Isn't healing breeze a bit too good?
dorn
I'm sure someone will come in here in a sec and denounce me as a noob but this has been bugging me. Truly monks have a lot better skills and in reality most of my annoyance with monks often is due to their sub class or some other enchant.
This one though seems a bit over the top to me. As a healing spell it's not too horrid. I think +8 is too good personally considering that makes it a cheap fast recast counter to at least two degen spells. What really gets on my nerves about it though is it's ability to absorb enchant breaks then be nearly instantly recast.
Perhaps this is inexpierence on my part though. I know I've seen people complaining about enchant breaking being too weak but everytime I look at it it's more an issue of these low cost fast recast enchants always "taking the hit" instead of something like healing seed or mark of protection.
Anyways feel free to rip at my post I won't pretend to know enough to act like it's gospel and I deffinetly need to get a better grasp of this kind of thing.
This one though seems a bit over the top to me. As a healing spell it's not too horrid. I think +8 is too good personally considering that makes it a cheap fast recast counter to at least two degen spells. What really gets on my nerves about it though is it's ability to absorb enchant breaks then be nearly instantly recast.
Perhaps this is inexpierence on my part though. I know I've seen people complaining about enchant breaking being too weak but everytime I look at it it's more an issue of these low cost fast recast enchants always "taking the hit" instead of something like healing seed or mark of protection.
Anyways feel free to rip at my post I won't pretend to know enough to act like it's gospel and I deffinetly need to get a better grasp of this kind of thing.
Typhoon
Yes, healing is too good. And yes, the monk players will come in here and say that everyone else has it all wrong. I might as well point this out before they do. There is always a problem with balancing healing classes, but the fact is it's better to make a healer overpowered than underpowered.
The solution is not to nerf healing, but to make the other aspects of the game more important. There are many spells in this game that are either ineffective or too situational to deserve a spot in the spellbar, and they need to be buffed up.
As a ranger I like to use many stances, preparations and debuffs. Does anyone ever try to break these buffs with spells? No. How often do I see negative effects like blind, cripple, poison and bleeding removed with a spell? Close to never. There are many spells avaiable to multiple classes that remove both positive and negative effects, but when you compare these spells to others that have vastly more flexibility, and then factor in a limited number of spell slots, it's not a suprise why most people don't ever bother with these spells.
The above is just an example part of the game design which is not as important and powerful as it should be. Other things like interrupts and slow effects (elementalists get an entire spell tree of it) have limited use and should have a bigger role in player combat, so that more people have reason to place these kinds of spells in their spellbar.
The solution is not to nerf healing, but to make the other aspects of the game more important. There are many spells in this game that are either ineffective or too situational to deserve a spot in the spellbar, and they need to be buffed up.
As a ranger I like to use many stances, preparations and debuffs. Does anyone ever try to break these buffs with spells? No. How often do I see negative effects like blind, cripple, poison and bleeding removed with a spell? Close to never. There are many spells avaiable to multiple classes that remove both positive and negative effects, but when you compare these spells to others that have vastly more flexibility, and then factor in a limited number of spell slots, it's not a suprise why most people don't ever bother with these spells.
The above is just an example part of the game design which is not as important and powerful as it should be. Other things like interrupts and slow effects (elementalists get an entire spell tree of it) have limited use and should have a bigger role in player combat, so that more people have reason to place these kinds of spells in their spellbar.
dorn
While the "monks heal too well" debate might have some backing I wasn't really getting at that particular point right here.
I was more interested in pointing out that this one spell seems too over the top in terms of flexbility, energy conseration, and healing in general.
I've no problem with monks being able to slap +8 regen on a player but in mind since it realistically takes two hexs/conditions to get -8 regen then it really should require two spots on the monks bar to get the same effect.
Also because this is an "enchantment" with a 2s recast and fast casting time it acts as too much of a sponge against enchantment breaking spells that are all on long recast timers. I see a lot of expierenced players say Rend Enchantments is the only ball game in town because of this. Rend is very dangerous but the fact remains it seems to be the only spell with a high chance of nailing a serious enchantment and thus letting you actually kill the player in question.
