Skill Balance Idea: Move Mystic Regeneration into Mysticism

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

I would go so far as to call this the best self heal in the game. However, mystic regen is getting heavy abuse from other classes using it with a minimal point allocation in earth prayers. Smiting monks, invincible stoneflesh and searing eles, and what not are running rampant around in RA and TA with +9 regen. For a secondary class, having +9 regen stacked on top of stoneflesh aura or a ton of maintained enchantments can let ANY class tank.

Mystic Regeneration is TOO good to be abused as a secondary like that. No other heal in the game can be used as effectively without at least a decent amount of points in the secondary attribute.

I propose that Mystic Regeneration be moved into Mysticism, to prevent its abuse from other classes and to keep it on Dervish primaries. This is the backbone heal of the dervish class and if it is nerfed in any way the class will be completely gimped and unable to survive on the front line. However, I do not think invinci-eles and Mo/D should be running around unkillable with this skill, especially since it can be stacked with protection prayers and ele armor spells.

Dervish HAVE to allocate a minimum of 8 in earth prayers as it is, and if the skill was moved into mysticism there would be more build flexibility with the dervish class (i.e. more people using wind prayers and perhaps even skills from a secondary class.) The point spread needed to run an effective dervish is hurting as it is.

This would also prevent the skill's abuse from other classes, such as the aforemented eles that can just stack aura on it as a mask, or monks playing god mode with protection prayers.

Allowing any class to stack +9 regen instantly is broken imo, especially with the spells instant cast and 5 second recharge. However, gimp any of the spell's properties and you kill the dervish class.

Anyone that has encountered a searing or stoneflesh E/D knows what im talking about.

>Mods move this to sanitarium please. Meant to post it in there.

noocoo

noocoo

Frost Gate Guardian

Join Date: Jan 2006

I couldnt agree with you anymore.

That was exactly what I was thinking about when I tried E/D with mystic regen and stoneflesh aura.

ss1986v2

ss1986v2

Wilds Pathfinder

Join Date: Apr 2006

Mo/

/signed

just seems to make more sense in the mysticism line.

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

Yeah I run a stoneflesh/armor of earth sandstorm ele in RA. After my 7th glad point... I just can't help but feel that mystic regen doesn't belong there.

I will once again say the effect of this skill is just way too strong to be used effectively with anything other than a dervish. (because dervish actually need it and self balance the skill with self rending, enchantment balancing, and a low armor.)

It's just not right to see a monk or ele walking through flames, bleed, be poisoned and diseased, and stacked with life transfer just stand there and laugh at you with +3 regen.

Searing Flames eles abusing this is just plain rediculous. With an attunement and aura of restoration you can have +9 regen FOREVER and still spam searing flames while getting life an energy back with each cast. One fire ele tanking 2 warriors and torching everything with searing flames is not a picture that looks right. Assassins can also stack this on things like way of perfection and other deadly/shadow arts enchantments while still dealing massive melee damage with dagger strikes.

This skill being in earth prayers just offsets the entire balance of squishy classes by turning them into damage tanks.

Degen? Whats that?

The only counter to this is a full rend or to diversion off the mystic regen. Searing flames is fine as it is, but having +9 regen and gaining 60 HP a cast while churning out that much DPS in a 4v4 is just plain crazy.

Keep mystic regen on dervishes where it belongs. No other squishies need to be tanking like this, especially not searing flames eles and prot spirt/spirit bond invincimonks.

Dutch Masterr

Dutch Masterr

Wilds Pathfinder

Join Date: Aug 2006

Long Island, NY

Elite Knights [SWAT]

W/

to be honest, i could even see this as an elite skill--im not going to say i was the first one to do it, but way before ive seen the stoneflesh+mystic regen tanks, i figured it out. after about a week of using it and not seeing anyone else doing it, i saw tons and tons of people running an identical build to mine. now its just getting old. i got sick of it because i hate predictable builds that the majority of guild wars uses--(sf eles, hh wammos, echo ss, burning arrow ranger..etc). its getting to the point where no matter what character im using, even a tank, im going to start bringing at least 1 enchant removal skill. another option instead of moving it to mysticism, is nerf it a bit so you need to have higher than 8 earth prayers to get the +3 regen. this would be just as balanced with derv too, because then not every single dervish will almost invincilble and most dervish have high earth prayers anyway. im not going to lie, i love the skill but it needs a nerf.

Lavindathar

Krytan Explorer

Join Date: Aug 2005

Manchester, England

The Monstrous Fangs (fang)

N/Mo

Definately agree with this one.

/signed.

