Misplaced Skills?
Kaie
I scanned the forums and haven't really found a thread specifically for spells that are misplaced in the wrong attribute. Please redirect me or I'm going to start one.
These skills don't necessarily need to be changed, but they just don't fit in their current attribute.
Zealous Benediction is no way a protection spell, its pure healing, so that's where it belongs... or in Divine Favor which would make more sense. Protection Prayers prevent damage or remove conditions and hexes.
Mystic Regeneration belongs in Mysticism... but most derv skills are strangely scattered when it comes to healing. Also Veil of Thorns shouldn't cause crippling but instead bleeding... wind prayers has the crippling skills.
If Vow of Strength is in Earth Prayers, shouldn't Vow of Silence be in Wind Prayers? Again, Dervish’s have the most random skills. It seems that Wind Prayers should focus on fast moving and attacking while crippling, and earth prayers is increasing armor while blinding.
It’s nice they’re trying to introduce skills into certain profession specific attributes like Soul Reaping and Fast Casting, but Wail of Doom, Arcane Languor, Symbols of Inspiration don’t fit. Wail of Doom belongs in Curses since that is the most anti-melee focused attribute for necros. Arcane Languor = Domination, and Symbols of Inspiration is obvious. I know these are really minor spells but they fit in the “we don’t belong here” category.
I’m going to leave it at this because it’s getting late, but there’s many more that need debated.
These skills don't necessarily need to be changed, but they just don't fit in their current attribute.
Zealous Benediction is no way a protection spell, its pure healing, so that's where it belongs... or in Divine Favor which would make more sense. Protection Prayers prevent damage or remove conditions and hexes.
Mystic Regeneration belongs in Mysticism... but most derv skills are strangely scattered when it comes to healing. Also Veil of Thorns shouldn't cause crippling but instead bleeding... wind prayers has the crippling skills.
If Vow of Strength is in Earth Prayers, shouldn't Vow of Silence be in Wind Prayers? Again, Dervish’s have the most random skills. It seems that Wind Prayers should focus on fast moving and attacking while crippling, and earth prayers is increasing armor while blinding.
It’s nice they’re trying to introduce skills into certain profession specific attributes like Soul Reaping and Fast Casting, but Wail of Doom, Arcane Languor, Symbols of Inspiration don’t fit. Wail of Doom belongs in Curses since that is the most anti-melee focused attribute for necros. Arcane Languor = Domination, and Symbols of Inspiration is obvious. I know these are really minor spells but they fit in the “we don’t belong here” category.
I’m going to leave it at this because it’s getting late, but there’s many more that need debated.
FlameoutAlchemist
Quote:
Originally Posted by Kaie
I scanned the forums and haven't really found a thread specifically for spells that are misplaced in the wrong attribute. Please redirect me or I'm going to start one.
These skills don't necessarily need to be changed, but they just don't fit in their current attribute. Zealous Benediction is no way a protection spell, its pure healing, so that's where it belongs... or in Divine Favor which would make more sense. Protection Prayers prevent damage or remove conditions and hexes. Mystic Regeneration belongs in Mysticism... but most derv skills are strangely scattered when it comes to healing. Also Veil of Thorns shouldn't cause crippling but instead bleeding... wind prayers has the crippling skills. If Vow of Strength is in Earth Prayers, shouldn't Vow of Silence be in Wind Prayers? Again, Dervish’s have the most random skills. It seems that Wind Prayers should focus on fast moving and attacking while crippling, and earth prayers is increasing armor while blinding. It’s nice they’re trying to introduce skills into certain profession specific attributes like Soul Reaping and Fast Casting, but Wail of Doom, Arcane Languor, Symbols of Inspiration don’t fit. Wail of Doom belongs in Curses since that is the most anti-melee focused attribute for necros. Arcane Languor = Domination, and Symbols of Inspiration is obvious. I know these are really minor spells but they fit in the “we don’t belong here” category. I’m going to leave it at this because it’s getting late, but there’s many more that need debated. |
For a Dervish, your healing skills are either going to come from Earth Prayers or Mysticism. My guess, about Mystic Regeneration, is that it was probably placed in Earth Prayers because you already have several healing skills in Mysticism like Watchful/Faithful Intervention, Imbue Health, etc. as it is.
Remember as well that if there weren't any skills assigned to an attribute, such as Fast Casting, what would be the point of having the attribute at all outside of the already-placed benefits of stuff like Fast Casting.
My guess is that Anet is working on not concentrating too many high level spells in one class, otherwise a player could put all their points into just one attribute and still wind up with a 'balanced' build. Anything that we all say on this is just pure speculation, as I'm sure Anet had a perfectly sound and logical reason for putting the skills where they did, and they've had a history of changing skill attributes as needed.
Kaie
Quote:
Originally Posted by FlameoutAlchemist
My guess is that Anet is working on not concentrating too many high level spells in one class, otherwise a player could put all their points into just one attribute and still wind up with a 'balanced' build. Anything that we all say on this is just pure speculation, as I'm sure Anet had a perfectly sound and logical reason for putting the skills where they did, and they've had a history of changing skill attributes as needed. |
Since there are so many attributes they should focus on keeping skills within the same categories and not go out of the lines so much. That's when it begins to be unbalanced.
Kuldebar Valiturus
I agree that from the perspective of category and logic certain spells should be aligned under a certain attribute, but I have the feeling that ANet put them where they are at for strictly balance reasons.
Attribute point spread restricts people from amassing certain skills at max values.