Of course healing breeze isn't the only one guilty of this but in my eyes it seems to be the worst offender.
I was more interested in pointing out that this one spell seems too over the top in terms of flexbility, energy conseration, and healing in general.
I've no problem with monks being able to slap +8 regen on a player but in mind since it realistically takes two hexs/conditions to get -8 regen then it really should require two spots on the monks bar to get the same effect.
Also because this is an "enchantment" with a 2s recast and fast casting time it acts as too much of a sponge against enchantment breaking spells that are all on long recast timers. I see a lot of expierenced players say Rend Enchantments is the only ball game in town because of this. Rend is very dangerous but the fact remains it seems to be the only spell with a high chance of nailing a serious enchantment and thus letting you actually kill the player in question.
Of course healing breeze isn't the only one guilty of this but in my eyes it seems to be the worst offender.
Rhazwyth
Just use mark of subversion or any other similar spell, and they can't cast it.
PieXags
Dorn, there are some skills of other classes that can slap a degeneration of 8, or more, on a player. There are loads of mesmers skills that do something very similar, chaos storm for example makes the enemy (and nearby enemies) lose 5-12 health each second, not as fast as degeneration, but when you're losing 12 health per second that can add up, or you could go with conjure phantasm and make them have a health degeneration of 5 for 12 seconds or something of the sort.
Why a mesmer can counter just about any sort of cast if you get right down to it, the problem is you just don't see enough mesmers in the game, I'd bet that they're the most unpopular class we've got right now (which is why I switched from my ranger to a mesmer).
Lets say the monk goes and gives one of his allies health regeneration of 8, and then slaps another basic healing skill right afterwords, well a mesmer could simply cast chaos storm and have them lose all but about 5 points of that health they just gained from the regeneration, and then he could cast backfire on the monk himself so that his next cast to give him a second healing backfires on himself causing him to lose quite a fair bit of damage (35-119).
It evens out if you've got the right people involved, and even if it didn't, the skill in itself isn't a big deal.
Why a mesmer can counter just about any sort of cast if you get right down to it, the problem is you just don't see enough mesmers in the game, I'd bet that they're the most unpopular class we've got right now (which is why I switched from my ranger to a mesmer).
Lets say the monk goes and gives one of his allies health regeneration of 8, and then slaps another basic healing skill right afterwords, well a mesmer could simply cast chaos storm and have them lose all but about 5 points of that health they just gained from the regeneration, and then he could cast backfire on the monk himself so that his next cast to give him a second healing backfires on himself causing him to lose quite a fair bit of damage (35-119).
It evens out if you've got the right people involved, and even if it didn't, the skill in itself isn't a big deal.
Rotgut The Unholy
I say slightly buff all healing but give it a "Recently healed" negative status effect making you unable to be healed for say, 20 seconds or something.
Lazarous
Actually that might be a good idea, though not quite in the form you proposed it. What if healing became progressively less effective on a single target? Like add something like the DP but call it healing penalty or something, where it increases by a certain amount each spell cast on the target, decreases with time not being cast on.
Laz
Laz
Typhoon
Quote:
Originally Posted by PieXags
Why a mesmer can counter just about any sort of cast if you get right down to it, the problem is you just don't see enough mesmers in the game, I'd bet that they're the most unpopular class we've got right now (which is why I switched from my ranger to a mesmer).
Lets say the monk goes and gives one of his allies health regeneration of 8, and then slaps another basic healing skill right afterwords, well a mesmer could simply cast chaos storm and have them lose all but about 5 points of that health they just gained from the regeneration, and then he could cast backfire on the monk himself so that his next cast to give him a second healing backfires on himself causing him to lose quite a fair bit of damage (35-119).
It evens out if you've got the right people involved, and even if it didn't, the skill in itself isn't a big deal.
Mesmers get many good hexes and spells against casting that are good against monks, but the problem is it takes many stacking of hexes and the combined casting times makes you too vunerable a target. Monks get heals that almost fill their entire lifebar, they also get Orison of Healing which is incredibly difficult to interrupt, partly why it's one of their top spammables.
