Increase Healing Breeze casting time

Nexx

Frost Gate Guardian

Join Date: Jun 2005

Currently, the casting time for healing breeze is 1 sec. As a monk, I think that's great but if I'm on the receiving end, I find the skill really hard to disrupt when you're a warrior (using either savage slash or disrupting blow) since their interrupts are based on their melee attack (1 swing/1.3 seconds) which is too slow in my opinion.

I was wondering if it'll be a good idea to increase the casting time to 1.5 or even 2 seconds?

Thoughts?

MCS

MCS

Banned

Join Date: May 2005

Um... Healing breeze is already a waste of a skill slot and 10 energy.

Artemis Bladewing

Artemis Bladewing

Frost Gate Guardian

Join Date: Jun 2005

Usually Lions Arch 2

Clan Brotherhood

Mo/Me

So your basically saying because you as a warrior cant interupt it monks have to suffer and get longer cast times? Well then play mesmer they have 0.25 cast time to interupt.

Healing Breeze isnt good anyway as it gets pulled down through enchantment rippers.
If you change Healing Breeze People will just use Heal Other.

(Plz stop trying to nerf every skill)

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

If you are warrior use your healing signet as it was made for breeze has an increase with Devine Favour and works great with monk primaries.

Xylaphone

Banned

Join Date: Sep 2005

Ki

Mo/Me

Quote:
Originally Posted by MCS
Um... Healing breeze is already a waste of a skill slot and 10 energy.
Is there another spell that heals for 216+DF bonus for only 10 energy, while covering Healing Seed, Spell Breaker, increasing the healing on Dwayna's, and completely owning if you actually spend the time to examine the skill?

My assement of the skill is that any team should have one monk with Breeze, for the reasons listed, and to prevent overlaping cast.

Nexx

Frost Gate Guardian

Join Date: Jun 2005

Quote:
Originally Posted by Artemis Bladewing
So your basically saying because you as a warrior cant interupt it monks have to suffer and get longer cast times? Well then play mesmer they have 0.25 cast time to interupt.
I just thought that playing as a monk, I could simpathize with the solo warrior that was attacking me... (except those hammer warriors cause they're evil )

Quote:
(Plz stop trying to nerf every skill)
I didn't know that adding .5 seconds to a spell was considered nerfing. =[

Mavrik

Mavrik

Forge Runner

Join Date: May 2005

Alaska

I say keep it the way it is. Hows it fair for the PvE people who use this, to be further handicaped for the delight of PvPers?

keep it as it is... its just fine.

Flame

Flame

Lion's Arch Merchant

Join Date: Mar 2005

I'm a Ranger, and I tell you, it's much more important to interrupt a Healing Touch than Healing Breeze. Because Breeze just delays the inevitable, but Healing Touch will take Monks from nearly dead to full health.

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

Scars Meadows [SMS], Guild Leader (Not Recruiting)

Quote:
Originally Posted by Flame
I'm a Ranger, and I tell you, it's much more important to interrupt a Healing Touch than Healing Breeze. Because Breeze just delays the inevitable, but Healing Touch will take Monks from nearly dead to full health.
So true. Healing Touch is the skill to look out for. I'll let you interrupt my breeze to make you waste the savage slash when I have that saving grace up my sleeve.

Lews

Desert Nomad

Join Date: Mar 2005

Seattle, Washington

R/E

So you are saying you can interupt with a .5 second more?

timmo567

Frost Gate Guardian

Join Date: May 2005

E/Me

If you increase the cast time then increase the swing time for the disrupt by the same amount

(most stupid thread I've ever seen)

Lews

Desert Nomad

Join Date: Mar 2005

Seattle, Washington

R/E

I've seen stupiderer.

Red Sonya

Desert Nomad

Join Date: Jul 2005

Warriors have a skill to increase their attack speed use them then your interupts. Frenzy, Flurry and Beserker stance. Learn your skills instead of whinning about others.

UltimaXtreme

Frost Gate Guardian

Join Date: Aug 2005

healing breeze sucks ._.
only use i see for this is to stack enchants on the hero on an alter, 1 more enchant to strip >:P

ElderAtronach

ElderAtronach

Wilds Pathfinder

Join Date: Jun 2005

Mo/Me

Quote:
Originally Posted by Xylaphone
Is there another spell that heals for 216+DF bonus for only 10 energy, while covering Healing Seed, Spell Breaker, increasing the healing on Dwayna's, and completely owning if you actually spend the time to examine the skill?

My assement of the skill is that any team should have one monk with Breeze, for the reasons listed, and to prevent overlaping cast.
I'd like to see those calculations you made for that number, or did you pull it out of your ass? Even at +10 regen over 10 seconds, its 200 health, not 216. And if you had a 20% enchantment staff, it'd last 12 seconds for 240 health.

quickmonty

quickmonty

Ancient Windbreaker

Join Date: May 2005

If I read one more "let's nerf the monk" threads I'm going to S C R E A M !!!!

It's a strategy game. Use your brain to figure out counter strategies and stop asking 'the powers that be' to fix things that your feeble little minds can't comprehend.

Flame

Flame

Lion's Arch Merchant

Join Date: Mar 2005

Monks are too good. I mean, you can't go to the Hall of Heroes without every party having two, maybe three monks! We need to make Rangers the best at healing, it's the only thing that makes sense.

For God's sake, you are annoyed because Healing Monks can Heal, and then you get annoyed when in PvE, people play something other than a Healing Monk.

The undead Mesmer

The undead Mesmer

Delphian Scribe

Join Date: May 2005

Holland

No guild ;_;

N/Me

:O you whant to nerf the only good regen monk skill your a bit nutty i think but thats yust me whell lets nerf errrrrm savage slash make it cost 15 energy and for great justice let it cost 20 energy they are too good whe dont do that do whe?

