Sep 17, 2005, 10:41 PM // 22:41
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#21
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Academy Page
Join Date: May 2005
Guild: Axes High Alumni [AXES]
Profession: E/N
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Every spell should have an exact healing counter? Um... there are a lot of things wrong with that... a lot.
1) Numbers. This is just the most basic thing. There are five classes devoted to dealing damage, in one form or another, and one devoted to healing or protecting against that damage. Let's pretend that about 40 of the 75 skills from each class deal damage, on average. That gives you 200 skills. Even if there was no Smiting and every monk skill was healing or protection, that's still over a hundred too many to have an exact counter for.
2) Efficiency. In games like Guild Wars, monks need to be slightly overpowered in terms of raw effect-- in other words, Orison of Healing has to be better than Flare. This is because otherwise, you'd need half the team to be monks just to keep up. This way you can have two monks account for an eight-man team, and it works. I'm pretty sure we can all agree that Orison is better at healing than Flare is at dealing damage, but I'll prove it if I have to.
3) ...what to call this? I'm not sure... but here it is. When I'm making skill lists, I try to stay away from having very simple formulas for deriving cost or damage. For instance, a 5 MP spell might deal (or heal) 10 damage (we'll call this Fire A), but a 15 MP spell might deal only 25 (we'll call this Fire B), instead of 30 like you'd expect. The actual purpose of this, I think, is... well... to confuse the player slightly. If I made Fire B deal 30 damage, there wouldn't be much point in casting Fire A-- Fire B does the same damage as Fire A, just faster. If you lessen the damage from Fire B, that gives some cause to cast Fire A, as it is ultimately more efficient in terms of MP spent. However, Fire B is still better in terms of damage you can deal in a short amount of time.
The basic idea of this is that you want to confuse the player a little bit, or at least give him more to think about-- Fire B does more damage immediately, but Fire A is more efficient, so what do I cast? So we'll say there's a spell that heals 10 damage for 5 MP, call it Heal A. If someone casts Fire A on your teammate, and you're the healer, well, you're gonna cast Heal A. Why wouldn't you? You've neutralized all damage and it was exactly as efficient as the enemy's spell. But say Heal A doesn't cost 5 MP and heal 10 HP, it costs 10 MP and heals 20 HP. (If it was a damage spell that cost 10 MP and this was a team-based game, I'd probably have it deal 15 HP, but this is a healing spell so it can be slightly overpowered.) Then you have to consider whether casting Heal A is worth it now. If you do, then you're being inefficient, assuming the person has taken no other damage, because the enemy who cast Fire A has spent less MP than you to achieve equal HP as before. But if you don't, your ally still has the damage on them. And if the enemy casts Fire B, then even if you cast Heal A at this point, your ally has taken 15 points of damage. Is this all confusing to you? If so-- good, the designer has done his job.
Now, apply this to Guild Wars. An enemy ele casts Flare on you. Do you cast Orison? Your initial response might be yes, because each of them has the same cost (ignoring Fire Attunement) and Orison heals more damage than one Flare, but probably less than two. But wait. You have less energy than that ele. You're responsible for the whole team's health, so if you spend this little energy then you're that much less able to heal the rest of your team in an extended fight. Confusing the player-- or at least making them think.
4) Restrictions. Even if somehow, within Healing and Protection Prayers, there was an exact counter to every move in the game-- pretend that monks have 200 skills-- you're only allowed 8 of 'em. This is more of a Guild Wars issue, since a lot of times you're allowed to cast any spell you know whenever you want, but we're talking about Guild Wars here so that's okay. What if you took the counters to 8 moves and the enemy didn't use any of them? Well, they'll still have some effect countering the enemy's chosen eight, but they'll kind of suck at it. Now if we have moves that do generic countering, as it is now, you'll be able to counter most moves with a fairly standard set, but... you can only have so many generic counters. It's hard to think of a lot, hence the crappy Monk skills. (Gotta tie it all back in.)
...phew. I hope that made sense. (Except 3, of course, the point of which was to confuse you.)
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Sep 18, 2005, 02:55 PM // 14:55
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#22
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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I think saying most of the Monk skills are worthless is a little ridiculous. Last time I checked, Monks were the most powerful class in the game. Funny how virtually every team needs one or more of them, and one of the most popular offense setups (smiting) relies on Monk skills.
Every class has crappy skills, which would become obvious if you did a detailed analysis of the other classes like the one you did of Monk skills. On the contrary though, I think Monks have more useful skills in general than most classes.
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Sep 24, 2005, 02:38 AM // 02:38
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#23
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Lion's Arch Merchant
Join Date: Aug 2005
Guild: Theres A Frog On My [Cape]
Profession: W/
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Monks are fine the way they are. I bet at least half of every non-pvp character has a monk asd primary or secondary. These changes are kind of outrageous.. A monk would be invincible to everything then! I do agree with the Convert Hex skill though, considering Mesmers do more hexes than Necromancers usually.