The biggest mistake a group makes when fighting a good monk, is that they focus everything on that Monk. And while that monk sits there and spams super heals on himself, the rest of the monk's party has free reign to systematicaly elimiate the enemy team one by one. Personally, I love it when I'm grouped with a good monk against a team that thinks focus fire will take him down, because it allows be to sit there and shoot fish in a barrel.
Monks can counter an enemy's focus fire for a large amount of time and use it to their teams advantage. Rangers also have limited ability to absorb focus fire and use it to their advantage, but nowhere near to the extent of the monk. To take down a good monk, you have to coordinate your damage between a monk and another target. You have to force the monk to choose between healing himself or his dying teamate, until eventualy one of them dies.
My gripe is that monks and rangers are the only two classes that can put up this kind of survivability. And at least the ranger can only use his survival skills for himself, and not to heal others. Monks not only get best of both worlds, but other classes which deserve better survival options don't get anything.
JAGeAkurei
healing breeze in itself isn't too bad, a necro or mesmer can shut it down real quick
Hado
Healing Breeze is fine. Slightly expensive, not something most of the good monks often run on their skill bars.
It's just that enchant removal's so broken right now, that pretty much anything that involves enchant/defensive skill stacking seems stupidly overpowered.
It's just that enchant removal's so broken right now, that pretty much anything that involves enchant/defensive skill stacking seems stupidly overpowered.
Xellos
I thought stuff like Shield of Imbalance and Protective Spirit/Bond were issues, why the heck is such a weak skill comparably considered overpowered?
SoTzuMe
Healing Breeze is expensive for a monk primary, though an el/mo can drop it like a robot. In any case, compared with something like Draw or Remove Conditions (5 energy) or Remove Hex it's a pretty expensive counter to mesmers and necs.
Here's why healing isn't overpowered: a typical competitive HoH team has at least two, often 3 healers. Now, with just 2 healers, that's 25% of your team dedicated to healing. Intuitively, that sounds about right to me.
But with the more common 3 healer setup (arguable if it's more common, but I tend to think it is with winning teams at least) 37.5% of your team is used to heal the the rest. That seems high to me; it's over a third of your team.
Here's why healing isn't overpowered: a typical competitive HoH team has at least two, often 3 healers. Now, with just 2 healers, that's 25% of your team dedicated to healing. Intuitively, that sounds about right to me.
But with the more common 3 healer setup (arguable if it's more common, but I tend to think it is with winning teams at least) 37.5% of your team is used to heal the the rest. That seems high to me; it's over a third of your team.
dorn
Quote:
Originally Posted by Xellos
I thought stuff like Shield of Imbalance and Protective Spirit/Bond were issues, why the heck is such a weak skill comparably considered overpowered?
That was my point really. Healing Breeze is part of the problem because it makes getting rid of Shield of Imbalance etc harder.
Someone said that enchant breaking is just too messed up but I honestly think the real problem is there are too many token enchants that you can stack on a target compounded with the fact that you don't know which enchants are there.
On the other side of things you have hexes where your teammate can click control + mouse click and tell you in an instant that he has this horrible hex on him and you can purge it off or spam cast remove hex untill it's gone.
I think allowing you to spam break enchants would be quetionable though because a lot of them are on long recast timers and they'd just suddenly suck.
Then theres the versatility of healing breeze. Someone implied a mesmer can somehow get -8 degen with one spell? The highest I've seen is -5 though. I think mereley that 8 regen in one spell slot is a bit much. Split that up into two slots somehow without having even more enchants be on the same target.
Someone said that enchant breaking is just too messed up but I honestly think the real problem is there are too many token enchants that you can stack on a target compounded with the fact that you don't know which enchants are there.
On the other side of things you have hexes where your teammate can click control + mouse click and tell you in an instant that he has this horrible hex on him and you can purge it off or spam cast remove hex untill it's gone.
