In order:
Rangers - Pet update was a bust, they still lack in huge damage.
Paragons - Well, the only 'good' build for paragons now is Imbagone, because Asuran Scan killed the only builds.
Elementalists - Bahahahaha, Intensity... Ele's need higher damage NOT more AoE. Hitting 10 enemies with 35 damage? That's pathetic, foes will just brush that off, comparing to the consistent damage deriving from hexes and physicals. Ele's suck at damage, great at healing and proting.
So, what's next on your priority list for PvE balance?
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The only problem with this post and discussion, while cool, is that Mr. Stumme said that all of the future balances will be small things. Sadly, this means we have seen quite possibly the last actual class balance ever.
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Sux that this has been neglected so long!
Frankly I was disgusted when the Derv update was announced.

Think a bit more before you act next time!
Ranger is a far older prof than Derv, they deserved it!
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Yup, sad but true. Rangers are a really weak class, although very versatile.
Sux that this has been neglected so long! Frankly I was disgusted when the Derv update was announced. ![]() Think a bit more before you act next time! Ranger is a far older prof than Derv, they deserved it! |
Just cause they won't be doing major class balances doesn't mean there won't be class balancing. They just won't be changing 80%+ of a class's skills and/or making major primary attribute changes anymore.
And frankly, the only class left that needs that amount of work is the Paragon. Ele HM damage is a problem, but it doesn't require reworking the whole class, nor does Ranger damage require reworking them from the ground up.
Be happy that your class isn't broken enough to require a complete overall, it's a good thing believe it or not.
Top 3, in any order:
Monk Protection Spells:
-- Change a skill to add resurrection properties.
-- Do something to Amity/Pacifism.
-- Lower Recharge Rate to Mark of Protection.
Ranger Traps:
-- Lower Dust Trap's Energy Cost.
-- Raise Healing Spring's Energy Cost; move to Expertise.
-- Move Viper's Nest to Wilderness Survival.
Assassin Elite Skills:
-- Increase Energy Cost to Temple Strike; Lower Recharge Rate.
-- Lower Recharge Rate to Shadow Prison.
-- Remove Activation Time to Aura of Displacement/Shadow Meld.
Place your bets of any of these things happening.
Monk Protection Spells:
-- Change a skill to add resurrection properties.
-- Do something to Amity/Pacifism.
-- Lower Recharge Rate to Mark of Protection.
Ranger Traps:
-- Lower Dust Trap's Energy Cost.
-- Raise Healing Spring's Energy Cost; move to Expertise.
-- Move Viper's Nest to Wilderness Survival.
Assassin Elite Skills:
-- Increase Energy Cost to Temple Strike; Lower Recharge Rate.
-- Lower Recharge Rate to Shadow Prison.
-- Remove Activation Time to Aura of Displacement/Shadow Meld.
Place your bets of any of these things happening.
Del
Desert Nomad
RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO if I know, ask Lynette.
R/
Joined Sep 2009
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Except that Dervish was way more broken and ineffective.
Just cause they won't be doing major class balances doesn't mean there won't be class balancing. They just won't be changing 80%+ of a class's skills and/or making major primary attribute changes anymore. And frankly, the only class left that needs that amount of work is the Paragon. Ele HM damage is a problem, but it doesn't require reworking the whole class, nor does Ranger damage require reworking them from the ground up. Be happy that your class isn't broken enough to require a complete overall, it's a good thing believe it or not. |
Whereas rangers have mediocre single target damage, traps pretty much suck aside from farming, barrage sucks in general pve since nothing wants to ball nicely. even pre-derv update, rangers were worse for general pve than dervs.
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The only real problem that dervs ever had was that warriors and sins were just plain better, and enchant juggling was useless. now, post update, they weaken the crit damage, so the scythe damage is even more mediocre than it was, and enchant juggling still kind of sucks, but at least it sucks faster than it did. But at least they made avatars maintainable in pvp. now shit's going to be lame until they realize how retarded that idea was.