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Sep 26, 2005, 07:35 AM // 07:35
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#24
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Krytan Explorer
Join Date: Aug 2005
Guild: Eternal Comrades
Profession: E/Mo
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Quote:
Originally Posted by Lynxxclan
Aura Of Faith - Elite
The problem with this spell is its elite, its sub par compared to even the common spells available to the monk lineup, to even make this worthwhile I suggest lowering the Recharge to 10 seconds, and if you want to keep it elite lower the recharge to 5 seconds.
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This spell is actually pretty handy under the right circumstances. Mainly, since its duration is so long, it can act similarly to divine boon. If you cast 5 (really 4, given the energy drain of boon) heals on the same person in 60 seconds, then it is probably better than boon. Admittedly, enchantment breaks and other things are a problem for it, but compared to some of the monk's other elites, this one has interesting potential at least.
Quote:
Originally Posted by Lynxxclan
Blessed Aura - Common
other then specific combos this is useless, increase its duration of effect to 50% and your starting to make a little sense with this skill.
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Protection monks could certainly make good use of this spell, I would think. If you have a +20% staff, add +30% more to that, your aegis, guardians, etc. are looking pretty sweet.
Quote:
Originally Posted by Lynxxclan
Divine Spirit - Common
Increase the duration or lower the recharge rate to make it useful.
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I agree about the duration. I haven't really experimented much with this spell, but it could be a decent way of "making" some energy. You could run this with divine spirit for interesting results, maybe.
Quote:
Originally Posted by Lynxxclan
Peace And Harmony - Elite
The recent nerfing of this spell stops anyone who may have used it sometimes, to never use it again. Change should be made to make sure that peace and harmony only ends if you do anything besides casting a Divine, Healing or protection attribute skill. Other then that as an alite 1 energy regen really doesnt fit this skill, take off its elite status or give it more power.
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This spell is definitely subpar. On the other hand, it is really the only way a pure monk has to get energy back, so technically it is of *some* use, particularly in PvE. Divine spirit with this would be kinda nice too.
Quote:
Originally Posted by Lynxxclan
Watchful Spirit - Common
This spell would benfit greatly from losing the Energy degneration and adding a duration of effect instead.
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I think it is viable both as it is and with your suggestion. Really, they are two different things altogether. The way it is set up now, it is like having a mediocre mending on all the time, and you can cancel it and get a free heal other when you need it, instantly, while you heal someone else. It is a terrible shame this spell isn't healing prayers, then W/Mo's could make excellent use out of it (put in on your monk, and he's got health regen + some spike healing)
Quote:
Originally Posted by Lynxxclan
Heal Area - Common
A larger Radiaus of effect for a neutral heal spell
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This is one of the strongest spells that self-heal a monk, probably the strongest really. The fact that it heals others too can be useful, situationally of course. Minion necromancers LOVE this spell.
Quote:
Originally Posted by Lynxxclan
Healing Hands - Elite
This spell seems less powerful then healing seed, a common spell, certainly has less uses, however increasing duration of effect to 15 seconds, or lowering recharge to 20 seconds would be a good start at making this useful.
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This spell works on self, healing seed does not. For a monk, that is a HUGE benefit.
Quote:
Originally Posted by Lynxxclan
Infuse Health - Common
This spell slowly is getting more popular, increasing its effect to 150% would make it a formidable asset to monks.
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This is a great spell for monk secondaries. A W/Mo with 700+ hp could be an excellent counter for spike damage. I used to use this PvE with my monk, but I would never consider it PvP.
Quote:
Originally Posted by Lynxxclan
Live Vicariously - Common
As a maintained spell its effect doesnt match its cost, increase the hp healed or turn the energy regen into a duration of effect enchanment.
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Some W/Mo's use this, particularly early on. Honestly though, I think this spell could use a bit of an upgrade.
Quote:
Originally Posted by Lynxxclan
restore Life - Common
Nowhere in Guild wars does this res spell come in handy, its 8 second cast time for a half hp ally is redundant. Res at Full hp and Energy, or lower cast time from 8 to 4.
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You're joking right? This is an awesome spell. With 15 healing prayers, I get ~60% health and ~85% energy out of it. Elementalists and mesmers are great with this spell too, since they can cut down the fairly significant casting time. I'm curious why you're putting this spell on the list, instead of a clearly inferior spell like Resurrect.
Quote:
Originally Posted by Lynxxclan
Holy Veil - Common
Almost becomes a goog spell but just doesnt finish the job, holy veil seems to have a differant effect in my mind :
While you maintain Holy veil Any Enchantment, Condition, or Hex on targeted ally are Negated.