I think allowing you to spam break enchants would be quetionable though because a lot of them are on long recast timers and they'd just suddenly suck.
Then theres the versatility of healing breeze. Someone implied a mesmer can somehow get -8 degen with one spell? The highest I've seen is -5 though. I think mereley that 8 regen in one spell slot is a bit much. Split that up into two slots somehow without having even more enchants be on the same target.
Vittorio
At 12 Healing, Healing Breeze heals 160 hp total OVER TEN SECONDS and doesn't have the advantages of instant heals in that it can't be cast multiple times to heal more. I'm not at all saying that this spell isn't good, but it's not nearly as good as you make it out to be.
shalafifred
healing breeze at 12 heals only 16 a second, which is truly not very much if u wanna talk about pure damage, you can easily do 50+ damage a second if u know what you are doing, or u can interupt monks so they cant heal near as good
either way i do not think their heals are to powerful in anyway
either way i do not think their heals are to powerful in anyway
d4nowar
i think shield of regeneration is similar. except it is much better. why use healing breeze when you can use SoR?
goku19123
To me, Healing Breeze's function in PvP is to help negate the negative pips from degen spells...
Typhoon
Healing Breeze is fine, it's Osiron of healing that is the problem. For a nearly instacast, spammable 5 energy heal spell that is near impossible to interrupt, every monk that comes under attack will ***** that skill to no end.
The counter to spammable spells is both interrupt AND daze effect. Unfortunately the ONLY good daze affect belongs to the mesmer. Concussive shot blows.
The counter to spammable spells is both interrupt AND daze effect. Unfortunately the ONLY good daze affect belongs to the mesmer. Concussive shot blows.
Keure
Quote:
Originally Posted by Typhoon
Healing Breeze is fine, it's Osiron of healing that is the problem. For a nearly instacast, spammable 5 energy heal spell that is near impossible to interrupt, every monk that comes under attack will ***** that skill to no end.
The counter to spammable spells is both interrupt AND daze effect. Unfortunately the ONLY good daze affect belongs to the mesmer. Concussive shot blows. Backfire, diversion and energy draining is fun, but I can't wait until I get Blackout.
One of these days I'll use Arcane Conundrum.
The counter to spammable spells is both interrupt AND daze effect. Unfortunately the ONLY good daze affect belongs to the mesmer. Concussive shot blows. Backfire, diversion and energy draining is fun, but I can't wait until I get Blackout.
One of these days I'll use Arcane Conundrum.
dorn
Quote:
Originally Posted by Typhoon
The counter to spammable spells is both interrupt AND daze effect. Unfortunately the ONLY good daze affect belongs to the mesmer. Concussive shot blows.
Last I checked mesmers don't get daze right? Daze is 3x casting time and you get interupted if you take damage from what I understood. Quite powerful yet quite situational to me because it's damn hard to catch a monk casting a long enough spell to land a concussive shot or skull crack.
Nighthavvk
Quote:
Originally Posted by dorn
Last I checked mesmers don't get daze right? Daze is 3x casting time and you get interupted if you take damage from what I understood. Quite powerful yet quite situational to me because it's damn hard to catch a monk casting a long enough spell to land a concussive shot or skull crack.
it's difficult, but not insanely hard, to get a concussion shot in while using arcane conundrum
goku19123
I like using Skull Crack to daze opponents, then use skills like Berserker's Stane and Flurry to increase my attack speed...and Daze = twice** as long to cast spells, and any dmg taken will interrupt the casting.
Twilight Doll
I don't think there is a single skill in the game that is overpowered. Every skill I believe has a counter, you just have to be the right job and have the counter-skill.
neoflame
Quote:
Originally Posted by Typhoon
The counter to spammable spells is both interrupt AND daze effect. Unfortunately the ONLY good daze affect belongs to the mesmer. Concussive shot blows.
Or Backfire. Or Diversion. Or Arcane Conundrum. Or Distracting Shot/Blow. Or any energy-draining skill. Or Skull Crack (which, incidentally, is an elite Warrior skill, and the only skill IIRC that causes Daze other than Concussion Shot. And Concussion Shot doesn't blow in the hands of a good primary Ranger.)