Whereas rangers have mediocre single target damage, traps pretty much suck aside from farming, barrage sucks in general pve since nothing wants to ball nicely. even pre-derv update, rangers were worse for general pve than dervs. |
Scythe damage was never really mediocre, and the attack speed was increased, so it's probably as good or better than it was. Also, dervs now have adrenaline and some maintainable IAS, so their damage should definitely be higher when skills are taken into account. Now enchantment juggling provides better effects, doesn't require casting, and can work with fewer enchantments due to shortened recharges. The short recharges and the lack of cast times make enchantment removal less of a pain in the ass. The armor bonus from mysticism also makes the AL gap between dervs and wars significantly smaller than it was.
Rangers were worse for general PvE, but dervs were worse overall.
Suggested this a while ago but I don't think Paragons having infinite energy is much of a concern anymore.
Dervish enchantments are self-targeting, Paragon shouts hit everything in earshot. To reduce the casting time on Chants would mean their power would also have to be reduced significantly.
Situational skills are situational for a reason and they become powerful when used to their fullest. For those of us who enjoy building team builds and not individual builds I'd rather they not do anything too drastic. The more skills become universal the more the game becomes stagnant. I'd rather see more lines like Motivation that encourage mixing up not only the player's skill bar but the rest of the party as well. If there is a problem with the Paragon in general it's that you don't have to think about using your skills, you just hit them on cooldown for maximum results.
Rebirth has existed since Prophecies, while not on par with other hard resses it will always be a helpful tool to players learning the ropes.
Ritualist heals are inherently stronger because Healing Prayers takes into account the Divine Favor bonus. A Necromancer isn't going to have Divine Favor, ergo Healing Prayers become weaker when compared to Restoration. Also, Soul Reaping once triggered off spirits, and people are stubborn to change their builds. At the end of the day however Monks have Protection Prayers and the prevention of damage has been superior to red bar pushing since... forever, with the exception of Infuse mashing E/Mos with Ether Renewal.
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Originally Posted by Shriketalon
Paragons: Chants are inferior to Shouts. Like the pre-update Dervish, the Motigon suffers from the need to stop attacking to use buffs, and stop buffing to attack. |
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Originally Posted by Shriketalon
Chants also have absolutely lousy targeting, with the paragon becoming less effective when the party is more diverse. Either improve motivation skills to allow the Paragon to contribute to any party instead of having to constantly change his bar if he's in caster, physical, or mixed groups (and no one uses signets enough for Lyrics to work, seriously), or convert chants into a different form, perhaps a toggled ability that provides a continuous bonus, thereby letting the Paragon help his friends while still hurting his foes.
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Originally Posted by StormDragonZ
Monk Protection Spells:
-- Change a skill to add resurrection properties. |
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Originally Posted by Malganis
I mention Rits outhealing a monk because almost all of the Necro healing builds are N/Rt, not N/Mo.
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Except that Dervish was way more broken and ineffective.
Just cause they won't be doing major class balances doesn't mean there won't be class balancing. They just won't be changing 80%+ of a class's skills and/or making major primary attribute changes anymore. And frankly, the only class left that needs that amount of work is the Paragon. Ele HM damage is a problem, but it doesn't require reworking the whole class, nor does Ranger damage require reworking them from the ground up. Be happy that your class isn't broken enough to require a complete overall, it's a good thing believe it or not. |
Pets are AI limited.
bow attacks are limited to d-shot, savage shot, magebane (pvp), burning arrow (pvp), sloth hunter (pve only), crip shot (pvp), barrage basically. There's a bunch of borderline usable skills like PVE version of Sundering attack (10% armor penetration), determined shot (recharge any attack by going behind a wall...or use when miss hexed ... it's a 5 energy +20 damage with a utility secondary effect), debilitating shot (-3 pips of energy regen basically, if you spec high marks) for pvp, pin down (pvp). Keen arrow is only usable with a Paragon spamming GFTE, or on a Crit barrager. Body Shot (+energy), Crossfire (anti-block) are marginal, but are redeemed by being 5 energy.
They need more offensive based utility that doesn't hinge on conditions that do almost nothing in PVE. For PVP it's fine to wait for 8DPS poison to pressure enemy monks. In PVE it's a waste of time because position and condition stacks mean nothing when things die in <10 seconds unless they are end bosses.