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I don't exactly know what to do with this spell. If you're facing a mesmer, then his fastcast will probably dominate the effect that this spell does. Maybe vs a cursing necro or something this could be useful, but not for the energy drain. Maybe if it was duration, or better yet, make it a smite and have it work that any hexes/enchants the target CASTS take twice as long, then it might be useful.
Quote:
Originally Posted by Lynxxclan
Light of Dwanya - Common
The area of effect is ridiculous, make it at least the size of the players radar and youve got a good skill.
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No self-respecting monk should ever use this spell. If you've got the 25 energy necessary to cast it, and more than one person is dead, you're doing something wrong anyway.
Quote:
Originally Posted by Lynxxclan
Remove Hex - Common
This skill would be so great if it had a lower recharge, from 7 to 3.
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The casting time needs to lowered on this spell. It is pretty good, actually, aside from that.
Quote:
Originally Posted by Lynxxclan
Amity - Elite
This shouldnt have a negative condition attached to this, foes who take damage should still be unable to attack for the 18 seconds.
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I haven't experimented with this spell yet, but I can see some pretty good uses for this. The casting time is really fast (unlike pacifism for instance), so if your monk is in a good spot when he casts it, you could really @#$% up certain enemy teams. If you've got two warriors pounding on you, one shot of this takes them both out of action for 18 seconds, unless they can find an AoE to run into.
Quote:
Originally Posted by Lynxxclan
Convert hex's - Common
Should be changed to give Armor bonus for any hex not just Necro.
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I don't think you understand how useful it is to clear all hexes from somebody. Too bad the casting/recharge time is so long. If you have two monks that have this, you can do some pretty impressive things.
Quote:
Originally Posted by Lynxxclan
Mark of Protection - Elite
Change the disabled skills from a hard 10, to a range of effect, 10 to 7 seconds for instance.
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This spell is useful for monks who don't use protection prayers. Note that this spell also works on self, which I would say makes it much better than healing hands, a similar elite, with the exception of the skill loss. It's basically invulnerability to normal damage attacks for 10 seconds. This spells also has a very interesting effect when combined with arcane echo.
Quote:
Originally Posted by Lynxxclan
Protective Spirit - Common
Change wording to Protect from a Single Source, instead of a specific spell or attack.
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This spell is one of the most useful protection monk spells in the game. Again, combine with something like divine spirit for best results. I can tell you for sure that there are some 55/105 health builds that involve the use of this spell.
Quote:
Originally Posted by Lynxxclan
Shield of Deflection - Elite
15 Energy makes it unusable, lower the cost to 10.
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I think the casting time is more of problem.
Quote:
Originally Posted by Lynxxclan
Shielding Hands - Common
this spell is only usable upto post searing, after that damage greatly increases. Increase its effects dramatically.
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This spell is useful for dealing with low damage, high RoF builds like ranger spikes.
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Sep 26, 2005, 12:26 PM // 12:26
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#25
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Banned
Join Date: Sep 2005
Location: Luxembourg
Profession: Mo/Me
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Holy Veil - Common
Almost becomes a goog spell but just doesnt finish the job, holy veil seems to have a differant effect in my mind :
While you maintain Holy veil Any Enchantment, Condition, or Hex on targeted ally are Negated.
Blessed Aura - Common
other then specific combos this is useless, increase its duration of effect to 50% and your starting to make a little sense with this skill.
Divine Spirit - Common
Increase the duration or lower the recharge rate to make it useful.
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I think these are the best points you got, and they are really reasonable. A change in this way would improve them. I personally think "Blessed Aura" with maxed attributes for it should come close to 100% or something because the spell has -1 mana regen, but not makin lods for it.
Anyway 3 really good points, I thought of them too, but Holy Veil should be more like: All hexes are blocked by your enchanted ally (or yourself), while you maintain Holy Veil.
That would be a really useful skill, or ally-only.
But the other skills, sry, its not ment as an offence, but with the other skills your seeking a bit to make monks overpowered, it would take out the balance of the game. (Who doesnt want to make his prefered profession overpowered? =)), but It would just reach out too far.
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Add: Peace and Harmony: It was fine before the new patch, they should just make it back, that you can like hold it as the last one in yourline of enchantements so that you have: Peace and Harmony->Divine Boon. So if a mesmer takes your enchants away, he doesnt come to peace and harmony if you recast boon fast enough, they took out that possibility, and it would be nice if they put it back in.
Blessed Aura: With attributes at 16, you should have like 80%, so you can add with 20% from items up to 100%
Last edited by Dont Look At My; Sep 26, 2005 at 12:29 PM // 12:29..
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