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

Upping the requirement higher in earth prayers will kill dervs. Besides Mystic Regen and Conviction, dervs have no solid defense. Dervish are forced to self rend the skill with their attacks and also run 24-30 energy with a scythe. With a cost of 10, its already balanced for a dervish (even with high mysticism it's hard to maintain without sacrificing a window to attack or to use in place of a 10 cost enchantment like heart of holy flame). The signet of pious light + vital boon combo is also too slow to save you in a bind. (70 AL is ouch!)

As it is now the point spread for a dervish is already difficult and most are running 2 superior runes just to deal damage and get that 8 in earth prayers. I would would say:

Move Mystic Regeneration into Mysticism and reduce the scale of the skill to go:

lvls: 1-5 +1
lvls: 6-11 +2
lvls: 12-16: +3

Max it out at +3, because dervs have high mysticism as part of their nature, the regen of the skill should never go past 3. Without mystic regen how else are dervish going to survive? Spam vital boon and signet of pious light and have no time to attack?

It is much easier to kill a derv running mystic regen because dervs constantly lose enchantments, they are not at +9 all the time and when they use a self rend, they lose 3 regen for each enchantment they sacrifice. This is more than fair.

However a searing flames ele has two attunments that last 60 seconds, which gives them permanent +9 regen. And a monk casting protective spirit already has +6 regen and a massive damage reduction.

Its obvious that Mystic Regen is overpowered when mixed with long lasting damage reduction enchantments outside of the dervish line. If it were in mysticism, it would stay unabused and dervish would still have decent survival potential.

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

Quote:
Originally Posted by Dutch Masterr
to be honest, i could even see this as an elite skill--im not going to say i was the first one to do it, but way before ive seen the stoneflesh+mystic regen tanks, i figured it out. after about a week of using it and not seeing anyone else doing it, i saw tons and tons of people running an identical build to mine. now its just getting old. i got sick of it because i hate predictable builds that the majority of guild wars uses--(sf eles, hh wammos, echo ss, burning arrow ranger..etc). its getting to the point where no matter what character im using, even a tank, im going to start bringing at least 1 enchant removal skill. another option instead of moving it to mysticism, is nerf it a bit so you need to have higher than 8 earth prayers to get the +3 regen. this would be just as balanced with derv too, because then not every single dervish will almost invincilble and most dervish have high earth prayers anyway. im not going to lie, i love the skill but it needs a nerf.
Actually most dervish run 8 earth prayers just for this skill. To be an effective dervish you need 12 in mysticism to manage forms and energy, and 12-16 in scythe mastery if you play melee. We stack major or even in my case 2 superior runes just to balance out offense, mystic regen, and energy management. It's a tight squeeze. Like I said, up the requirment with a nerf and dervish willl have nowhere to pull the points from in order to use this skill effectively, thus dervish will turn into assassins as far as survival goes, have extremely weak melee prowess, or have no energy and a 30 second form.

Aka, one dead class.

If mystic regen was in mysticism with a cap of +3, I could run a decent dervish that wouldnt be so overpowered. Why? Because as I pointed out before, dervish need to LOSE enchantments to gain energy and whenever a dervish loses one, 3 regen goes bye bye from mystic regen. You cant make an invincible derv off mystic regeneration because 10 is a hellava cost for a 25 energy dervish pool, and if you maintain mystic regen -along with all your enchantments to power it, you will have no way to get your energy back from mysticism and vegetate in the middle of the battle like a mushroom.

As a dervish it is extremely hard to balance the +9 at all times with three enchantments without self rending to recharge your energy pool for attacks and whatnot. Dervish regen from mystic regeneration is constantly jumping up and down because of the enchantment ending and recasts.

Ironically dervish use this skill to the LEAST of its potential because of the contant enchantment sacrfices the class makes in order to function. For a dervish you have to sit there and decide what to rend off in order to get the energy back so you can cast it, and once that is done you have to stack another enchantment on it before using something like twinmoon sweep or irresistable sweep just so you dont self rend it on accident.

Thats 10 energy for mystic regeneration, 5 for something like aura of thorns to stack on it, then another 5 for a scythe attack. ~This is not easy for a dervish to manage with 26-30ish max energy, which is why the class takes skill to play.

For an elementalist with 90 energy, throwing out mystic regen and aura on top of it is just a ripple in the pool and an effortless +6 regen.

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

Nerf yet another skill......

Why is it that when ever somebody comes up with a way to use a skill from there secondary people start to call for nerfs??

There are more than enough counters to enchantments, next thing youll be saying protective spirit should be nerfed. My war uses Armor of Earth is that an abuse?

Not every dervish build uses Mysticsm, to push the skill there could upset a lot of dervish builds. Add to the fact that youd then have the ability to have high regen + the fast self heals of wind prayers.

Over half the monk healing skills could be moved to the Divine attribute for the same reasons your listing for Mystic Regeneration.