Marauder's Shot is not a good skill because it kills any form of nonattack skills you have for 10seconds for a marginal amount of extra damage (+15 over barrage) and no quick activation speed. Power shot does not add base damage, so you're wasting time using it...it should be 1 activation at least, like Precision shot (lame +damage, just use Called shot).
Skills like Pointblank shot are bad because with 3 cooldown you're better off spamming barrage/sloth hunter.
Incendiary arrows effectively adds +28 with almost no investment (3+1 in wilderness), +42 if you invest heavy in wilderness (12) and gimp marks (bad idea). It's just shortchanged by 5 recharge, if it had 2 like Volley it'd be decent since you trade bigger AoE for less targets (20/sec with barrage vs +28/2 with Incendiary arrows).
Heket's Rampage --> end if you have a dead pet or no pet
2. Paragon's Motivation is pretty broken too.
Right now the only reason to use Paragon is to spam GFTE, Stand your ground at 13+, Fall back at 13+ and SY! which isn't a paragon skill. Most things are too conditional.
Paragons are a support class, so the fact that they can't do insane damage is fine.
Spears get respectable damage with Cruel spear and friends. +30 on stunning strike, +25 plus burning on blazing spear, +20s on things like Spear of Lightning, Holy spear, Vicious attack, Wild Throw, and Spear of Redemption seems reasonable. They don't build adrenaline as fast as melee, but that's ok because they're midliners. If you're talking about AoE, not everything needs AoE. SoS doesn't have AoE.
"Brace Yourself!" --> unusable on a paragon in areas where KD is spammed, needs to be cheapened somehow
"Find Their Weakness!" (PVE) --> 10 energy on a paragon? this will used on N/P sooner than a P/ , unless you want 9+ seconds of autoattack with 2 GFTE to regain that energy (or just use zealous)
"Lead the Way!" 25% IMS -->10 energy?, it's in leadership so "Make Haste!" 33% IMS will always be better unless you can crank out 10 energy easily (GFTE spam)
Make Your Time!" --> 10 energy? 5 is more reasonable
"We Shall Return!" --> Only succeeds on N/P or in PVE to annoy people vanquishing in Desolation.
Broken because it's not strippable, but unusable due to 30 recharge.
Angelic Protection --> needs to be lower damage cap, so you don't need absurd leadership
Anthem of Weariness --> weakness is easy to apply, so this needs something more
Slayer's spear , Harrier's Toss --> 10 energy is too much (for PVE).
Mighty throw --> spike build only, otherwise spear of redemption is +20 every 3 hits, vs +40 and 3 seconds of doing nothing.
Unblockable Throw --> Wild throw instead of wasting 3seconds. If +20 more damage matters, then just use anthem of envy or Find their weakness!.
3. Ele damage in HM is terrible.
Discussed time and again, only needs change to intensity so that it does cracked armor +25% damage or something. When caster mobs have 100 armor, cracked armor isn't enough to deal with that. For now, Eles are a PvP profession pumping out water snares and Invoke spike (like PvE Burning arrow Rangers, which belong in PVP).
Keep in mind more damage doesn't always fix a utility class. Dervishes had damage lowered on attack skills to roughly +20 to +25 or so, rather than having +30 mystic sweep/eremite's attack. They also had their crits on 60 armor down from 80 to 62. But the amount of utility added on just about every flash enchantment, along with 2 decent IASes instead of a nonmaintainable 10 energy heart of fury, helped with that. A bunch of IMS for dervishes along with condition removals (Conviction, Grenth's Fingers, Ebon Dust Aura, Enchanted Haste, etc.) also helped.
Del
Desert Nomad
RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO if I know, ask Lynette.
R/
Joined Sep 2009
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, , and .
Rangers were worse for general PvE, but dervs were worse overall. |
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Their problems were a lack of usable skills in general, lack of maintainable (or even close to maintainable) IAS
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Oh man, i have to stop moving and attacking to use a preparation. flash preps please.
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poor energy management, mysticism sucking by giving very little energy and doing so at an inopportune time
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avatars having shittons of downtime, low armor relative to other frontliners
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Just making enchant juggling more efficient could have worked wonders. even as it is now, it's barely worth bothering with at all. They do mostly elemental damage in smaller quantities than an elementalist.
