Oct 29, 2007, 07:13 PM // 19:13
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#1
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Desert Nomad
Join Date: Dec 2005
Guild: Straight Outta Kamadan [KMD]
Profession: Me/
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Healing Prayers and Monk Elites
Pretty much everyone will agree that outside of LoD, gift and to a lesser extent dwayna's kiss and infuse health healing prayers really doesnt have anything to offer (from a GvG pov, in tombs I guess healing seed should be included in this).
Basically it comes down to 1 good party healing skill (LoD) and one good targetted heal (GoH) that are also not viable to run on the same bar.
With nowadays' powercreep a lot of matches will be about who shuts down the other team's LoD best (for a longer period of time) because the lack of good targetted heals means it's really hard to heal up focused damage and with LoD being relatively fragile (a 1s elite that's spammed just about every 6 seconds) there just need to be more options for both party healing as well as targetted heals.
Another issue is the lack of viable elites, right now the only 3 viable monk elites are LoD, RC and SoD, this leads to very little diversity in backlines.
And finally I've looked at some skills that promote splitting (as a tactic as opposed to dedicated splits)
I've looked at skills with potential and put together these potential skill changes:
Monk:
Divine Favor
Blessed Light
Heal target ally for (10..115) Health and remove one Condition and one Hex.
Cost 10 Energy, Activation time 3/4, Execute time 0.75, Recharge 3
Change cost to 5 energy and functionality to ".. if a hex is removed you lose 5 energy", increase recharge to 4s.
Healer's Boon
While you maintain this Enchantment, your next (10..30) Healing Prayers Spells cast 50% faster and heal for 50% more.
Cost 5 Energy, Activation time 1/4, Execute time 0.75, Recharge 10
Change functionality to "For (1..60) seconds your next (10..30) Healing Prayers Spells cast 50% faster and heal for (10..50%) more" Change energy cost to 10 and recharge to 15s.
Holy Haste
For (1..60) seconds, your Healing Prayers Spells cast 50% faster. This Enchantment ends if you cast another Enchantment.
Cost 10 Energy, Activation time 1, Execute time 0.75, Recharge 10
Change functionality to: "For (1..30) seconds, your Healing Prayers Spells cast (25..50%) faster, but you lose 1 energy every time you cast a Healing Prayer Spell."
Healing Prayers
Ethereal Light
Target ally is healed for (25..100). This spell is easily interrupted.
Cost 5 Energy, Activation time 1, Execute time 0.75, Recharge 5
Change recharge to 3s.
Heal Party
Heal entire party for (16..80) Health.
Cost 15 Energy, Activation time 2, Execute time 0.75, Recharge 2
Change cost to 10 energy, and recharge to 5s.
Healer's Covenant
While you maintain this Enchantment, your healing skills heal for 25% less Health but cost -(1..3) Energy.
Cost 5 Energy, 1 pips of energy regeneration; Activation time 1/4, Execute time 0.75, Recharge 5
Change functionality to: your healing skills heal for 25% less Health but cost (15..50%) less Energy.
Healing Breeze
For 10 seconds, target ally gains Health regeneration of (3..9).
Cost 10 Energy, Activation time 1, Execute time 0.75, Recharge 2
Change energy cost to 5 energy, activation time to 3/4s and increase recharge to 5s.
Healing Light
Heal target ally for (40..100) Health. If your target has an Enchantment, you gain (1..3) Energy.
Cost 5 Energy, Activation time 1, Execute time 0.75, Recharge 4
Change activation time to 3/4s and recharge to 3s.
[u]Patient Spirit
For 3 seconds, target ally is enchanted with Patient Spirit. When this Enchantment ends, that ally is healed for (15..80) Health.
Cost 5 Energy, Activation time 1/4, Execute time 0.75, Recharge 3
Change the amount of health healed to: (25..90)
Word of Healing
Heal target other ally for (15..100) Health. Heal for an additional (15..100) Health if that ally is below 50% Health.
Cost 5 Energy, Activation time 3/4, Execute time 0.75, Recharge 4
Change to 'target ally'.
Protection Prayers
Divert Hexes
Remove up to (1..3) Hexes from target ally. For each Hex removed in this way, that ally loses one Condition and gains (15..75) Health.
Cost 10 Energy, Activation time 1, Execute time 0.75, Recharge 5
Change functionality to 'Remove up to (1..3) Hexes and conditions from target ally. For each Hex removed in this way, that ally gains (15..75) Health and you gain (1..2 energy).
Life Sheath
For 20 seconds, the next (30..150) damage target ally takes is negated.
Cost 5 Energy, Activation time 1, Execute time 0.75, Recharge 7
Change cast time to 1/4s and duration to 10s and change damage prevented to (40..175).
Ritualist:
Restoration Magic
Protective Was Kaolai
Hold Kaolai's ashes for up to (15..60) seconds. While you hold his ashes, you have an additional 24 armor. When you drop his ashes, all party members are healed for (10..85) Health.
Cost 10 Energy, Activation time 1, Execute time 0.75 Recharge 20
Change recharge to 15s.
