Monk Skill Problems
lynxxClan
Besides the fact that the monk doesnt have, in my opinion, enough skills that actually help out the job of healing, i would say that in fact the monk has more skills in its proffession that are useless then any other class, this may be that soem skills are so good that the rest just dont compare, but really when you look at it most skills simply do not do what is needed of a healing spell. So ive compiled a list of skills that I dont feel completely show what there supposed to do :
Aura Of Faith - Elite
The problem with this spell is its elite, its sub par compared to even the common spells available to the monk lineup, to even make this worthwhile I suggest lowering the Recharge to 10 seconds, and if you want to keep it elite lower the recharge to 5 seconds.
Blessed Aura - Common
other then specific combos this is useless, increase its duration of effect to 50% and your starting to make a little sense with this skill.
Divine Spirit - Common
Increase the duration or lower the recharge rate to make it useful.
Peace And Harmony - Elite
The recent nerfing of this spell stops anyone who may have used it sometimes, to never use it again. Change should be made to make sure that peace and harmony only ends if you do anything besides casting a Divine, Healing or protection attribute skill. Other then that as an alite 1 energy regen really doesnt fit this skill, take off its elite status or give it more power.
Watchful Spirit - Common
This spell would benfit greatly from losing the Energy degneration and adding a duration of effect instead.
Heal Area - Common
A larger Radiaus of effect for a neutral heal spell
Healing Hands - Elite
This spell seems less powerful then healing seed, a common spell, certainly has less uses, however increasing duration of effect to 15 seconds, or lowering recharge to 20 seconds would be a good start at making this useful.
Infuse Health - Common
This spell slowly is getting more popular, increasing its effect to 150% would make it a formidable asset to monks.
Live Vicariously - Common
As a maintained spell its effect doesnt match its cost, increase the hp healed or turn the energy regen into a duration of effect enchanment.
restore Life - Common
Nowhere in Guild wars does this res spell come in handy, its 8 second cast time for a half hp ally is redundant. Res at Full hp and Energy, or lower cast time from 8 to 4.
Holy Veil - Common
Almost becomes a goog spell but just doesnt finish the job, holy veil seems to have a differant effect in my mind :
While you maintain Holy veil Any Enchantment, Condition, or Hex on targeted ally are Negated.
Light of Dwanya - Common
The area of effect is ridiculous, make it at least the size of the players radar and youve got a good skill.
Remove Hex - Common
This skill would be so great if it had a lower recharge, from 7 to 3.
Amity - Elite
This shouldnt have a negative condition attached to this, foes who take damage should still be unable to attack for the 18 seconds.
Convert hex's - Common
Should be changed to give Armor bonus for any hex not just Necro.
Mark of Protection - Elite
Change the disabled skills from a hard 10, to a range of effect, 10 to 7 seconds for instance.
Protective Spirit - Common
Change wording to Protect from a Single Source, instead of a specific spell or attack.
Shield of Deflection - Elite
15 Energy makes it unusable, lower the cost to 10.
Shielding Hands - Common
this spell is only usable upto post searing, after that damage greatly increases. Increase its effects dramatically.
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Obviously recent updating has shown that the team has the ability to dramatically alter the skills. I love Guild wars and this is not a flame, merely a listing of every single issue I find with choosing how to play my monk, to the guild wars dev team please at least think about it!
Aura Of Faith - Elite
The problem with this spell is its elite, its sub par compared to even the common spells available to the monk lineup, to even make this worthwhile I suggest lowering the Recharge to 10 seconds, and if you want to keep it elite lower the recharge to 5 seconds.
Blessed Aura - Common
other then specific combos this is useless, increase its duration of effect to 50% and your starting to make a little sense with this skill.
Divine Spirit - Common
Increase the duration or lower the recharge rate to make it useful.
Peace And Harmony - Elite
The recent nerfing of this spell stops anyone who may have used it sometimes, to never use it again. Change should be made to make sure that peace and harmony only ends if you do anything besides casting a Divine, Healing or protection attribute skill. Other then that as an alite 1 energy regen really doesnt fit this skill, take off its elite status or give it more power.