Don't nerf a skill because you dislike how people are using it, find a way to beat them with better counters.

/unsigned

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Crom, you unsign every skill change. It's short sighted and frankly a poor principle to try to stick to. Some skills can be adjusted by introducing other counters and such, some things simply need nerfing.

I haven't examined it closely, but it struck me as being a rather powerful heal for any class that enchant stacks, and I agree that it fits better in Mysticism. I worry that it'll be too easy to get, since you don't need to spread points as much, but moving it and rebalancing it would work.

Sable Phoenix

Sable Phoenix

Frost Gate Guardian

Join Date: Jun 2005

Mystic Regeneration isn't all THAT great. It requires a pretty significant amount of your build to be devoted solely to it, and can easily be completely negated by conditions and hexes, not to mention enchantment removal. Additionally, regen is much less effective than spike heals, armor or protection enchantments versus spikes or high-pressure damage. It's awesome if you're not getting hit much, but it won't let you sit there and take it forever when you are.

The Ernada

Jungle Guide

Join Date: Nov 2006

Crom this isnt a petition for a "nerf" at least not if you're playing a Dervish. Moving it to Mysticism makes plenty of sense. It's too good in the hands of other classes but much needed by the Dervish. Please think about things before you scream against "nerfs"

Zuranthium

Zuranthium

Jungle Guide

Join Date: May 2006

Los Angeles

Black Rose Gaming [BR]

This thread is way funny.

Keep talking, Lordhelmos, keep on talking.

~Z

ericdanie

Frost Gate Guardian

Join Date: Jan 2006

Rio de Janeiro - Brazil

Tribo dos Reis [TdR]

R/

/signed

That is completely right.

Anyone with Dervish secondary alocating 8 ranks into Earth Prayers giving a 20 second enchantment that can give +9 health regeneration easily is way too overpowered. It makes the real ones that need self-healing, the real "combat" professions Warrior, Ranger, Paragon and Assassin, with their self-heals Healing Signet (-40 Armor, 2 sec cast), Lion's Confort (Adrenaline Based, Inviable Signet use), Troll Unguent (3 sec cast, 10 sec duration only and has 10 sec recharge), Shadow Refuge (is not meant to be kept up at all times, requires high attribute to "tank" with), Leader's Confort (2 sec cast, needs allies to be powerful plus a decent attribute location). Now compare all these with Potential Infinite Health Regen, 20 sec duration with 5 sec recharge with an 1/4 cast time.

Don't mess with the progression, just link it to Mysticism instead of Earth Prayers, and MAYBE make the duration variable to something like 5..15 seconds.

Nilator

Nilator

Jungle Guide

Join Date: Dec 2005

Mo/

Mystic Regeneration
Mysticism

IMO, it should have been in Mysticism in the first place. I mean c'mon they both have Mystic in them.

aohige

Lion's Arch Merchant

Join Date: Jul 2006

GoW

Mo/

The OP's proposition isn't a nerf.
Having it in Mysticism can actually work well in favor for Dervish.
Those with secondary D may not be able to use it as efficiently as before, but because of the above reasoning, I wouldn't call it a nerf, just a balance "tweak".

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Quote:
Originally Posted by Nilator
Mystic Regeneration
Mysticism

IMO, it should have been in Mysticism in the first place. I mean c'mon they both have Mystic in them.
Lol, yeah, the spirit Restoration is a little out of place in Communing, while they're at it.

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

Quote:
Originally Posted by Sable Phoenix
Mystic Regeneration isn't all THAT great. It requires a pretty significant amount of your build to be devoted solely to it, and can easily be completely negated by conditions and hexes, not to mention enchantment removal. Additionally, regen is much less effective than spike heals, armor or protection enchantments versus spikes or high-pressure damage. It's awesome if you're not getting hit much, but it won't let you sit there and take it forever when you are.
Enchantment removal? It has a 5 second recharge. Also aura of restoration can cover it easily, not to mention is building off all the other prots being thrown on the target. With armor of earth/stoneflesh aura you already have a +9 regen 120 armor tank that isnt going to be stopped by anything less than a full rend or mesmer. One extra enchantment on your bar isnt much devotion for 20 seconds of instant +6 regen.

On its own, its not a big deal its +3 regen. But you have to take into account what its being stacked with. Stoneflesh aura and mystic regen can be a big deal. There are many many armor buff/damage prevention spells in the game that can be used to play off of the skill's potent effects.