Weapon of Warding
For (3..8) seconds, target ally has a Weapon of Warding that grants +(2..4) Health regeneration and a 50% chance to block.
Cost 10 Energy, Activation time 1, Execute time 0.75, Recharge 5
Change duration to (4..9)s.
Mending Grip
Target ally is healed for (15..75) Health. If that ally is under the effects of a Weapon Spell, that ally loses one Condition.
Cost 5 Energy, Activation time 1, Execute time 0.75, Recharge 6
Change activation time to 3/4s and reduce recharge to 4s.
Resilient Weapon
For (5..20) seconds, target ally has a Resilient Weapon. While suffering from a Hex or Condition, that ally gains +(1..6) Health regeneration and +24 armor.
Cost 10 Energy, Activation time 1, Execute time 0.75, Recharge 4
Change duration to 5..12 and energy cost to 5 energy.
Soothing Memories
Target ally is healed for (10..100) Health. If you are holding an item, you gain 3 Energy.
Cost 5 Energy, Activation time 1, Execute time 0.75, Recharge 5
Change casting time to 3/4s and recharge to 4s.
Warrior:
Healing Signet
You gain (40..152) Health. You have -40 armor while using this skill.
Activation time 2, Execute time 0.75, Recharge 4
Change activation time to 1s, recharge to 5s and health gain to (40..125).
Let me know what you think, criticism is fine, but keep it constructive.
Keep in mind this is written purely from GvG perspective and should be treated as such.
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Oct 29, 2007, 07:29 PM // 19:29
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#2
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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The only thing I can see is that Divert hexes is awesome. That, and holy haste has some mad synergy with LoD since its 1 second casting time is its only weakness. However, it'll be hard to find space on an LoD bar for Holy haste.
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Oct 29, 2007, 07:32 PM // 19:32
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#3
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Healing has always come into 3 categories:
single target (e.g. GOH)
party wide (e.g. LOD)
random pbaoe (e.g. heal area)
There's a distinct lack of skills in between, i.e. multi-target (but not party wide) heals.
They fill the hole between single-targets and party-wides. If single target heals were good enough to keep teams up against large pressure, they'd probably be too good.
If you took some of the redundent healing prayers skills, and gave them a healing chain-esque mechanic, healing would have other options beyond lod and heal party to deal with wide pressure in short/mid term.
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Oct 29, 2007, 07:38 PM // 19:38
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#4
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Wilds Pathfinder
Join Date: Feb 2007
Location: London, England
Profession: Mo/
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from HA, seed has been completely outclassed by SoA imo.
healers boon 1...25...30 to keep it from being imba i think. casting once every 60 seconds isn't enough of a tradeoff otherwise. energy cost of 10 is good. keep in mind people will be using 20% enchant mods too
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Oct 29, 2007, 07:43 PM // 19:43
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#5
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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Quote:
Originally Posted by rii
Healing has always come into 3 categories:
single target (e.g. GOH)
party wide (e.g. LOD)
random pbaoe (e.g. heal area)
There's a distinct lack of skills in between, i.e. multi-target (but not party wide) heals.
They fill the hole between single-targets and party-wides. If single target heals were good enough to keep teams up against large pressure, they'd probably be too good.
If you took some of the redundent healing prayers skills, and gave them a healing chain-esque mechanic, healing would have other options beyond lod and heal party to deal with wide pressure in short/mid term.
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I was thinking of something along the lines of a skill that says "The next three different allies you target are healed for x...y health". Could work, but I guess it's a real pain in the ass to program. There's no need to make a new skill for this, since there are a lot of trashy healing prayer skills available.
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Oct 29, 2007, 08:20 PM // 20:20
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#6
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Wilds Pathfinder
Join Date: Oct 2005
Location: A cardboard box in England
Guild: Men Of Substance [YMCA]
Profession: Mo/Me
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Perhaps buff healing ribbon's additional heal from near to in the area?
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Oct 29, 2007, 08:23 PM // 20:23
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#7
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Banned
Join Date: Feb 2006
Location: England
Guild: Leteci is [sexy]
Profession: Mo/
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Keep blessed how it is, just make it heal for more.
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Oct 29, 2007, 09:11 PM // 21:11
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#8
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Forge Runner
Join Date: Jul 2005
Location: Communistwealth of Virginia
Guild: Uninstalled
Profession: W/Mo
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Word of Healing should have been made target ally the day ZB was conceived. That's all the spell needs to be made useful.
Life Sheath buff would be nice. Actually, 1/4 second cast, same amount of absorption, and "the next xxx-xxx health lost by target ally is negated", thus making it a counter for blood spike too.
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Oct 29, 2007, 09:34 PM // 21:34
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#9
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Forge Runner
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My idea for patient spirit would be to basically make it more like rof. Either add:
If target takes more that X damage (60ish?) from one spell or attack, this enchantment ends.
OR
If target takes over X damage (100-120ish), then this enchantment ends.
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Oct 29, 2007, 09:44 PM // 21:44
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#10
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Yeah, healing ribbon looks trash enough to mess with.
