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Old Nov 05, 2007, 05:31 PM // 17:31   #81
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Quote:
Originally Posted by Riotgear
I saw a couple guilds trying it with Healer's Boon, only problem then is that Heal Party is still really expensive. Not sure how it played out, only one I saw to completion won when the other team had a drop, so...
Healer's Boon + Patient Spirit is pretty pointless, the cast time is already really short and (wether or not this is intended) healer's boon doesn't increase the heal on the eye of the north healing skills.
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Old Nov 07, 2007, 04:05 PM // 16:05   #82
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My thoughts on some changes, take them for what you will.

Heal Party change to 10 energy, 1 second cast, and 5 second recharge. Make it earhot range. This would make it a viable replacement for LoD while having a shorter ranger and costing more energy.

Healing Breeze change to 7 second recharge and add gain 5-20 armor while enchantment last. The problem with healing over time is that there is no other benefit and with an armor boost, healing breeze wouldn't be as bad as it is now, upped the recharge some so that it is not as spammable.

Patient Spirit give it a small intial heal and make the heal at the end effect all ally's in the area of the target. Another way to increase the number of multiple character heal spells to limit the dependence of LoD.

Word of Healing change to ally instead of other ally. Makes it a viable choice inline with ZB.

Divert Hexes change to heal for 35-180 and remove 1-3 hexes. Makes the heal unconditional so that you are not gimped if there are few to no hexes being used by the other team.

Life Sheath change to the next health you would loss instead of damage you would take and slightly increase the amount of healt loss prevented. This would make this a good skill to counter bloodspike while still being usable in other situations.

Mending touch. Have the number of condtions removed be based off the prot attribute. Something like 1-7 prot prayers remove 1 condition, 8-15 remove 2 conditions, 16 remove 3 conditions. This skill has limited skirmish play and cover conditions with limited speccing into prot, this would still be usable for mutliple condition removal, but with a higher spec being required.

Healing Seed lower the recharge to to 10 seconds and cast time to 1 second. This skill sucks as it is now.
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Old Nov 07, 2007, 06:06 PM // 18:06   #83
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Quote:
Originally Posted by wren e
Heal Party... Make it earhot range. This would make it a viable replacement for LoD while having a shorter ranger and costing more energy.
No, please no. Make LoD earshot range.

Quote:
Healing Breeze change to 7 second recharge and add gain 5-20 armor while enchantment last.
Would be very overpowered on splits imo, and free up an elite slot on the E/mo runner.

Quote:
Patient Spirit give it a small intial heal and make the heal at the end effect all ally's in the area of the target.
Give it no initial heal, but make it trigger when that target drops below 50%, or summink like that. Just waiting for the heal is lame.

Quote:
Word of Healing change to ally instead of other ally. Makes it a viable choice inline with ZB.
That'd be okay for arena play, I guess.

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Mending touch. Have the number of condtions removed be based off the prot attribute.
Too late for that, methinks.
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Old Nov 07, 2007, 09:54 PM // 21:54   #84
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Quote:
Originally Posted by wren e
Patient Spirit give it a small intial heal and make the heal at the end effect all ally's in the area of the target. Another way to increase the number of multiple character heal spells to limit the dependence of LoD.
As I've said, patient spirit should just trigger on attacks/spells over a certain damage, make it like a 1-trigger spirit bond and then play with the heal until it's good.

Quote:
Originally Posted by wren e
Divert Hexes change to heal for 35-180 and remove 1-3 hexes. Makes the heal unconditional so that you are not gimped if there are few to no hexes being used by the other team.
Make it remove 2 hexes then, 3 might be too strong. Basically, like a stronger heal other that removes hexes.

Quote:
Originally Posted by wren e
Life Sheath change to the next health you would loss instead of damage you would take and slightly increase the amount of healt loss prevented. This would make this a good skill to counter bloodspike while still being usable in other situations.
IMO, make this short-duration fast-cast. Like, 3-4 sec max duration, 1/4 cast, prevent 200-250 damage. You could add in preventing life loss also if needed.
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Old Nov 08, 2007, 06:59 AM // 06:59   #85
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Giving Healing breeze +armor makes it a protection spell.

Just go with 5e.
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Old Nov 08, 2007, 08:38 PM // 20:38   #86
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Keep it 10 energy, reduce to 3/4 cast, imo. But it's no big deal atm.
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Old Nov 08, 2007, 09:19 PM // 21:19   #87
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healing breeze will always be bad.
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Old Nov 08, 2007, 09:46 PM // 21:46   #88
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Quote:
Originally Posted by TheOneMephisto

IMO, make this short-duration fast-cast. Like, 3-4 sec max duration, 1/4 cast, prevent 200-250 damage. You could add in preventing life loss also if needed.
How about going the other way with Life Sheath, I can't imagine many situations where you'd use that version of Life Sheath over something like Spirit Bond or Prot Spirit.

E:5 C:1 R:7
Life Sheath: Elite Enchantment Spell. For 60 seconds the next 35...151...180 damage target ally would take is negated.

