Mending (PvP)
DoomFrost
Thought came to me out of the blue:
Mending (PvP)
5 Energy - 1sec cast time - 20 second recharge
Enchantment Spell. Your next 1...4...5 healing prayer spells also remove one condition from target ally.
It's just a rough idea, it would give monks speccing in healing prayers another option for condition removal. I figured it would be better than just the plain health regen this spell has to offer. I didn't know if it was reasonable to keep this as a maintainable enchant. Again just a rough idea. Good or bad?
Mending (PvP)
5 Energy - 1sec cast time - 20 second recharge
Enchantment Spell. Your next 1...4...5 healing prayer spells also remove one condition from target ally.
It's just a rough idea, it would give monks speccing in healing prayers another option for condition removal. I figured it would be better than just the plain health regen this spell has to offer. I didn't know if it was reasonable to keep this as a maintainable enchant. Again just a rough idea. Good or bad?
dusanyu
Yeah Mending needs to Stay in Current for so we all have a reason to laugh. let's face it it's the Guild Wars skill equivalent of a Ed Wood movie, so terrible it's classic.
MagmaRed
Monk already has 19 skills designed to remove conditions. Most of them (11) remove more than 1 condition. Adding more skills to remove conditions really isn't something needed. Although Mending may not be a good skill for all builds, it does have uses. Farming builds can use Mending well, and some Bonding builds can as well. But if you want to change it, tell us why, and then come up with a change that isn't a duplicate of a skill type we already have tons of.
MithranArkanere
Why not...?
Enchantment Spell. While you maintain this Enchantment, target ally gains +1..5 Health every second for each point of Health degeneration that ally is suffering.
Since each point of degeneration deals 2 points of damage per second, this skill would be used to turn around degeneration into regeneration.
With Healing prayers 12, 10 degen would mean... -40+50=10 damage recover per second.
Hm... yeah. That should do.
Enchantment Spell. While you maintain this Enchantment, target ally gains +1..5 Health every second for each point of Health degeneration that ally is suffering.
Since each point of degeneration deals 2 points of damage per second, this skill would be used to turn around degeneration into regeneration.
With Healing prayers 12, 10 degen would mean... -40+50=10 damage recover per second.
Hm... yeah. That should do.
Lexar
How about if it does 5 regen, but on target other ally?
HuntMaster Avatar
Mending
Cost 5, -1. 10 sec recharge
Target ally gains 5-20 hp regen. When this enchantment ends, target ally dies.
Cost 5, -1. 10 sec recharge
Target ally gains 5-20 hp regen. When this enchantment ends, target ally dies.
BoondockSaint
How about something like,
10 energy, 1 sec cast 30 sec recharge. enchantment
for 5-15-35 sec all other allies within earshot are healed for 2-8-12 health.
To powerful? I know we have been trying to get away from passive defence, but enchant removal should keep it in check.
10 energy, 1 sec cast 30 sec recharge. enchantment
for 5-15-35 sec all other allies within earshot are healed for 2-8-12 health.
To powerful? I know we have been trying to get away from passive defence, but enchant removal should keep it in check.
Hailey Anne
Quote:
Monk already has 19 skills designed to remove conditions. Most of them (11) remove more than 1 condition. Adding more skills to remove conditions really isn't something needed. Although Mending may not be a good skill for all builds, it does have uses. Farming builds can use Mending well, and some Bonding builds can as well. But if you want to change it, tell us why, and then come up with a change that isn't a duplicate of a skill type we already have tons of.
|
If you're using mending to "farm" pvp you're doing it wrong.
And this isnt a bad suggestion. The skill is called mending it should mend, HP and Conditions.
Quote:
Why not...?
Enchantment Spell. While you maintain this Enchantment, target ally gains +1..5 Health every second for each point of Health degeneration that ally is suffering. Since each point of degeneration deals 2 points of damage per second, this skill would be used to turn around degeneration into regeneration. With Healing prayers 12, 10 degen would mean... -40+50=10 damage recover per second. Hm... yeah. That should do. |
/signed for OPs idea
Thamior Shamus
hmmm... seeing as healing prayer's spells are meant for HEALING, it wouldn't fit. If anything it would have to be moved to divine favor. Plus there are tons of condition removal spells already that would out preform your suggested Mending.
/notsigned for obvious reasons any PvP player can spot.
/notsigned for obvious reasons any PvP player can spot.
subarucar
Helix Dreadlock
Just make the regen 1...3 more?
Owik Gall
The OP's idea is overly powered for a non elite skill.
Condition removal in addition to good healing is an immense recovery. In PvP, that would disrupt the balance because by the time that most of the decent condition inducing skills recharge, the proposed Mending skill will have charged far ahead and the same healing/recovering effect will happen again. Word of Healing was nerfed so that a PvP battle out look doesn't depend on how many monks there are in a team. To plainly put it as good as I can, It's not good in PvP to have monks that have godly heals and recoveries. If that ever happen than that would mean that the only way to win in a PvP battle is if your team has more monks than the other team does. That is a bad impression of PvP.