Quote:
Healing Ribbon 5e, 1s cast, 6s recharge
Spell
Heal target ally for 20-100HP. Heal two other allies in the area for 20-80HP. You lose 2 energy per additional ally healed
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1 ally healed: 20hp/e, 14hp/s
2 allies healed: 25hp/e, 25hp/s
3 allies healed: 28hp/e, 37hp/s
Quote:
Healing Ring 5e, 1s cast, 6s recharge
Spell
Healing up to 3 unique targets in the area for 10-60HP
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1 ally healed: 12hp/e, 8.5hp/s
2 allies healed: 24hp/e, 17hp/s
3 allies healed: 36hp/e, 25hp/s
Then the elites:
Quote:
Healing Burst [e] 5e, 1s cast, 5s recharge
Elite Spell
Heal target ally for 20-130HP. Heal up to 3 other allies in the area for 20-60HP. For each additional ally healed, lose 2 energy
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1 ally healed: 26hp/e - 21hp/s
2 allies healed: 27hp/e - 31hp/s
3 allies healed: 27hp/e - 41hp/s
4 allies healed: 28hp/e - 51hp/s
Quote:
Healers Covenant 5e, 1s cast, 10s recharge
Elite Enchantment Spell
While you maintain this enchantment, your spells heal for 25% less health, but heal 1 other ally in the area
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GOH = 123HP @ 12 healing -> 92HPx2 = 184.5
Becomes: 36.9hp/e, 32hp/s
(but reduced energy intake)
The only problem with the mechanic is making sure the additional healing goes to targets that need it, not randomly blowing off on full health guys, etc. If that could be programmed well that'd be half the problems of these kind of skills gone.
Those suggestions might be a little excessive, but you get the picture.
Last edited by rii; Oct 29, 2007 at 10:04 PM // 22:04..
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Oct 29, 2007, 10:07 PM // 22:07
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#11
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Desert Nomad
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Changing WoH so that you can cast it on yourself would be like zomg happiness.
And if you changed Healing Breeze and party to that, I could see eprod ele runners making a nice comeback....maybe.
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Oct 29, 2007, 10:36 PM // 22:36
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#12
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Lion's Arch Merchant
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Quote:
Originally Posted by Legendary Shiz
Changing WoH so that you can cast it on yourself would be like zomg happiness.
And if you changed Healing Breeze and party to that, I could see eprod ele runners making a nice comeback....maybe.
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Since energy is clearly the thing limiting eprod runners comeback? I also imagine it would be fun getting your eprod rend touched every 10 secs.
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Oct 29, 2007, 10:39 PM // 22:39
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#13
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Wilds Pathfinder
Join Date: Oct 2005
Location: A cardboard box in England
Guild: Men Of Substance [YMCA]
Profession: Mo/Me
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Why even run an eprod runner when you can just replace e prod with lod and take glyph for energy of lesser for the rest of your skills.
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Oct 29, 2007, 10:41 PM // 22:41
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#14
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Desert Nomad
Join Date: Dec 2005
Guild: Straight Outta Kamadan [KMD]
Profession: Me/
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Quote:
Originally Posted by Vaga
Since energy is clearly the thing limiting eprod runners comeback? I also imagine it would be fun getting your eprod rend touched every 10 secs.
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not to mention the effect of aneurysm + shatter on an ether prodigy guy, should they ever come back to the meta..
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Oct 29, 2007, 11:13 PM // 23:13
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#15
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Frost Gate Guardian
Join Date: Nov 2006
Guild: Peanut Butter Toasts [pT] Unknown Phenomenon [vK]
Profession: R/Mo
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Changes i agree with the most:
Mending grip: several have advocated, its a needed change.
Bless Light: could increase diversity. Would like to see this become playable, plus its synergy with deny hexes might scare hex heavy builds.
Protective was Koali: light party wide heal, good change.
Weapon of Warding: E/rt's seemed fairly balanced when they were popular.
Heal party: seems appropriate in the current meta.
Others:
Healing signet: maybe increase recharge a bit more than 1 second suggestion. 1 second activation would be a nice buff.
Troll: should go to 2 seconds if healing signet goes to 1 second
Patient spirit: just upping the small healing isn't that great. I'd rather see something such as if target takes XX damage patient spirit ends early and heals for an additional 30-40 or so.
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Oct 30, 2007, 12:13 AM // 00:13
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#16
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Academy Page
Join Date: Jun 2006
Guild: ~
Profession: Mo/
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Making WoH "target ally" might just kill ZB.
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Oct 30, 2007, 12:19 AM // 00:19
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#17
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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resilient weapon is really worth 10e imo. I find it fine the way it is TBH.
I don't know about kaoli, it's already a great spell that see wide use, it doesn't need a buff.
I also think that the conditionnal condition removal of divert hex is great, keep it the way it is imo. I don't even see why this would need a buff, it has a really strong effect and adding energy management to it would just make it overkill.
my 2 cents
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Oct 30, 2007, 12:24 AM // 00:24
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#18
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Jungle Guide
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they should rebuff boon prot, no reason to keep it nerfed as there is so much stuff to counter it
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Oct 30, 2007, 06:47 AM // 06:47
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#20
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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how come heal sig gets a mention but troll gets nothing? troll is absolute garbage.
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