Windborne Speed
Armor of Frost
Protective Spirit
Shield of Regeneration
X Attunement
Aura of Restoration
Stoneflesh Aura
Armor of Earth
Sliver Armor
Obsidian Flesh (farming anyone?)
Flame Djin's Haste
Burning Speed (burn for free!)
Feigned Neutrality (god thats alot of life)

Just to name a few. I personally feel that the skill shouldn't be in earth prayers. Yes I do have a problem with SF eles tanking. E/D mystic sear teams are not fun backed by a Zb monk and a spirit spammer. And yes I do run the builds myself. I argue against it because, SFing or Sandstorming with Mystic Regen is just so damn easy and now that people are figuring it out, RA and TA are flooded with them. What am I going to do? Shatter enchant mystic regen only to rend off the aura or have him recast it in 5 seconds while my shatter recharges for 20 ~while im being set on fire and getting pelted with 120+ fire damage every 4 seconds?

Mystic Regen does not require alot of devotion to be effective. One enchant is all you need and its +6 regen in a split second for 20 seconds. It simply dwarfs any other regenerative heal in the game by a huge margin. Why bring troll when you have this?

20 seconds of +9 regen that can be recast in 1/4 second before its duration ends on a caster is an extremely powerful effect. Mystic Regen IMO is a survival skill that should be used on the front line by dervishes in the fray trading blows and being bled, poisoned, and burning while fighting into the backline. It shouldnt be a cheap easy life spam for a caster in the back healing the team or an ele bombarding foes while having an insanely powerful self defense that will just stop attackers once they get to him anyway.

Under one attunement, prot spirit cast from a zb monk, and on its own mystic regeneration stops burning/bleeding/and a warrior wailing on the target. You cant tell me thats something you can just look over.