It's just a case where the spell name is out of whack but everything else is where it needs to be.
For example, shouldn't all summoning spirit skills be under Channeling?
Attribute point spread restricts people from amassing certain skills at max values.
It's just a case where the spell name is out of whack but everything else is where it needs to be.
For example, shouldn't all summoning spirit skills be under Channeling?
tijo
Anet probably had good reasons for putting it there aka mostly to balance things a bit. Also i think the Sardelac Sanitarium would a better place for that kind of post. I already see this turning into a huge debate there
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Cebe
As I see it some skills seem "misplaced" so that they cannoy be used efficiently by those characters with the class as a secondary profession.
For example, Symbols of Inspiration. That could be good on a monk, but to balance the game and make it difficult for monks to get much use out of it it is put in the Fast Casting line. Or, for instance, imagine an ele with Mantra of Recovery and Meteor Shower...pretty overpowered methinks.
For example, Symbols of Inspiration. That could be good on a monk, but to balance the game and make it difficult for monks to get much use out of it it is put in the Fast Casting line. Or, for instance, imagine an ele with Mantra of Recovery and Meteor Shower...pretty overpowered methinks.
ZenRgy
For Wail of Doom, perhaps it's balance?
For ZB, prot monks run fairly high divine favour so sticking it Divine Favour doesn't change anything - rememeber skills aren't implemented because it "makes sense" to put them in that attribute.
eg. Why did B-light go into DF when it removes a condition and a hex? Which is a job for protection prayers.
Protection needed a decent power heal because healing sucks.
For ZB, prot monks run fairly high divine favour so sticking it Divine Favour doesn't change anything - rememeber skills aren't implemented because it "makes sense" to put them in that attribute.
eg. Why did B-light go into DF when it removes a condition and a hex? Which is a job for protection prayers.
Protection needed a decent power heal because healing sucks.
Stormlord Alex
Quote:
Originally Posted by Celestial Beaver
Or, for instance, imagine an ele with Mantra of Recovery and Meteor Shower...pretty overpowered methinks.
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ZB's in the right place. Now I don't have to waste my points in the trash that is Healing Prayers...

Kaie
A few things I noticed...
I can see how Symbols of Inspiration would be very overpowered for a monk and some other classes though it's not very useful for a mesmer... but Mantra of Recovery fits under Fast Casting in every way.
Valiturus, I think you meant communing and Rits are generally "Spirit Summoners" so having spirits in all of their attributes makes sense as long as the spirit's conditions relate to the attribute... for instance, channeling is mostly spike dmg, and destruction does just the thing. Though I'm not sure how we can argue bloodsong fitting in channeling. I guess Nightmare Weapon steals health while attacking so Bloodsong is the spirit of that... Spirit Channeling is another one I noticed, it's in Spawning but fits more in channeling.
About ZB and Blessed Light, maybe they should switch them. It wouldn't make any difference I know, but at least they'd make more sense in the scheme of things.
"rememeber skills aren't implemented because it "makes sense" to put them in that attribute." I think I know what you mean but reread that. All skills need to "make sense" which includes balancing reasons.
Besides Sig of Pious Light, Mystic Regen, and Vital Boon there are no other healing skills in Earth Prayers, only armor increasing ones. Wind Prayers has Dwayna's Touch, Mystic Healing, Natural Healing, Pious Restoration, and Vow of Piety. So actually Wind Prayers focuses on healing more.
And thanks everyone for posting, this is my first thread
I can see how Symbols of Inspiration would be very overpowered for a monk and some other classes though it's not very useful for a mesmer... but Mantra of Recovery fits under Fast Casting in every way.
Valiturus, I think you meant communing and Rits are generally "Spirit Summoners" so having spirits in all of their attributes makes sense as long as the spirit's conditions relate to the attribute... for instance, channeling is mostly spike dmg, and destruction does just the thing. Though I'm not sure how we can argue bloodsong fitting in channeling. I guess Nightmare Weapon steals health while attacking so Bloodsong is the spirit of that... Spirit Channeling is another one I noticed, it's in Spawning but fits more in channeling.
About ZB and Blessed Light, maybe they should switch them. It wouldn't make any difference I know, but at least they'd make more sense in the scheme of things.
"rememeber skills aren't implemented because it "makes sense" to put them in that attribute." I think I know what you mean but reread that. All skills need to "make sense" which includes balancing reasons.
Besides Sig of Pious Light, Mystic Regen, and Vital Boon there are no other healing skills in Earth Prayers, only armor increasing ones. Wind Prayers has Dwayna's Touch, Mystic Healing, Natural Healing, Pious Restoration, and Vow of Piety. So actually Wind Prayers focuses on healing more.
And thanks everyone for posting, this is my first thread

Thomas.knbk
Quote:
Originally Posted by FlameoutAlchemist
but I do love how having 10+ points in Prot gives me both a great heal...
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dargon
ZB would be a mediocre skill in healing, but in prot, it rocks, which is why it's also an elite skill
Earth prayers are all about durability, which includes health regen. Where as wind is about healing, speed and condition reduction. I personally wouldn't have a problem if mystic regen was moved to Mysticism, but I can understand why it's in earth.
As for wail of doom, it's not a hex and thus doesn't really fit in curses.
Earth prayers are all about durability, which includes health regen. Where as wind is about healing, speed and condition reduction. I personally wouldn't have a problem if mystic regen was moved to Mysticism, but I can understand why it's in earth.
As for wail of doom, it's not a hex and thus doesn't really fit in curses.