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Scythe damage was never really mediocre, and the attack speed was increased, so it's probably as good or better than it was. Also, dervs now have adrenaline and some maintainable IAS, so their damage should definitely be higher when skills are taken into account.
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Now enchantment juggling provides better effects, doesn't require casting, and can work with fewer enchantments due to shortened recharges.
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the faster recharg emeans you get to spam he enchants more frequently, and many of the good ones being about 10e, 5/6 after mysticism, means you can just piss energy faster. if they'd have left mysticism itself alone, or increased the amount of energy returned, it would be more useful than the +10-13 ish armor
Well, I've already mentioned lot's of times that ele's need buffing in hm, and I think most people here have covered the points I've already made so I won't mention them again. The following suggestions are for pve.
Next in line for a buff I think, is probably the ranger. After the pet update a while ago, and seeing how rangers work in gw2, I think more synergy between pets and other ranger skills are needed. For example distracting shot seems like a skill that could incorporate pet functioanlities.
Distracting shot: 5 Energy 1/2 Cast 10 Recharge
If Distracting Shot hits, it interrupts target foe's action but deals only 1...13...16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Target foe is then distracted for 1...2...4 seconds. If your animal companion hits target foe while they are distracted, that foe is knocked down. 50% failure chance with beastmastery 4 or lower.
I think the main problem with pets are the attribute splits being stenuous. They did some good minimizing other ranger to pet problems that existed before such as bar compression but attribute splits are still a problem. A suggestion would be to give rangers a bonus beast mastery point for every 3 points invested into it. To make traps viable for general pve, add an extra clause saying if interrupted, they are still partially set but deal half damage and have half effect durations and if activated whilst half set, disables all other traps for 1-3 second. This makes them less situational. Finally, nature rituals. They need a whole rework.
I'm sure paragons also need a buff but as I don't use them I don't know what to suggest. So my next in line is actually gonna be monks, well their smiting prayers anyways. I'm pretty sure anet will tackle this sooner or later (later) as they have mentioned it was to be looked at so I'm sure they have concepts already and I won't need to suggest anymore. Finally, assassins should eventually be looked at. They don't really need that huge a buff to be honest, but I think their shadow stepping skills that target enemies should have lower recharges.
Next in line for a buff I think, is probably the ranger. After the pet update a while ago, and seeing how rangers work in gw2, I think more synergy between pets and other ranger skills are needed. For example distracting shot seems like a skill that could incorporate pet functioanlities.
Distracting shot: 5 Energy 1/2 Cast 10 Recharge
If Distracting Shot hits, it interrupts target foe's action but deals only 1...13...16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Target foe is then distracted for 1...2...4 seconds. If your animal companion hits target foe while they are distracted, that foe is knocked down. 50% failure chance with beastmastery 4 or lower.
I think the main problem with pets are the attribute splits being stenuous. They did some good minimizing other ranger to pet problems that existed before such as bar compression but attribute splits are still a problem. A suggestion would be to give rangers a bonus beast mastery point for every 3 points invested into it. To make traps viable for general pve, add an extra clause saying if interrupted, they are still partially set but deal half damage and have half effect durations and if activated whilst half set, disables all other traps for 1-3 second. This makes them less situational. Finally, nature rituals. They need a whole rework.
I'm sure paragons also need a buff but as I don't use them I don't know what to suggest. So my next in line is actually gonna be monks, well their smiting prayers anyways. I'm pretty sure anet will tackle this sooner or later (later) as they have mentioned it was to be looked at so I'm sure they have concepts already and I won't need to suggest anymore. Finally, assassins should eventually be looked at. They don't really need that huge a buff to be honest, but I think their shadow stepping skills that target enemies should have lower recharges.
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but still, all in all, the damage doesn't really impress me too much.
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Then you missed the entire point of the Dervish update. They weren't simply trying to buff the Dervish while nerfing scythesins and WE scythewarriors. They were attempting to give the Dervish its' own niche with its' own weapon and make the class fun to play. Anet's stated goal was not to make the power creep go higher, but to fundamentally change how the Dervish worked while keeping its' average DPS about the same.