Yes... yes it is THAT great. But it should be limited to the class that can use it fairly, the dervish. Why? Because theres no way a dervish can keep Mystic Regen up indefinitely due to energy restrictions and enchant loss.

~~~

Also on a further note, moving the skill into mysticism would be better for a Dervish. You have your backbone survival skill in your primary skill tree. Wind Prayers anyone?

As a scythe wielding Dervish you have to:

~Deal damage with your melee weapon. (req.12+ scythe)
~Survive frontline Condtions (degen, hexes, melee hate). (survival skills with a quick cost and potent effect, as in mystic regen)
~Make it to a target and stay on them (snare and movement skills)
~Manage your energy with enchantments (run 2-3 enchantments)

You have to satisfy all these with 7 skill slots (with a rez) and 200 attribute points. 12 goes into scythe, 12 in mysticism just to deal damage and manage your energy pool. If mystic regen was in mysticism, you wouldnt have to dump points into earth prayers and instead be able to bring things like harriers haste, harrier's grasp, pious renewal, featherfoot grace, etc. WITHOUT sacrificing your frontline survivability.

Vital Boon
Signet of Pious Light
Mystic Regeneration
Conviction

Are ALL in the earth prayer line. I mean come on without mystic regen in mysticism you WILL DIE without putting some points into earth. And when you do that, unless your running a 2 superiors or majors, your scythe or your energy pool will suffer. Having mystic regeneration in mysticism not only stops the abuse, but it also grants those who want to take the wind prayers route some survivability. Because without earth prayers a Dervish will not and cannot survive up front with those thin 70 AL robes.

Right now as a Dervish I feel forced to take the earth prayers path just to keep myself alive. However, mystic regen in mysticism can change all that. We might actually see some decently surviving dervs running featherfoot grace and some wind prayers out on the front.

As of now without earth prayers, dervs are assassins with no shadow steps and a scythe, as I stated before. It wouldnt to hurt to have at least one good heal in the primary line to give the class some flexibility. I think we would all like to use some wind prayers without dropping dead under pressure.

The earth prayer line is just too good, and too vital NOT to be a primary line. It needs to share the love. Not all us dervish have the points to spread between wind and the much needed survival skills hogged by earth prayers (oh wait... NONE of us do). Earth Prayers itself is a line congested by vital skills.

You just have to love how eles and monks can use our best survival skill better than we can.

Former Ruling

Grotto Attendant

Join Date: Oct 2005

Cedartown, Georgia

R/

Funniest thing in this thread:
Quote:
To be an effective dervish you need 12 in mysticism to manage forms and energy, and 12-16 in scythe mastery if you play melee. We stack major or even in my case 2 superior runes just to balance out offense, mystic regen, and energy management. It's a tight squeeze.
I found this funny.

I agree MR is alittle crazy though, mostly because its duration is so long compared to recharge though.

Count to Potato

Count to Potato

Jungle Guide

Join Date: Feb 2006

Imagination Land

I Swear She Was Eighteen [Gwen]

W/

Only makes sense, /signed

frojack

frojack

Wilds Pathfinder

Join Date: Nov 2005

London, UK

Rite Of Passage [RP]

E/Mo

Quote:
Originally Posted by Epinephrine
Lol, yeah, the spirit Restoration is a little out of place in Communing, while they're at it.
Actually Restoration is fine where it is. It's more flexible that way. What's the point in having 3 resurrection abilities in one attribute when you would only ever use one of them at anyone one time?
Besides, it's only ever useful in spirit-heavy builds. Not really something you'd find being done by a Restorer (whatever that is). Especially when the other two are actually far better...

Quid Pro Quo

Quid Pro Quo

Wilds Pathfinder

Join Date: Jul 2005

/signed

Make it mysticism and even up how much its required to get +3 regen per enchant but other then that don't nerf it anymore. This is the only reason why I can use my Dervish in difficult areas such as DoA, ect.

Please devs don't ruin the skill and kill Dervish just close it off from the rest of the classes who have their own ways to survive.

exiled mat

exiled mat

Krytan Explorer

Join Date: Dec 2005

The netherlands > friesland > balk

[JAMM] Justified Ancients of Moo Moo

E/Me

MYSTIC Regeneration > MYSTICism

thus /signed


and about that secondairy class ranting: no sprint for other classes, no nifty ranger expertise evading moves, no spellbreaker, no "for other classes super usefull" mesmer fast casting spells, no ether prodigy (i'm addicted to this skill ), no UBER usefull ritualist spawning power skills, no paragon leadership stuff which could be very helpfull for the most warriors, no godforms and other dervish stuff.......
(did i forget the assassin? NO WAI )

So why can those SF Mystic regeneration users abuse this?
Stoneflesh .... didn't hear of anyone using this appart for farming

BaseKid

Ascalonian Squire

Join Date: Nov 2005

Kitty Likes Coconuts [Wild]

Quote:
Originally Posted by exiled mat
So why can those SF Mystic regeneration users abuse this?
Stoneflesh .... didn't hear of anyone using this appart for farming
If you mean farming with heroways in HA, then yes maybe.

/not signed.

Moving mystic regeneration into mysticism would make it easier for a dervish to get the necessary points into it, thus making the D/N OotV spammer even easier to play putting a ton of points into mysticism.

I would sign for a different reason: The skill itself is broken not because you can "tank" with it in RA and TA (give me a break...you're not tanking b/c of the regen...stoneflesh aura reduces so much dmg) but because it itself is an enchantment, and counts towards the health regeneration. Make this not the case, and the skill is fine as it is.

Mystic regeneration should not be put into mysticism...anet did test this correctly...

