Besides the fact that the monk doesnt have, in my opinion, enough skills that actually help out the job of healing, i would say that in fact the monk has more skills in its proffession that are useless then any other class, this may be that soem skills are so good that the rest just dont compare, but really when you look at it most skills simply do not do what is needed of a healing spell. So ive compiled a list of skills that I dont feel completely show what there supposed to do :
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.
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.
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.
Watchful Spirit - Common
This spell would benfit greatly from losing the Energy degneration and adding a duration of effect instead.
Heal Area - Common
A larger Radiaus of effect for a neutral heal spell
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.
Infuse Health - Common
This spell slowly is getting more popular, increasing its effect to 150% would make it a formidable asset to monks.
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.
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.
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.
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.
Remove Hex - Common
This skill would be so great if it had a lower recharge, from 7 to 3.
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.
Convert hex's - Common
Should be changed to give Armor bonus for any hex not just Necro.
Mark of Protection - Elite
Change the disabled skills from a hard 10, to a range of effect, 10 to 7 seconds for instance.
Protective Spirit - Common
Change wording to Protect from a Single Source, instead of a specific spell or attack.
Shield of Deflection - Elite
15 Energy makes it unusable, lower the cost to 10.
Shielding Hands - Common
this spell is only usable upto post searing, after that damage greatly increases. Increase its effects dramatically.
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Obviously recent updating has shown that the team has the ability to dramatically alter the skills. I love Guild wars and this is not a flame, merely a listing of every single issue I find with choosing how to play my monk, to the guild wars dev team please at least think about it!
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