Typhoon
Quote:
Originally Posted by neoflame
Or Backfire. Or Diversion. Or Arcane Conundrum. Or Distracting Shot/Blow. Or any energy-draining skill. Or Skull Crack (which, incidentally, is an elite Warrior skill, and the only skill IIRC that causes Daze other than Concussion Shot. And Concussion Shot doesn't blow in the hands of a good primary Ranger.)
.. what is your point? I said the only good daze effect belongs to mesmers. Are you trying to argue that? I don't get it.
I am a primary ranger. And I am telling you, directly from experience, that using concussive shot to interrupt near instacast spells so they are not near instacast, is a waste of 25 mana and spell slot compared to something MUCH more reliable, like mesmer skills. If someone is exclusively spamming Orison of healing and other fast cast spells, how are you going to proc concussive shot in the first place? You might as well use distracting shot, at least you don't blow 25 mana when you miss.
It's like saying glyph of energy won't work unless you cast the spell first, then cast glyph of energy, then cast the spell again. How does daze help you interrupt fast cast spells if you have to use a 25 mana shot to try and interrupt a fast cast spell without any daze, in order to proc it. It's useless.
I am a primary ranger. And I am telling you, directly from experience, that using concussive shot to interrupt near instacast spells so they are not near instacast, is a waste of 25 mana and spell slot compared to something MUCH more reliable, like mesmer skills. If someone is exclusively spamming Orison of healing and other fast cast spells, how are you going to proc concussive shot in the first place? You might as well use distracting shot, at least you don't blow 25 mana when you miss.
It's like saying glyph of energy won't work unless you cast the spell first, then cast glyph of energy, then cast the spell again. How does daze help you interrupt fast cast spells if you have to use a 25 mana shot to try and interrupt a fast cast spell without any daze, in order to proc it. It's useless.
Keure
Quote:
Originally Posted by Typhoon
I am a primary ranger. And I am telling you, directly from experience, that using concussive shot to interrupt near instacast spells so they are not near instacast, is a waste of 25 mana and spell slot compared to something MUCH more reliable, like mesmer skills. If someone is exclusively spamming Orison of healing and other fast cast spells, how are you going to proc concussive shot in the first place? You might as well use distracting shot, at least you don't blow 25 mana when you miss.
It's like saying glyph of energy won't work unless you cast the spell first, then cast glyph of energy, then cast the spell again. How does daze help you interrupt fast cast spells if you have to use a 25 mana shot to try and interrupt a fast cast spell without any daze, in order to proc it. It's useless.
Quote:
Healing Breeze is fine, it's Osiron of healing that is the problem. For a nearly instacast, spammable 5 energy heal spell that is near impossible to interrupt, every monk that comes under attack will ***** that skill to no end. The counter to spammable spells is both interrupt AND daze effect. Unfortunately the ONLY good daze affect belongs to the mesmer. Concussive shot blows. This is (easily) interpreted to mean that interrupt and daze are the *only* ways of countering spammable spells like that. Neoflame brought up examples of non-daze, non-interrupt ways of messing with spammed healing. Elurian
^ Hes exactly right if you backfire a spamming healer you can quickly eat thier health and effectively take them out of action until it wears off or gets a remove hex. Breeze is in no way overpowered if you've ever played a monk in PvP you know that 10 energy cost is a ton when in the thick of battle and I'd rather throw out a remove hex or a mend ailment instead of just putting a "temporary fix" on to stop the degen. Now that I've gotten word healing I don't even use breeze to heal someone after a rez I just hit em with word and bam there is 3/4 their hp back. The only time I use breeze anymore is to give our w/mo a +10 regen going into battle (mending + breeze = good)
Cymmina
Quote:
Originally Posted by d4nowar
i think shield of regeneration is similar. except it is much better. why use healing breeze when you can use SoR?