the only other option i could see for this skill is to make it a 1 sec cast, although that is completely unneccessary. Putting the skill into mysticism is basically taking a healing breeze away from a wammo. Just dont make the enchantment count towards the regen, and it's all set. Think this regen is still overpowered? Check under enchantments, stoneflesh aura and then decide.

Carth`

Carth`

Desert Nomad

Join Date: Apr 2006

I agree. I haven't really played dervish yet so I didn't know about any of the skills, but after this thread I have added Mystic Regeneration to my SF ele's skill bar. Since I already have 2 enchantments up all the time (attunement and Aura of Restoration), that makes it +9 regen. The fact that I am constantly spamming spells like Searing Flames already gives me 50 health every cast, but +9 regen too allows me to tank far too well.

I think a build should be constantly trying to balance itself between offence and defence. An overly defensive build like a monk, or some earth builds or warrior builds can take a lot of damage and survive well, but they aren't exactly a huge threat. But thanks to Mystic Regen, now anyone with 2 enchantments can have constant regen of +9 and tank a lot of damage. For many builds those enchantments are probably already in your build anyway, like ele's attunement.

If you have the relevant attribute at 8, here is a comparison of self-heals:

Healing Signet - heal 100 points of health, but 2 second cast makes it very easy to interrupt, and you have -40AL while using

Troll Unguent - 10 seconds of +7 regen (140 points healed), for 3 second cast, just about the easiest self-heal to interrupt in the game

Ether Feast - heal 99 points, 2 second cast, 8 sec recharge

Leader's Comfort - heal 140 health, 2 second cast, 8 sec recharge (under perfect circumstances, if you are alone it heals for only 69 health)

Mystic Regeneration - (presuming your build uses 2 enchantments) 20 seconds of +9 health regen (360 points healed), 1/4 sec cast, 5 sec recharge

Enchantment removal is not a problem, in fact it helped to have Mystic Regen because it was hard to strip my attunement since it was buried.

Of course, it does take up 3 skill slots to get this, but I had those enchantments on my bar anyway.

achilles ankle

Frost Gate Guardian

Join Date: Feb 2006

USA

The Primevil Spartans

A/

Quote:
Originally Posted by BaseKid
If you mean farming with heroways in HA, then yes maybe.

/not signed.

Moving mystic regeneration into mysticism would make it easier for a dervish to get the necessary points into it, thus making the D/N OotV spammer even easier to play putting a ton of points into mysticism.

I would sign for a different reason: The skill itself is broken not because you can "tank" with it in RA and TA (give me a break...you're not tanking b/c of the regen...stoneflesh aura reduces so much dmg) but because it itself is an enchantment, and counts towards the health regeneration. Make this not the case, and the skill is fine as it is.

Mystic regeneration should not be put into mysticism...anet did test this correctly...

the only other option i could see for this skill is to make it a 1 sec cast, although that is completely unneccessary. Putting the skill into mysticism is basically taking a healing breeze away from a wammo. Just dont make the enchantment count towards the regen, and it's all set. Think this regen is still overpowered? Check under enchantments, stoneflesh aura and then decide.
Ok, first of all that is completly incorrect. Healing breeze on a wammo(shudders) requires well over 8pts in healing to be effective, i thnk its only 6 regen and 8 healing. To have a skill that can give any class an istant +3 regen per enchantment is absurd. all this talk of it not counting toward its own regen.....who cares i mean all the ele's who use this(the ele's are who we are all talking about) have a minimum of 2 enchants sometimes 3 so they would still get the +9 regen....9 more regen than an ele has ever had. Any high regen on any character is a pain in the ass no matter what you ppl say(degen-conditions) and what not. If your entire bar can be emptied into an enemy and they still are not degening....ahh thers a problem there i think.

As for moving it into mysticism i /sign for that one. It just makes sense because all the classes should not be able to use this skill. Its like moving divine intervention into healing, can anyone say invincible SF sin. idk i mean cmon..its in the name.

On an end note, i dont really think this will ever happen because as far back as i can recall i dont think any skills have changed attributes, but i guess its fun argueing with each other over it.

BaseKid

Ascalonian Squire

Join Date: Nov 2005

Kitty Likes Coconuts [Wild]

basically, you missed the entire point of my post to try and ruin everything i said for saying "healing breeze on wammos" as a reference to noobs...please, read everything else i said before you scandel kk thx.

The health regen is not overpowered if you consider making it itself not counting towards the health regen...that costs 8 into earth prayers and 2 OTHER ENCHANTS for a +6 regen. looks like healing breeze on the wammo wins (haha...unless u bring an ele with stoneflesh aura, armor of earth and earth attune, but then that's plain retarded...2 skills for dmg and a rez sig? sorry, but sandstorm isn't that good for those who know what aoe is.)

/still not signed.

read my post before you do that again.

Nickhimself

Krytan Explorer

Join Date: Jun 2006

Your face

True Gods Of War [True]

W/Mo

Here is why Mystic Regeneration should be in Mysticism (factored from my Ele's point of view, where I utilize this skill the most):

Healing Breeze @ 8 Healing Prayers: 7 Regen for 10 seconds
Healing Breeze @ 9 Healing Prayers: 8 Regen for 10 seconds
Mystic Regeneration @ 8 Earth Prayers: 9 Regen (attunement, restoration, MR) for 20 seconds

+2 regen for twice the length for the cost of: -1 Attribute from Healing Breeze.

Not all classes should be able to use this as well as they currently are able to.


/signed

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

retracted

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