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True, but most of the enchants deal elemental damage, which is generally mediocre.
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Yes, the damage from the enchantments is mediocre, but part of the fundamental change is that these mediocre-damaging enchantments fuel the teardowns which is where most of the power comes from. The enchantment damage contributes and acts as a means to an ends, but it isn't the ends. Also, I'm going to assume you're a PvE player because your sole emphasis on damage is kind of frustrating. I'm a PvE player too but there's a lot more to the new enchantments than damage. Similarly, it explains why you think that Rangers can't fill a role. Pre-update Dervish was (as stated by another poster) way more ineffective than a Ranger overall. Rangers still have a niche in the game even if they can't out DPS a Ritualist (which many classes cannot right now FYI).
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if they'd have left mysticism itself alone, or increased the amount of energy returned, it would be more useful than the +10-13 ish armor
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The additional armor was necessary for a frontliner like the Dervish which struggled with the armor problem, unless you brought along Conviction. Giving the Dervish Mysticism an Expertise twist was necessary because of the frontloading of enchantments possible via the new playstyle. Many people enjoy how the Dervish now plays, this only validates Anet's excellent job in handling the Dervish overhaul, despite how long it took.
Paragon is the one in most need of help right now. Eles and Rangers could obviously use updates, but their situations can't even begin to be compared to the shithole the Dervish was in. Now that the update is here, I can actually say that my primary class was god-awful pre-update. I only played it cause I liked the lore/look/feel of the class.
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Oh man, i have to stop moving and attacking to use a preparation. flash preps please.
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But it wouldn't provide better e-management, anyways. The new reduced cost of derv enchants saves 2-3e per 5e enchantment and 4-5e per 10e enchantment for the average derv. The old mysticism returned 3-4e for the average derv. So, the new mysticism is usually about equal to the old in terms of e-management (worse if you tend towards 5 energy enchants, but better if you use more 10 energy enchants, which are more useful and numerous). And now dervs get +armor instead of some +12ish health every now and again.
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| and in pvp, should never have been maintainable. |
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| Just making enchant juggling more efficient could have worked wonders. even as it is now, it's barely worth bothering with at all. They do mostly elemental damage in smaller quantities than an elementalist. |
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| I meant derv's damage overall was mediocre, not the scythe itself. I'd have vastly preferred crit strikes have been linked to daggers, way of the master nerfed, and strength limited to hammer/axe/sword, rather than just lower scythe crit damage. I've been experimenting with derv builds, and aside from the avatars and pious renewal, everything seems kinda meh. the encreased attack speed is nice, and the maintainable IAS is nice, but still, all in all, the damage doesn't really impress me too much. |
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| True, but most of the enchants deal elemental damage, which is generally mediocre. |
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| the faster recharg emeans you get to spam he enchants more frequently, and many of the good ones being about 10e, 5/6 after mysticism, means you can just piss energy faster. if they'd have left mysticism itself alone, or increased the amount of energy returned, it would be more useful than the +10-13 ish armor |
Also, this is off-topic now.
Ranger- More damage in all areas to compensate for the power creep please. It might be more realistic than nerfing everything else. The last pet buff wasnt a total bust imo. It was a step in the right direction. Hopefully the upcoming hero melee update will help the pets as well.
Elementalist- More powerful AoE. And yes I know this will effect HM bosses as well. Good, HM is too easy anyway. As it is, it should be called slightly harder mode. The intensity change is cute, and worth taking. But more should really be done. Get ready for the QQ, after Eles get a HM damage buff, make ER usable only on Ele skills.
Paragon- Keep Imbagon. Add more controlable healing to the motivation line. Add better party wide damage buffs for both physicals and casters to command.
Monk- I'm pretty happy with monks. More E-management would be nice to compensate for N/Rts and ER prots. Either that or nerf N/Rts and ER prots/bonders. And buff some underused Smite skills so it can be easier to go offensive Smiter. I know they have RoJ, but in PvE its not always as practical as one might think.