Shield of Regeneration = Protection Prayers, Healing Breeze = Healing Prayers. About 90% of the monks are healing prayers/divine favor only, so breeze is the logical choice. SoR also has an extra 5 energy cost in exchange for that +40 AR.
SoR is also elite. If you ask me, Word of Healing is a much better elite to take. It is nearly as spammable as Orison but gives extra healing for the same energy cost. Switching back and forth between Orison and Word allows you to heal non-stop until you run out of energy. If you combine breeze with orison+word spamming from a monk with Divine Boon, a target becomes quite difficult to kill. For what it's worth, as a Me/Mo, I take healing breeze as my *only* healing spell (other than res) in PvP, even though my odds of getting breeze as an Inspired Enchantment are quite high. It's simply that good. Lewick
Erm, I've found Reversal of Fortune to be very effective when it comes to keeping someone alive. It's a spammable reversal heal. If they get hit, they don't take the damage and it then heals them for N points (based on the protection prayers level - at level 6 I believe it was 45hp and it gets better from there.)
While Healing Breeze is good for partially countering HP dots, it certainly is not overpowered. As a secondary monk, I use a balance of Protection Prayers, Healing Prayers, and Smiting Prayers. I use Balthazar's Aura a lot in PvE, and have either a human necro or the Cultist henchman feed me energy after I use it. This tends to shred annoying mobs that like to swarm. I probably wouldn't use Balthazar's in PvP though, but I'm not very experienced with PvP. I'm still enjoying the PvE portion of the game. Lewick
Quote:
Originally Posted by Cymmina
Shield of Regeneration = Protection Prayers, Healing Breeze = Healing Prayers. About 90% of the monks are healing prayers/divine favor only, so breeze is the logical choice. SoR also has an extra 5 energy cost in exchange for that +40 AR.
SoR is also elite. If you ask me, Word of Healing is a much better elite to take. It is nearly as spammable as Orison but gives extra healing for the same energy cost. Switching back and forth between Orison and Word allows you to heal non-stop until you run out of energy. If you combine breeze with orison+word spamming from a monk with Divine Boon, a target becomes quite difficult to kill. For what it's worth, as a Me/Mo, I take healing breeze as my *only* healing spell (other than res) in PvP, even though my odds of getting breeze as an Inspired Enchantment are quite high. It's simply that good. As a secondary monk, I'd much rather have shield of regeneration. This allows me to deallocate all of my healing prayers points and allocate those points back into protection prayers and smiting prayers. That way I only have to managed my 2 ranger primary skills and 2 monk secondary skills (I don't use wilderness survival much because I haven't found ANY trap skills yet, and I don't use a pet anymore because in the higher levels the smiting prayers skills were better than the pet skills.) Granted, everything I've said here is geared toward PvE. Anariel
Healing breeze is good. But it's 10 energy cost and a regen over time, which doesn't cut it for healing. Often as a monk you must dump large amounts of hp on someone very quickly.
Shatter enchantment sucks, and a mesmer/x + monk/mesmer party can totally shut down an opponent party's healing base. Even if the monk recasts healing breeze, that's 20 energy gone from the monk's limited energy pool AND damages AND delays the healing. I agree with this post: Quote:
Breeze is in no way overpowered if you've ever played a monk in PvP you know that 10 energy cost is a ton when in the thick of battle and I'd rather throw out a remove hex or a mend ailment instead of just putting a "temporary fix" on to stop the degen.
IMO healing breeze is a limited situation spell and isn't nearly as powerful as people are making it seem. The one spell that every monk primary must have is orison, everything else is up to debate.
| d4nowar
Quote:
Originally Posted by Cymmina
Shield of Regeneration = Protection Prayers, Healing Breeze = Healing Prayers. About 90% of the monks are healing prayers/divine favor only, so breeze is the logical choice. SoR also has an extra 5 energy cost in exchange for that +40 AR.