Quote:
Originally Posted by BaseKid
basically, you missed the entire point of my post to try and ruin everything i said for saying "healing breeze on wammos" as a reference to noobs...please, read everything else i said before you scandel kk thx.

The health regen is not overpowered if you consider making it itself not counting towards the health regen...that costs 8 into earth prayers and 2 OTHER ENCHANTS for a +6 regen. looks like healing breeze on the wammo wins (haha...unless u bring an ele with stoneflesh aura, armor of earth and earth attune, but then that's plain retarded...2 skills for dmg and a rez sig? sorry, but sandstorm isn't that good for those who know what aoe is.)

/still not signed.

read my post before you do that again.
And your bashing sandstorm now? Jeez.... go on dig a hole for yourself. And for your information the armor of earth, stoneflesh, mystic, attune ele is extremely easy to play and very powerful. 2 damage skills? Try 3 Shock, Aftershock, and Sandstorm. GG

Shock
Aftershock
Sandstorm
Stoneflesh
Armor of Earth
Mystic Regen
Earth Attunement
Rez

I've seriously tanked whole teams into ragequitting running this. It's insane.

~OR~

Liquid Flame
Glowing Gaze
Searing Flames
Fire Attunement
Mystic Regen
Aura of Resto
Conviction
Rez

Congrats. You have permanent +9 regen, +24 armor forever. You gain energy and 300% of a spell cost in health on cast and deal over 150-200 damage every 4 seconds. Now everyone can be a gladiator.

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

Quote:
Originally Posted by Former Ruling
Funniest thing in this thread:


I found this funny.

I agree MR is alittle crazy though, mostly because its duration is so long compared to recharge though.
Most Dervs run 15, 12, and the rest in earth. I like to push my limit. Dervs have a natural health bonus on armor so you can push a superior and a major. In my case im insane and like my 75 second avatar so I push for 15, 14, 9 with 2 superiors and survive just fine. However it doesnt change that fact that all dervish survival skills are in the earth prayer line. Without earth prayers you can't survive no matter what attribute spread. Instead you will one very pissed off monk draining a ton of energy keeping you alive if you choose to go all wind prayers.

The reason I say the attribute spread is tight is because you HAVE to use earth prayers as a dervish. With all your solid heals there you would be insane not to unless you have a godly prot monk behind you. Even running superior scythe and major mysticism you have to squeeze 8 into earth and still lack a good number of points to utilize wind skils without you know, dying on the frontline.

Mystic Regeneration in mysticism and a +3 cap makes sense. Its not grossly overpowered, and wont turn dervish into gods. If you sustain mystic regen and something like OotV, you wont have any way of gaining back energy to use for scythe skills anyway. You need to lose enchantments to pay for your assaults. Like I said, 10 is high cost for a dervie.

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

Quote:
Originally Posted by achilles ankle
Ok, first of all that is completly incorrect. Healing breeze on a wammo(shudders) requires well over 8pts in healing to be effective, i thnk its only 6 regen and 8 healing. To have a skill that can give any class an istant +3 regen per enchantment is absurd. all this talk of it not counting toward its own regen.....who cares i mean all the ele's who use this(the ele's are who we are all talking about) have a minimum of 2 enchants sometimes 3 so they would still get the +9 regen....9 more regen than an ele has ever had. Any high regen on any character is a pain in the ass no matter what you ppl say(degen-conditions) and what not. If your entire bar can be emptied into an enemy and they still are not degening....ahh thers a problem there i think.

As for moving it into mysticism i /sign for that one. It just makes sense because all the classes should not be able to use this skill. Its like moving divine intervention into healing, can anyone say invincible SF sin. idk i mean cmon..its in the name.

On an end note, i dont really think this will ever happen because as far back as i can recall i dont think any skills have changed attributes, but i guess its fun argueing with each other over it.
In a skill update after the GWWC Elemental Attunement was moved from a non-attribute enchantment into Energy Storage because of fast cast mesmers using it to abuse ele skills like quick-cast meteorshowers and lightning orbs for cheap. Skills do get moved around in rebalancing. There have been other occassions as well I believe.

~Also... the word effective and healing breeze wammo don't work in one sentence :P

Lordhelmos

Lordhelmos

Wilds Pathfinder

Join Date: Apr 2006

Sentients of Shadow (noir)

Me/E

Effects of moving mystic regeneration into mysticism:

~No more +9 regen SF eles and invincibuilds. The skill stays locked with dervish.

~Wind Prayers open up to melee dervish because health regen can be sustained without forcing points into earth prayers. (Althought vital boon, sig of pious light, sandstorm, conviction, and mirage cloak are all there making it still the premier line.)

~Because of consolidation of points into mysticism, dervish can stack more points into attributes from other professions without being forced down the earth path for survival. (burning speed, armor of frost, other goodies.)

I think it would be a good balancing move. The dervish becomes more flexible and a tad bit better with more points to play with and there will be no more secondary class abuse and invincibuilds running high damage attacks with insane regen.

Also dervish have 70 armor, 85 with 3 enchants stacked that constantly are lost and recast. Just using mystic regeneration alone while standing on the frontline alone wont save you. Even with mysticism having regen in it, one burn from searing flames locks the majority of your regen and the melee damage from enemies in that state will kill you, not to mention Deep Wound. However, you will have a decent level of survivability with regen on. This is a perfect balance for a frontline melee derv.

