3/4

not sure how to deal with this one, maybe 33%/33% instead, or all protection and smiting skills disable for 20 seconds or cost +2 energy

Although a nerf to woh and patient will be more than enough to counterbalance the slight buffing of these, these are just ideas for the future (or never). At this time, the game needs nerfs, not buffs.
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Old Jan 31, 2010, 09:36 PM // 21:36   #10
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This is just my opinion, but i think healing should be stronger than it already is. I think it should be really hard to take down enemies and it should take time and good tactics. Therefore, rather than toning down WoH to the level of the other elites, i think a handful of other elites (healing burst, glimmer, and blessed light maybe) should be given slight buffs so that they can compete with WoH.
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Old Jan 31, 2010, 10:10 PM // 22:10   #11
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You obviously don't GvG. Every match going to tiebreaker sucks and is quite boring. It doesn't help that the current tiebreaker is pretty horrible (although slightly better than VoD).
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Old Jan 31, 2010, 10:15 PM // 22:15   #12
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Nah, monks never should have gotten this amount of healing power.
It only dumbs down play and drags matches way too long.
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Old Jan 31, 2010, 10:16 PM // 22:16   #13
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so you like woh as it was before? "cannot self target", that's a nerf that can probably put its use down signficantly. It's probably not going to change the general problem that much though, people are just going to move onto the 2nd best and then forget about all the other healing elites, so we up w/ another staple, stale monk bar.
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Old Jan 31, 2010, 10:28 PM // 22:28   #14
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u don't need to woh urself that much anyway, thats basically what patient is for
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Old Jan 31, 2010, 10:49 PM // 22:49   #15
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Puzzles me that no one has mentioned 'Infuse Health' yet.
The synergy of WoH and Infuse is to good to be matched by any other elite for a two monk backline.
You need to look at whole bars here and that includes non-elite spells.
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Old Jan 31, 2010, 11:02 PM // 23:02   #16
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Quote:
You obviously don't GvG. Every match going to tiebreaker sucks and is quite boring. It doesn't help that the current tiebreaker is pretty horrible (although slightly better than VoD).
nah, iv gvged a lot recently. I just like longer battles more than short, quick battles. Its just a personal opinion i guess that i find them more fun.
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Old Jan 31, 2010, 11:37 PM // 23:37   #17
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Aside from Healing Hands and Healer's Covenant, all Elite healing skill do the exact same thing: they push up red bars. So is it really a surprise that the one that does so the most efficiently is the one that everyone migrates to?

Actually this is really a problem for the entire healing line. How many skill do we need that heal for X?
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Old Feb 01, 2010, 12:06 AM // 00:06   #18
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Quote:
Originally Posted by Reverend Dr View Post
Actually this is really a problem for the entire healing line. How many skill do we need that heal for X?
Agree completely. It would be nice to see more variety in the healing line. Maybe move many of the condition and hex removal skills from the protection line to the healing line since they are more reactive than proactive anyway? Or change some of the removal skills in the protection line to proactive protection against conditions/hexes and change some of the redundant healing skills in the healing line to removal of conditions/hexes.
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Old Feb 02, 2010, 08:15 AM // 08:15   #19
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Quote:
Originally Posted by Reverend Dr View Post
Actually this is really a problem for the entire healing line. How many skill do we need that heal for X?
42.

Healing does need more utility, but usually those few skills that have utility are also generally not worth bringing. I suggested a few ideas for heal steals and other sorts of utilities awhile back, but I'm too lazy to look for them. :\
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Old Feb 02, 2010, 04:56 PM // 16:56   #20
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In my opinion, the best way to go would to buff party wide defenses that are used on midline characters such as the Elementalist so Monks need to redbar less and can focus on prots.
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