I'd like to see the following PvE skill change:
Protective Spirit: Functionality changed to "For 5...19 seconds, target ally cannot lose more than 10% of their base max Health due to damage from a single attack or Spell."
Whoops, forgot something about Spirit Bond. Currently, Spirit Bond will heal its target if the damage it takes before damage is reduced is greater than 60. The mechanics of the skill simply need to be changed so that the skill looks at the damage dealt after the damage is reduced.
Protective Spirit (PvE)
2 pages • Page 1
Quote:
|
This will happen after all the crazy overpowered shit in PvE gets nerfed (so most likely never).
Don't see why you want to kill 55 monks. |
[edit]
Missed the 'base health' note for Protective Spirit. So this would be 480 for everyone? Meaing it would basically only allow 48 health to anyone it is on. Survivor insignias and runes of Vitae and Vigor would be included in 'base health'? Still don't see a reason for the change.... care to explain?
Quote:
|
He isn't trying to kill 55 Monks, he is trying to kill 600 Monks. If you didn't notice his clause about Spirit Bond, that is what killed 600s. Either way, I don't see a reason for this, nor a point. Is there a reason Protective Spirit or Spirit Bond should be changed?
|

The nerf to protective spirit would kill 55/600 monks (not needed) and buff it for regular use (again, not needed). Either way, I still see no reason to change either skills. Kill the real problem before you kill a lesser problem (if you want to call 600 monks a problem), please.
Quote:
| Missed the 'base health' note for Protective Spirit. So this would be 480 for everyone? Meaing it would basically only allow 48 health to anyone it is on. Survivor insignias and runes of Vitae and Vigor would be included in 'base health'? Still don't see a reason for the change.... care to explain? |
Quote:
|
He isn't trying to kill 55 Monks, he is trying to kill 600 Monks. If you didn't notice his clause about Spirit Bond, that is what killed 600s. Either way, I don't see a reason for this, nor a point. Is there a reason Protective Spirit or Spirit Bond should be changed?
|
It's actually a buff to Prot spirit for general use though, seeing as most players will have more than 480 for their max health.
Z
R
The point is indeed to get rid of 600/Smite, for two reasons:
- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas.
- They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there.
- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas.
- They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there.
Quote:
|
The point is indeed to get rid of 600/Smite, for two reasons:
- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas. - They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there. |
If you really want to nerf 600's, why not nerf holy wrath? I'm not saying I think that 600's should be nerfed, but holy wrath seems to be the most questionable skill they use, seeing as you can maintain the enchanment even at zero energy when the -10 energy loss holy wrath causes no longer matters. Maybe make the smiters job a little bit more challenging, as they are extremely boring to use anyways. Maybe holy wrath causes a smaller amount of energy loss, but is removed when you reach zero energy, meaning the smiter would have to spam blessed signet with mantra of inscriptions, idk, just an idea.
Quote:
|
If you really want to nerf 600's, why not nerf holy wrath? I'm not saying I think that 600's should be nerfed, but holy wrath seems to be the most questionable skill they use, seeing as you can maintain the enchanment even at zero energy when the -10 energy loss holy wrath causes no longer matters. Maybe make the smiters job a little bit more challenging, as they are extremely boring to use anyways. Maybe holy wrath causes a smaller amount of energy loss, but is removed when you reach zero energy, meaning the smiter would have to spam blessed signet with mantra of inscriptions, idk, just an idea.
|
Quote:
|
The point is indeed to get rid of 600/Smite, for two reasons:
- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas. - They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there. |
- If I wanted to PvP for my title, I would. Personally I can't stand the people there, and if it was up to me I'd remove it. Fix HA and bad GvG meta first.
Prot Sprit is fine, bring back 2s rc on Spirit Bond imo. :P
Quote:
|
The point is indeed to get rid of 600/Smite, for two reasons:
- These teams have become farming/running giants, being able to clear nearly every dungeon, and a few high end areas. - They're used as a base in the two fastest faction farms for each of the allegiance titles. Removing them would encourage players to go to the PvP arenas for these titles and hopefully stir up more competitive play there. |
For the fff note, even b4 the introduction of fff methods, AB and such was sooooooooo annoying. The skill lvl of most groups wouldnt change(nor will the attitudes)
Maybe I'm missing something but uhhhhmmm... DPing parties are gonna be screwed without penalty removal.
Just as speculation, a standard 600 health with 60% DP has 240 health, and with your suggestion, damage is limited to 48 per hit. This means that even with Prot Spirit 5 hits without a heal is death, which is entirely possible in a short amount of time in HM.
I understand that this is attempting to nerf 600/smite, but really, it's not effective for it without heavy side effects in other areas of use. Prot Spirit is such an essential skill is normal HM PvE gameplay that nerfing it in any way would be really detrimental.
Just as speculation, a standard 600 health with 60% DP has 240 health, and with your suggestion, damage is limited to 48 per hit. This means that even with Prot Spirit 5 hits without a heal is death, which is entirely possible in a short amount of time in HM.
I understand that this is attempting to nerf 600/smite, but really, it's not effective for it without heavy side effects in other areas of use. Prot Spirit is such an essential skill is normal HM PvE gameplay that nerfing it in any way would be really detrimental.