*sorry about the flaming*

Como Fort

Frost Gate Guardian

Join Date: Jun 2005

Reading, England

[mB] Mental Block

Mo/Me

Quote:
If I read one more "let's nerf the monk" threads I'm going to S C R E A M !!!!

It's a strategy game. Use your brain to figure out counter strategies and stop asking 'the powers that be' to fix things that your feeble little minds can't comprehend.
Oh noes, reminds me of a certain thread about Natures Renewal a while back... :P

31337

Banned

Join Date: Sep 2005

Quote:
Originally Posted by ElderAtronach
I'd like to see those calculations you made for that number, or did you pull it out of your ass? Even at +10 regen over 10 seconds, its 200 health, not 216. And if you had a 20% enchantment staff, it'd last 12 seconds for 240 health.
Maxes at +9.. and 12 seconds.. for tada 216.

Edit: I'm 90% sure it used to max at +10, but I think it was stealth nerfed in a recent patch.

ElderAtronach

ElderAtronach

Wilds Pathfinder

Join Date: Jun 2005

Mo/Me

Coulda sworn it maxed at 10. I know troll unguent does at high wilderness, I don't know why breeze wouldn't max at 10 as well.

31337

Banned

Join Date: Sep 2005

Quote:
Originally Posted by ElderAtronach
Coulda sworn it maxed at 10. I know troll unguent does at high wilderness, I don't know why breeze wouldn't max at 10 as well.
I would like to add, that telling someone they pulled soemthing out of their ass, is hardly ever the best course of action... especially when you are wrong.

Mario 64 Master

Mario 64 Master

wats going on

Join Date: Jan 2005

Trumbull, Connecticut

Nuclear Launch Detected [Nu]

W/Mo

If you are using this skill in PvP you are almost NEVER going to get 216 health gained for 10 energy. Probably about half of that on average, due to overhealing. The only time when it could be used for it's full effect is when the target you're healing is at 9 or 10 health degen for an extended period of time, which isn't very often.

Ultimate_Gaara

Ultimate_Gaara

Desert Nomad

Join Date: Jun 2005

BC, Canada.. how aboot that eh?

I hate to be a downer to your build but warriors are not build around interupting and spell breaking, of course they have a skill that can stop a spell but that is not their main function, if you really want to stop a monk from casting it would be best to try a W/Me or something... however i can't really tell you what to do

Flame

Flame

Lion's Arch Merchant

Join Date: Mar 2005

Quote:
Originally Posted by Ultimate_Gaara
I hate to be a downer to your build but warriors are not build around interupting and spell breaking, of course they have a skill that can stop a spell but that is not their main function, if you really want to stop a monk from casting it would be best to try a W/Me or something... however i can't really tell you what to do
Like a W/Me with Blackout. Or just use Skull Crack and Hammer skills for knockdown.

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

As a E/Me I have no simpathy for you. Each person in PvP has to work as a team. You stick to your job, and let me (as an anti-caster) stick to mine.
Also, Monks are not overpowered. You don't "need" 3 monks in HoH. Its mostly just superstition. Those three monks take away slots from other players that could be dishing out more damage (except for the Mo/W build grrr). People just feel uncomfortable doing anything without a healer. Even early game quests, people are spamming "LFM Healing Monk" for no good reason. This isn't real life. You aren't actually going to die unless their is a monk to res you. If the storyline of guild wars was true in RL though... then I'd understand the fear of fighting a war without a magical healer there to save your life.

31337

Banned

Join Date: Sep 2005

Quote:
Originally Posted by Mario 64 Master
If you are using this skill in PvP you are almost NEVER going to get 216 health gained for 10 energy. Probably about half of that on average, due to overhealing. The only time when it could be used for it's full effect is when the target you're healing is at 9 or 10 health degen for an extended period of time, which isn't very often.
You do understand that as a cover enchant for Barrier, Spell Breaker, and other more important enchantment spells it works quite well, and that as an extra enchant is also increases Dwayna's, one of the most powerful heals in the game.

ElderAtronach

ElderAtronach

Wilds Pathfinder

Join Date: Jun 2005

Mo/Me

Quote:
Originally Posted by 31337
I would like to add, that telling someone they pulled soemthing out of their ass, is hardly ever the best course of action... especially when you are wrong.
Meh, I find its more of a motivator for them to prove me wrong. If you notice, I asked for his calculation BEFORE the snarky comment. So nyea!

Kai Nui

Kai Nui

Desert Nomad

Join Date: Aug 2005

Behind you with a knife

Celebrity Gangsters [FamE]

Me/

there are some things you can't interrupt. Thats the game son.

medikamen

medikamen

Academy Page

Join Date: Jul 2005

Lyon, FRANCE

Mo/Me

mesmer - shatter enchantment and POOF

Mario 64 Master

Mario 64 Master

wats going on

Join Date: Jan 2005

Trumbull, Connecticut

Nuclear Launch Detected [Nu]

W/Mo

Quote:
Originally Posted by 31337
You do understand that as a cover enchant for Barrier, Spell Breaker, and other more important enchantment spells it works quite well, and that as an extra enchant is also increases Dwayna's, one of the most powerful heals in the game.
Vigorous spirit covers for 3 times as long, also increases healing from Dwayna's, and only costs half as much to cast.

I Farm Sigils

Ascalonian Squire

Join Date: Sep 2005

Quote:
Originally Posted by Mario 64 Master
Vigorous spirit covers for 3 times as long, also increases healing from Dwayna's, and only costs half as much to cast.
Vigorous is ok. In an ideal situation you could run both on seperate monks, and not have to worry about stacking issues.