So no. /notsigned. We need to keep the healing and recovery as minimal and tolerable as possible to give the other teams a good fair chance.
Condition removal in addition to good healing is an immense recovery. In PvP, that would disrupt the balance because by the time that most of the decent condition inducing skills recharge, the proposed Mending skill will have charged far ahead and the same healing/recovering effect will happen again. Word of Healing was nerfed so that a PvP battle out look doesn't depend on how many monks there are in a team. To plainly put it as good as I can, It's not good in PvP to have monks that have godly heals and recoveries. If that ever happen than that would mean that the only way to win in a PvP battle is if your team has more monks than the other team does. That is a bad impression of PvP.
So no. /notsigned. We need to keep the healing and recovery as minimal and tolerable as possible to give the other teams a good fair chance.
DoomFrost
Alright thanks for the replies. I only suggested this because healing prayers has 2 hex removal spells (cure hex and spotless mind) with one being self targeting and the other being target other. Yet it only has one condition removal spell (spotless soul) yet it's target other. I just wanted to bring a self targeting condition removal spell to Healing Prayers. I thought Mending would have been safe to change being it see's no serious use in PvP.
Another idea I had was:
Mending 5 energy 3/4th cast 5 recharge
Enchantment Spell. Remove one condition from target ally. Target ally gains 1...3...4 heath regeneration (10 seconds) if a condition was removed in this way.
But anyways, thanks for the posts.
Another idea I had was:
Mending 5 energy 3/4th cast 5 recharge
Enchantment Spell. Remove one condition from target ally. Target ally gains 1...3...4 heath regeneration (10 seconds) if a condition was removed in this way.
But anyways, thanks for the posts.
bhavv
Oh, I like that one!
Remove a Condition and add the health regeneration.
Or how about ...
Mending 10, 1, 10,
While you maintain this enchantment on target ally, one hex and one condition is removed every 10...4 seconds.
Remove a Condition and add the health regeneration.
Or how about ...
Mending 10, 1, 10,
While you maintain this enchantment on target ally, one hex and one condition is removed every 10...4 seconds.
Arkantos
The OP make a serious suggestion. Enough with the worn out 2005 jokes, please.
Shasgaliel
It could be neet. But I am also in favor of moving it to divine favor then. It will not really fit in the healing anymore. I would not make it an elite though.
Arkantos
No reason to move it. Spotless mind and spotless soul are in healing, and they have nothing to do with healing. They remove hexes/conditions.
Thamior Shamus
Quote:
No reason to move it. Spotless mind and spotless soul are in healing, and they have nothing to do with healing. They remove hexes/conditions.
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Before ANet thinks about buffing monks, they need to buff other classes first.
Konig Des Todes
How about remove 1..3 conditions from target ally and make the regen non-conditional, and increase recharge to 10 seconds. Then I'll /sign.
MithranArkanere
And what about turning the target into a Health Fountain?
Enchantment Spell. While you maintain this Enchantment, target ally and adjacent allies gain +1...3...4 Health regeneration.
It would have an upside: Multitarget regen.
And a downside: AoE lure.
Enchantment Spell. While you maintain this Enchantment, target ally and adjacent allies gain +1...3...4 Health regeneration.
It would have an upside: Multitarget regen.
And a downside: AoE lure.
Xyon the Greatest
Why not just increase the regen to like 1..5..6
Cale Roughstar
II Lucky Charm II
This is irrelevant since you could just use dismiss condition!
Still Number One
How about they spend their time balancing skills that are actually issues and stop doing random buffs for the hell of it. Once they've taken care of all the problems in balancing PvP, then they can look at buffing skills that have no effect on the meta. Until then, leave them be. There are bigger issues.
gameshoes3003
Quote:
Or how about ...
Mending 10, 1, 10, While you maintain this enchantment on target ally, one hex and one condition is removed every 10...4 seconds. |
But anyways I think mending should stick to low health regeneration.
Why? Well mending something isn't repairing it with holy crap speed so where it is right now makes sense.
MithranArkanere
I stick with the AoE increase. The icon is a whirl, after all. So even just looking at the icon makes sense to make the effect spread in circles around the target.
Xyon the Greatest
HawkofStorms
Kinda like an unconditional, but stripable, "never surrender!" but with more regen. Hmmm better, but the 2 s cast is killer.
Show Some Skin
In My Opinion, they should change it to:
Mending: 20+ Health Regen, Conditions Transfer to Foes, Foes that hit target die in 10 seconds
lol, btw its a joke just trying to make some laughs. I think leave the way it is, its not like every monk runs it anyway.
Mending: 20+ Health Regen, Conditions Transfer to Foes, Foes that hit target die in 10 seconds
lol, btw its a joke just trying to make some laughs. I think leave the way it is, its not like every monk runs it anyway.
bhavv
Quote:
Your suggestion here is too close to Purifying Veil which reduces time conditions last which may in fact be better.
But anyways I think mending should stick to low health regeneration. Why? Well mending something isn't repairing it with holy crap speed so where it is right now makes sense. |