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Old Aug 31, 2005, 11:45 PM // 23:45   #1
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Default Increase Healing Breeze casting time

Currently, the casting time for healing breeze is 1 sec. As a monk, I think that's great but if I'm on the receiving end, I find the skill really hard to disrupt when you're a warrior (using either savage slash or disrupting blow) since their interrupts are based on their melee attack (1 swing/1.3 seconds) which is too slow in my opinion.

I was wondering if it'll be a good idea to increase the casting time to 1.5 or even 2 seconds?

Thoughts?
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Old Aug 31, 2005, 11:47 PM // 23:47   #2
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Um... Healing breeze is already a waste of a skill slot and 10 energy.
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Old Aug 31, 2005, 11:49 PM // 23:49   #3
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So your basically saying because you as a warrior cant interupt it monks have to suffer and get longer cast times? Well then play mesmer they have 0.25 cast time to interupt.

Healing Breeze isnt good anyway as it gets pulled down through enchantment rippers.
If you change Healing Breeze People will just use Heal Other.

(Plz stop trying to nerf every skill)
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Old Aug 31, 2005, 11:58 PM // 23:58   #4
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If you are warrior use your healing signet as it was made for breeze has an increase with Devine Favour and works great with monk primaries.
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Old Sep 01, 2005, 12:17 AM // 00:17   #5
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Quote:
Originally Posted by MCS
Um... Healing breeze is already a waste of a skill slot and 10 energy.
Is there another spell that heals for 216+DF bonus for only 10 energy, while covering Healing Seed, Spell Breaker, increasing the healing on Dwayna's, and completely owning if you actually spend the time to examine the skill?

My assement of the skill is that any team should have one monk with Breeze, for the reasons listed, and to prevent overlaping cast.
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Old Sep 01, 2005, 12:52 AM // 00:52   #6
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Quote:
Originally Posted by Artemis Bladewing
So your basically saying because you as a warrior cant interupt it monks have to suffer and get longer cast times? Well then play mesmer they have 0.25 cast time to interupt.
I just thought that playing as a monk, I could simpathize with the solo warrior that was attacking me... (except those hammer warriors cause they're evil )

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(Plz stop trying to nerf every skill)
I didn't know that adding .5 seconds to a spell was considered nerfing. =[

Last edited by Nexx; Sep 01, 2005 at 12:56 AM // 00:56..
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Old Sep 01, 2005, 12:53 AM // 00:53   #7
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I say keep it the way it is. Hows it fair for the PvE people who use this, to be further handicaped for the delight of PvPers?

keep it as it is... its just fine.
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Old Sep 01, 2005, 01:22 AM // 01:22   #8
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I'm a Ranger, and I tell you, it's much more important to interrupt a Healing Touch than Healing Breeze. Because Breeze just delays the inevitable, but Healing Touch will take Monks from nearly dead to full health.
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Old Sep 01, 2005, 04:41 AM // 04:41   #9
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Quote:
Originally Posted by Flame
I'm a Ranger, and I tell you, it's much more important to interrupt a Healing Touch than Healing Breeze. Because Breeze just delays the inevitable, but Healing Touch will take Monks from nearly dead to full health.
So true. Healing Touch is the skill to look out for. I'll let you interrupt my breeze to make you waste the savage slash when I have that saving grace up my sleeve.
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Old Sep 01, 2005, 04:45 AM // 04:45   #10
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So you are saying you can interupt with a .5 second more?
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Old Sep 01, 2005, 05:01 AM // 05:01   #11
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If you increase the cast time then increase the swing time for the disrupt by the same amount

(most stupid thread I've ever seen)
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Old Sep 01, 2005, 05:03 AM // 05:03   #12
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I've seen stupiderer.
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Old Sep 01, 2005, 06:34 AM // 06:34   #13
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Warriors have a skill to increase their attack speed use them then your interupts. Frenzy, Flurry and Beserker stance. Learn your skills instead of whinning about others.
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Old Sep 01, 2005, 11:26 AM // 11:26   #14
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healing breeze sucks ._.
only use i see for this is to stack enchants on the hero on an alter, 1 more enchant to strip >:P
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Old Sep 01, 2005, 11:58 AM // 11:58   #15
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Quote:
Originally Posted by Xylaphone
Is there another spell that heals for 216+DF bonus for only 10 energy, while covering Healing Seed, Spell Breaker, increasing the healing on Dwayna's, and completely owning if you actually spend the time to examine the skill?

My assement of the skill is that any team should have one monk with Breeze, for the reasons listed, and to prevent overlaping cast.
I'd like to see those calculations you made for that number, or did you pull it out of your ass? Even at +10 regen over 10 seconds, its 200 health, not 216. And if you had a 20% enchantment staff, it'd last 12 seconds for 240 health.
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Old Sep 01, 2005, 01:21 PM // 13:21   #16
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If I read one more "let's nerf the monk" threads I'm going to S C R E A M !!!!

It's a strategy game. Use your brain to figure out counter strategies and stop asking 'the powers that be' to fix things that your feeble little minds can't comprehend.
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Old Sep 01, 2005, 07:23 PM // 19:23   #17
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Monks are too good. I mean, you can't go to the Hall of Heroes without every party having two, maybe three monks! We need to make Rangers the best at healing, it's the only thing that makes sense.

For God's sake, you are annoyed because Healing Monks can Heal, and then you get annoyed when in PvE, people play something other than a Healing Monk.
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Old Sep 01, 2005, 07:51 PM // 19:51   #18
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:O you whant to nerf the only good regen monk skill your a bit nutty i think but thats yust me whell lets nerf errrrrm savage slash make it cost 15 energy and for great justice let it cost 20 energy they are too good whe dont do that do whe?

*sorry about the flaming*
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Old Sep 02, 2005, 12:38 AM // 00:38   #19
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Quote:
If I read one more "let's nerf the monk" threads I'm going to S C R E A M !!!!

It's a strategy game. Use your brain to figure out counter strategies and stop asking 'the powers that be' to fix things that your feeble little minds can't comprehend.
Oh noes, reminds me of a certain thread about Natures Renewal a while back... :P
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Old Sep 02, 2005, 07:25 PM // 19:25   #20
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Quote:
Originally Posted by ElderAtronach
I'd like to see those calculations you made for that number, or did you pull it out of your ass? Even at +10 regen over 10 seconds, its 200 health, not 216. And if you had a 20% enchantment staff, it'd last 12 seconds for 240 health.
Maxes at +9.. and 12 seconds.. for tada 216.

Edit: I'm 90% sure it used to max at +10, but I think it was stealth nerfed in a recent patch.

Last edited by 31337; Sep 02, 2005 at 07:28 PM // 19:28..
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