Slight buff to the damage negated, but the really long duration kind of changes the skill, and makes it more unique. It becomes a really good tool just before any engagement (you could cast it on most of your team beforehand), and it could lead to interesting plays, like putting it on people who are likely to take damage within that window (e.g. anything splitting from the main team). That it still doesn't negate a huge amount of damage keeps it from being too strong, and it loses its effectiveness when you can't get the most out of its duration, i.e. longer fights at flagstand.
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Old Nov 08, 2007, 09:55 PM // 21:55   #89
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Quote:
Originally Posted by Thomas.knbk
healing breeze will always be bad.
Healing breeze will always be outclassed when theres other non elite like weapon of warding which combe prot and heal.
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Old Nov 08, 2007, 10:19 PM // 22:19   #90
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Quote:
Originally Posted by Robster Lobster

E:5 C:1 R:7
Life Sheath: Elite Enchantment Spell. For 60 seconds the next 35...151...180 damage target ally would take is negated.
60 seconds is too much you could keep it up on the whole party which isnt going to make for a fun game. (ie: wouldnt be skill in preprotting)
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Old Nov 08, 2007, 10:31 PM // 22:31   #91
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Quote:
Originally Posted by Robster Lobster
How about going the other way with Life Sheath, I can't imagine many situations where you'd use that version of Life Sheath over something like Spirit Bond or Prot Spirit.

E:5 C:1 R:7
Life Sheath: Elite Enchantment Spell. For 60 seconds the next 35...151...180 damage target ally would take is negated.

Slight buff to the damage negated, but the really long duration kind of changes the skill, and makes it more unique. It becomes a really good tool just before any engagement (you could cast it on most of your team beforehand), and it could lead to interesting plays, like putting it on people who are likely to take damage within that window (e.g. anything splitting from the main team). That it still doesn't negate a huge amount of damage keeps it from being too strong, and it loses its effectiveness when you can't get the most out of its duration, i.e. longer fights at flagstand.
That's bad. If it isn't seeing play with my suggestion, then play with the recharge and amount reduced until it does.

The idea is that it's somewhat like shield of deflection in that it reduces a ton of damage but only lasts a really short time so that you really have to have good timing to place it well.
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Old Nov 08, 2007, 10:48 PM // 22:48   #92
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Quote:
Originally Posted by LuckyGiant
60 seconds is too much you could keep it up on the whole party which isnt going to make for a fun game. (ie: wouldnt be skill in preprotting)
It still only prevents <200 damage, so unless you do less than 200 damage every 7 seconds you are gonna power through it quite easily.

I'm not saying that I particulary like the idea though, it is a valid direction of buffing the skill, but a 60s duration is sorta overdoing it.
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Old Nov 09, 2007, 04:19 AM // 04:19   #93
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HOLY SHIT SKILL BALANCE amirite?

Monk

* Blessed Light: increased heal amount to 10..140.
* Cure Hex: now affected by Healer's Boon.
* Glimmer of Light: decreased recharge time to 1 second; increased heal amount to 10..115.
* Healer's Boon: instead of an upkeep cost, this Skill now has a duration of 10..55 seconds and no longer ends after a number of Spells are cast.
* Healing Breeze: increased duration to 15 seconds; increased Health regeneration to 4..9.
* Healing Ribbon: now affected by Healer's Boon.
* Heal Party: increased heal amount to 30..90.
* Light of Deliverance: increased casting time to 2 seconds; decreased heal amount to 5..70; now affects all party members regardless of Health.
* Restful Breeze: increased duration to 8..18 seconds.
* Vigorous Spirit: decreased casting time to .25 seconds.
* Word of Healing: this Skill can now target the caster; increased non-conditional heal amount to 25..150; decreased recharge time to 3 seconds.
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Old Nov 09, 2007, 04:34 AM // 04:34   #94
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They just shit all over monks with this update.
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Old Nov 09, 2007, 04:48 AM // 04:48   #95
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Quote:
Originally Posted by Captain Robo
They just shit all over monks with this update.
Wrong.

They shit all over LoD.

Even them it could/should still easily see some play on E/Mo runners.

WoH is hacks btw. It's a bomb of a heal with a nice casting time, great recharge, low energy, and you can use it on yourself. I really like the update for WoH.

My only problem is, they really hit on LoD which was basically the only viable party wide heal. Now you can see they tried giving us options with Healers Boon and Heal Party, but it just wont be the same. LoD kept red bars up, and taking that away without touching the offense is going to make for a lot of quick matches. I doubt monks will be able to keep up.

The glimmer update was pretty nice too. Blight as well, but there's just no reason to use Glimmer/Blight when WoH is so good.
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Old Nov 09, 2007, 04:52 AM // 04:52   #96
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I see dR (under LRK) blowing people up with Lacerate on obs, pretty funny. Looks like people are trying to outheal damage instead of protting it for some reason. I keep seeing 2 heal backlines...
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Old Nov 09, 2007, 04:58 AM // 04:58   #97
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LRK was using (and winning with) a two warrior, one ranger, two Para build, with a D/N orders derv, monk runner, and a single mainline monk.

On the mainline monk (Tommy), they were running Mend Condition, Word of Healing, and Vigorous Spirit.

It was a shock to the system seeing those skills in PVP.



Guess those split tactics are working really well against physical damage overload....
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Old Nov 09, 2007, 06:17 AM // 06:17   #98
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Basically, backlines are flailing around trying to cope with the lack of viable party healing, and offenses are waking up to the fact that no one lasts longer a minute to degen/AoE builds. You're going to see a lot of crazy stuff on Obs over the next few days, as teams try to cope with the loss of LoD.

Eventually, people will realize that sin split didn't get nerfed and that teams have to run shitty party-healing runners now, and they'll switch back to that.
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Old Nov 09, 2007, 07:29 AM // 07:29   #99
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Best way to put it is that your backline is squeezed between PoopNThump and LOLsins, and things are going to be really ugly until a reliable answer is found.
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Old Nov 09, 2007, 07:44 AM // 07:44   #100
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I thought izzy was pretty cool until I saw this update.
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