Watchful Spirit - Common
This spell would benfit greatly from losing the Energy degneration and adding a duration of effect instead.
Heal Area - Common
A larger Radiaus of effect for a neutral heal spell
Healing Hands - Elite
This spell seems less powerful then healing seed, a common spell, certainly has less uses, however increasing duration of effect to 15 seconds, or lowering recharge to 20 seconds would be a good start at making this useful.
Infuse Health - Common
This spell slowly is getting more popular, increasing its effect to 150% would make it a formidable asset to monks.
Live Vicariously - Common
As a maintained spell its effect doesnt match its cost, increase the hp healed or turn the energy regen into a duration of effect enchanment.
restore Life - Common
Nowhere in Guild wars does this res spell come in handy, its 8 second cast time for a half hp ally is redundant. Res at Full hp and Energy, or lower cast time from 8 to 4.
Holy Veil - Common
Almost becomes a goog spell but just doesnt finish the job, holy veil seems to have a differant effect in my mind :
While you maintain Holy veil Any Enchantment, Condition, or Hex on targeted ally are Negated.
Light of Dwanya - Common
The area of effect is ridiculous, make it at least the size of the players radar and youve got a good skill.
Remove Hex - Common
This skill would be so great if it had a lower recharge, from 7 to 3.
Amity - Elite
This shouldnt have a negative condition attached to this, foes who take damage should still be unable to attack for the 18 seconds.
Convert hex's - Common
Should be changed to give Armor bonus for any hex not just Necro.
Mark of Protection - Elite
Change the disabled skills from a hard 10, to a range of effect, 10 to 7 seconds for instance.
Protective Spirit - Common
Change wording to Protect from a Single Source, instead of a specific spell or attack.
Shield of Deflection - Elite
15 Energy makes it unusable, lower the cost to 10.
Shielding Hands - Common
this spell is only usable upto post searing, after that damage greatly increases. Increase its effects dramatically.
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Obviously recent updating has shown that the team has the ability to dramatically alter the skills. I love Guild wars and this is not a flame, merely a listing of every single issue I find with choosing how to play my monk, to the guild wars dev team please at least think about it!
One and Two
Watchful spirit is used plentifully. Heal area has its useful for certain arena and HOH builds, healing hands get used a lot, live vicariously as well, protective spirit is great as it is, and shielding hands too. You just have to think about a lot of skills to find out how they are useful.
Saba The Hobo
Quote:
Originally Posted by lynxxClan
Almost becomes a goog spell but just doesnt finish the job, holy veil seems to have a differant effect in my mind :
While you maintain Holy veil Any Enchantment, Condition, or Hex on targeted ally are Negated.
This shouldnt have a negative condition attached to this, foes who take damage should still be unable to attack for the 18 seconds. Quote: Originally Posted by lynxxClan Light of Dwanya - Common
The area of effect is ridiculous, make it at least the size of the players radar and youve got a good skill. Upgrades you're recommending are a bit extreme here...
Quote:
Protection monks could certainly make good use of this spell, I would think. If you have a +20% staff, add +30% more to that, your aegis, guardians, etc. are looking pretty sweet.
Originally Posted by lynxxClan
restore Life - Common This spell is actually pretty handy under the right circumstances. Mainly, since its duration is so long, it can act similarly to divine boon. If you cast 5 (really 4, given the energy drain of boon) heals on the same person in 60 seconds, then it is probably better than boon. Admittedly, enchantment breaks and other things are a problem for it, but compared to some of the monk's other elites, this one has interesting potential at least.Nowhere in Guild wars does this res spell come in handy, its 8 second cast time for a half hp ally is redundant. Res at Full hp and Energy, or lower cast time from 8 to 4. Full hp and energy is a bit over the top, but a lower cast time would make this more practical for combat. Quote:
Say you resurrect two people. You just spent 5 more energy and 12 less seconds than it would have taken with more conventional resurrects. It's about where you stand when you activate it.