None of this should take huge reworks like the Dervish or even the Mesmer. It can be done slowly with a couple skills here and there for each profession. After these long skill updates I'm sure the community would be happier that way.
Elementalist- More powerful AoE. And yes I know this will effect HM bosses as well. Good, HM is too easy anyway. As it is, it should be called slightly harder mode. The intensity change is cute, and worth taking. But more should really be done. Get ready for the QQ, after Eles get a HM damage buff, make ER usable only on Ele skills.
Paragon- Keep Imbagon. Add more controlable healing to the motivation line. Add better party wide damage buffs for both physicals and casters to command.
Monk- I'm pretty happy with monks. More E-management would be nice to compensate for N/Rts and ER prots. Either that or nerf N/Rts and ER prots/bonders. And buff some underused Smite skills so it can be easier to go offensive Smiter. I know they have RoJ, but in PvE its not always as practical as one might think.
None of this should take huge reworks like the Dervish or even the Mesmer. It can be done slowly with a couple skills here and there for each profession. After these long skill updates I'm sure the community would be happier that way.
K
Del
Desert Nomad
RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO if I know, ask Lynette.
R/
Joined Sep 2009
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Then you missed the entire point of the Dervish update.[snip]. They were attempting to give the Dervish its' own niche with its' own weapon and make the class fun to play.
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Also, I'm going to assume you're a PvE player because your sole emphasis on damage is kind of frustrating.
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I'm a PvE player too but there's a lot more to the new enchantments than damage. Similarly, it explains why you think that Rangers can't fill a role. .
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Pre-update Dervish was (as stated by another poster) way more ineffective than a Ranger overall
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Rangers still have a niche in the game even if they can't out DPS a Ritualist (which many classes cannot right now FYI).
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The additional armor was necessary for a frontliner like the Dervish which struggled with the armor problem, unless you brought along Conviction.
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Well, that's just silly.
d
I would change many ranger skills so that pets work similair to Miku: they inflict conditions the ranger cannot, and not with elite skills. So a ranger causes bleeding, the pet causes deep wound in a bleeding foe etc. I'd also give ranger better AoE abilities outside of the single build he has been using since factions was released.
I would also look at paragons. Even just 5 minutes of looking at most of their shouts would show it doesn't take a genuis to make the class infinitely better by making some of those terrible 2 second shouts or chants 1 second or instant casting shouts. There is so much needless craptacularness going on with paragons I don't understand how it all happened. Why do they get -20 armour in PvE while using decent IAS skills? Was that necessary?
I would also look at paragons. Even just 5 minutes of looking at most of their shouts would show it doesn't take a genuis to make the class infinitely better by making some of those terrible 2 second shouts or chants 1 second or instant casting shouts. There is so much needless craptacularness going on with paragons I don't understand how it all happened. Why do they get -20 armour in PvE while using decent IAS skills? Was that necessary?
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Ranger- More damage in all areas to compensate for the power creep please. It might be more realistic than nerfing everything else. The last pet buff wasnt a total bust imo. It was a step in the right direction. Hopefully the upcoming hero melee update will help the pets as well.
Elementalist- More powerful AoE. And yes I know this will effect HM bosses as well. Good, HM is too easy anyway. As it is, it should be called slightly harder mode. The intensity change is cute, and worth taking. But more should really be done. Get ready for the QQ, after Eles get a HM damage buff, make ER usable only on Ele skills. Paragon- Keep Imbagon. Add more controlable healing to the motivation line. Add better party wide damage buffs for both physicals and casters to command. Monk- I'm pretty happy with monks. More E-management would be nice to compensate for N/Rts and ER prots. Either that or nerf N/Rts and ER prots/bonders. And buff some underused Smite skills so it can be easier to go offensive Smiter. I know they have RoJ, but in PvE its not always as practical as one might think. None of this should take huge reworks like the Dervish or even the Mesmer. It can be done slowly with a couple skills here and there for each profession. After these long skill updates I'm sure the community would be happier that way. |
For monks, all that's needed is 80% maintainable selfless spirit at 5+ allegiance. They have damage, RoJ + Castigation signet + Smiter's Boon + Reversal of Damage is pretty solid. There's just not enough energy to pump out spam.