Sable Phoenix

Sable Phoenix

Frost Gate Guardian

Join Date: Jun 2005

It seems like the foundation of this entire thread is the assumption that every Dervish will, and in fact must, carry Mystic Regeneration. This is utterly false.

Mystic Regeneration is fine as it is.

scorche

Pre-Searing Cadet

Join Date: Dec 2006

A/

i dont think the skill should be changed, but if its going to be changed, make it so taht you only receive the regen bonus form dervish enchants rather than changing the attribute it falls in

Carth`

Carth`

Desert Nomad

Join Date: Apr 2006

Quote:
Originally Posted by Sable Phoenix
It seems like the foundation of this entire thread is the assumption that every Dervish will, and in fact must, carry Mystic Regeneration. This is utterly false.

Mystic Regeneration is fine as it is.
No, the foundation of this thread is the eles, necros and mesmers who have 2 enchantments in their build anyway being able to tank with constant +9 regen thanks to this skill. It has little to do with the dervish, except that people don't want to nerf this skill for the dervish, hence moving it into the dervish primary so a dervish can still use it.

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

Quote:
Originally Posted by Sable Phoenix
It seems like the foundation of this entire thread is the assumption that every Dervish will, and in fact must, carry Mystic Regeneration. This is utterly false.

Mystic Regeneration is fine as it is.
THeres a reason Elite skills are only allowed 1 per skillbar.

Some skills SHOULD NEVER be combined together, their combined powers would be unbalanced ie: (Hundred blades + Illusionary Weapon), (elemental attunement + searing flames) (Incendiary Arrows + Practiced Stance)

-------------------------
with that idea in mind
-------------------------

Mystic Regeneration by itself is already a powerful skill, when combined with other enchantments, it becomes quite unbalanced.

There are MANY Nightfall skills that will be rebalanced for the next GvG season, this is just another on that long list.

Curse You

Curse You

Furnace Stoker

Join Date: Apr 2006

South Pole

The Magus Order

N/Mo

Ok, about moving Mystic Regeneration because of its name:
While we're at it, why not move these into Mysticism:

Mystic Sandstorm (earth prayers)
Mystic Sweep (scythe mastery)
Mystic Healing (wind prayers)
Mystic Twister (wind prayers)

Why not? Because it's just a stupid reason.


What about Vampiric Touch and Vampiric bite? Rangers are able to use those two skills better than any primary necro.

Or maybe Resurect, Rebirth, Light of Dwayna, Restore Life, Renew Life, and Ressurection Chant. Any secondary monk can use those to great use with very little atributes put into the coresponding atribute. Now why isn't that unbalanced?


Quite frankly, I'm against this because there are countless enchantment removers availible, most of which work without putting anything into their atribute.
As well, there are two spells that mean ruin for most heavy enchanters: Desecrate Enchantments and Defile Enchantments.

So really, if you don't like people using enchantments, play as a necro or mesmer, don't just say their too strong because your precious warrior can't hurt them.


Also, just like it can on Touch Rangers, Diversion can work wonders with enchantment spammers.

MorpheusDV

MorpheusDV

Frost Gate Guardian

Join Date: Nov 2006

Romeoville, IL

So Goth We Crap [Bats]

A/

/signed

This should be moved into Mysticism.

/notsigned

This is touch Ranger whining all over again. People whined and whined about how touch Rangers ruined the meta game in RA, but they lived with it and eventually found a counter.

Now Mystic Regeneration comes in, along with a few other neat skills, and people find a combo that goes well with MR. What do people do? Whine.

As it was said before, MR and Conviction are the only decent skills that a Dervish has going for it to maintain themselves. Don't screw it up, by nerfing them to the point where no one will play a Dervish anymore.

Adapt and move on. You found plenty of counters for touch Rangers, so why not MR?

Quid Pro Quo

Quid Pro Quo

Wilds Pathfinder

Join Date: Jul 2005

Quote:
Originally Posted by Curse You
Ok, about moving Mystic Regeneration because of its name:
While we're at it, why not move these into Mysticism:

Mystic Sandstorm (earth prayers)
Mystic Sweep (scythe mastery)
Mystic Healing (wind prayers)
Mystic Twister (wind prayers)

Why not? Because it's just a stupid reason.
Yeah thats the only reason people want it in mysticism. /sarcasm
Quote:
What about Vampiric Touch and Vampiric bite? Rangers are able to use those two skills better than any primary necro.
Yeah but how many other classes are using them? I've seen a Warrior, Monk, Elementalist, Necro and Assassin all using mystic regeneration so far. Its getting kind of silly. They all have their own ways to survive that are pretty much kept to themselves why are they all using the Dervish way which is relying on their enchantments?

Quote:
Or maybe Resurect, Rebirth, Light of Dwayna, Restore Life, Renew Life, and Ressurection Chant. Any secondary monk can use those to great use with very little atributes put into the coresponding atribute. Now why isn't that unbalanced?
I don't believe that the foundation of Monks is based on the fact they can ressurect so no its not really the same (Dervish rely on their enchantments). Now if you show me a secondary Monk who is ressurecting team mates and healing their health back up just as well as a primary Monk while healing the rest of the team still then maybe there is a problem.

Quote:
Originally Posted by MorpheusDV
As it was said before, MR and Conviction are the only decent skills that a Dervish has going for it to maintain themselves. Don't screw it up, by nerfing them to the point where no one will play a Dervish anymore.
Exactly! Its hard enough trying to stay in the front lines without hogging up the Monk's attention. This is the reason why a lot of Dervish are hated so much in PuGs. This is a skill that is easily defeated but a good way for the Dervish to survive which is what the Dervish are all about.