Situational? Yes. Useless without a change? Hardly. Quote:
Quote: Originally Posted by Lynxxclan Blessed Aura - Common other then specific combos this is useless, increase its duration of effect to 50% and your starting to make a little sense with this skill. |
Quote:
Divine Spirit - Common
Increase the duration or lower the recharge rate to make it useful.
I agree about the duration. I haven't really experimented much with this spell, but it could be a decent way of "making" some energy. You could run this with divine spirit for interesting results, maybe.
Quote: Originally Posted by Lynxxclan
Peace And Harmony - Elite
The recent nerfing of this spell stops anyone who may have used it sometimes, to never use it again. Change should be made to make sure that peace and harmony only ends if you do anything besides casting a Divine, Healing or protection attribute skill. Other then that as an alite 1 energy regen really doesnt fit this skill, take off its elite status or give it more power.
This spell is definitely subpar. On the other hand, it is really the only way a pure monk has to get energy back, so technically it is of *some* use, particularly in PvE. Divine spirit with this would be kinda nice too.
Quote: Originally Posted by Lynxxclan
Watchful Spirit - Common
This spell would benfit greatly from losing the Energy degneration and adding a duration of effect instead.
I think it is viable both as it is and with your suggestion. Really, they are two different things altogether. The way it is set up now, it is like having a mediocre mending on all the time, and you can cancel it and get a free heal other when you need it, instantly, while you heal someone else. It is a terrible shame this spell isn't healing prayers, then W/Mo's could make excellent use out of it (put in on your monk, and he's got health regen + some spike healing)
Quote: Originally Posted by Lynxxclan
Heal Area - Common
A larger Radiaus of effect for a neutral heal spell
This is one of the strongest spells that self-heal a monk, probably the strongest really. The fact that it heals others too can be useful, situationally of course. Minion necromancers LOVE this spell.
Quote: Originally Posted by Lynxxclan
Healing Hands - Elite
This spell seems less powerful then healing seed, a common spell, certainly has less uses, however increasing duration of effect to 15 seconds, or lowering recharge to 20 seconds would be a good start at making this useful.
This spell works on self, healing seed does not. For a monk, that is a HUGE benefit.
Quote: Originally Posted by Lynxxclan
Infuse Health - Common
This spell slowly is getting more popular, increasing its effect to 150% would make it a formidable asset to monks.
This is a great spell for monk secondaries. A W/Mo with 700+ hp could be an excellent counter for spike damage. I used to use this PvE with my monk, but I would never consider it PvP.
Quote: Originally Posted by Lynxxclan
Live Vicariously - Common
As a maintained spell its effect doesnt match its cost, increase the hp healed or turn the energy regen into a duration of effect enchanment.
Some W/Mo's use this, particularly early on. Honestly though, I think this spell could use a bit of an upgrade.
Quote: Originally Posted by Lynxxclan
restore Life - Common
Nowhere in Guild wars does this res spell come in handy, its 8 second cast time for a half hp ally is redundant. Res at Full hp and Energy, or lower cast time from 8 to 4.
You're joking right? This is an awesome spell. With 15 healing prayers, I get ~60% health and ~85% energy out of it. Elementalists and mesmers are great with this spell too, since they can cut down the fairly significant casting time. I'm curious why you're putting this spell on the list, instead of a clearly inferior spell like Resurrect.
Quote: Originally Posted by Lynxxclan
Holy Veil - Common
Almost becomes a goog spell but just doesnt finish the job, holy veil seems to have a differant effect in my mind :
While you maintain Holy veil Any Enchantment, Condition, or Hex on targeted ally are Negated.
I don't exactly know what to do with this spell. If you're facing a mesmer, then his fastcast will probably dominate the effect that this spell does. Maybe vs a cursing necro or something this could be useful, but not for the energy drain. Maybe if it was duration, or better yet, make it a smite and have it work that any hexes/enchants the target CASTS take twice as long, then it might be useful.
Quote:
Originally Posted by Lynxxclan
Light of Dwanya - Common The area of effect is ridiculous, make it at least the size of the players radar and youve got a good skill. No self-respecting monk should ever use this spell. If you've got the 25 energy necessary to cast it, and more than one person is dead, you're doing something wrong anyway. Quote:
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