SoR is also elite. If you ask me, Word of Healing is a much better elite to take. It is nearly as spammable as Orison but gives extra healing for the same energy cost. Switching back and forth between Orison and Word allows you to heal non-stop until you run out of energy. If you combine breeze with orison+word spamming from a monk with Divine Boon, a target becomes quite difficult to kill. For what it's worth, as a Me/Mo, I take healing breeze as my *only* healing spell (other than res) in PvP, even though my odds of getting breeze as an Inspired Enchantment are quite high. It's simply that good. well, i too have a me/mo. but you are right. i was a protection secondary and not healing prayers. it works nicely for pvp and some of the harder pve missions. Darynael
You can counter Healing Prayers using the mesmer hex spell Backfire. It deals a minimum of 35 damage everytime the foe affected my the hex attemt to cast a spell. The hex last for a minimum of 10 seconds. However, it does not prevent the monk's allies from being healed, but the Monk itself won't last long.
This spell are truly the bane of many a spellcaster. Hint: Add a Emphaty and your target spellcaster (Monk) won't be able to aid at all without harming itself... ------------------------------------- Darynael Mistwalker European Elementalist/Mesmer ------------------------------------- Omega_2005
I have found out that E/Mo have a harder time without Healing Magic, so when I am in trouble, I use Healing Breeze (ankh) and then Heal area to recover more health (when no enemies are around or in VERY DIRE situations)
Xellos
Quote:
Originally Posted by dorn
That was my point really. Healing Breeze is part of the problem because it makes getting rid of Shield of Imbalance etc harder.
Someone said that enchant breaking is just too messed up but I honestly think the real problem is there are too many token enchants that you can stack on a target compounded with the fact that you don't know which enchants are there. On the other side of things you have hexes where your teammate can click control + mouse click and tell you in an instant that he has this horrible hex on him and you can purge it off or spam cast remove hex untill it's gone. I think allowing you to spam break enchants would be quetionable though because a lot of them are on long recast timers and they'd just suddenly suck. Then theres the versatility of healing breeze. Someone implied a mesmer can somehow get -8 degen with one spell? The highest I've seen is -5 though. I think mereley that 8 regen in one spell slot is a bit much. Split that up into two slots somehow without having even more enchants be on the same target. 1. As a meatshield enchantment, it's expensive, not that great on a monk primary, and has nothing on reversal of fortune. 2. Rend Enchantment currently is the <3 3. Healing Breeze is currently one of the only monk moves which promotes secondary class healers. We do not want monk primary to be the only defense player a year down the road from now. This game needs to be balanced in gameplay, and diversity. 4. Healing Breeze can't save people. 5. 10 mana, 160 heal over 10 seconds. Opposed to Orisons, 130 heal to 160 heal with 5 mana instantly. Let's not get into Heal Other and Word of Healing. 6. This game has been confirmed that defense > offense, counters > attacks, etc etc. A mesmer is suppose to require 2 spells to equate 1 of the monks spells. The real problem is though, is what counters the monk spells. It should be like rock paper scissors, and right now, whatever counters monk spam chants, doesn't work well. There's a reason that a casual group with spam chants vs a casual group with a more balanced team will result in spam chant winning. Casual players just simply don't have the coordination, and spam chanting is very skill less, not to mention the monks barely have to be scared of casual groups at this point. I doubt there's still much arguement that enchantment removal needs to be buffed up a bit, or at least given more control (like uh, having the option to cancel which enchant? WOAH). You want to complain about a 10 mana uber effect over time enchantment? Check out Protective Spirit. Now that's godly. Care Less
here is a tip for all you whiners ..
Go play a monk primary , then start whining for this "Nerf healing" you want to see id would only be fair to give monk primarys the warriors AR atleast , with a nerf to healing and no buff to defense / damage , the monk will be replaced with w/mo with a few healing spells and restore life (in pvp) why? becouse monks would not live long enough with a nerf to healing . kairusan
you might think monks heal to well but try going down into the Rift and fighting some foes... see how much healing breeze helps rofl.
Lewick
Quote:
Originally Posted by kairusan
you might think monks heal to well but try going down into the Rift and fighting some foes... see how much healing breeze helps rofl.
Yeah, healing breeze is a good heal until you're fighting stuff that hits for 100+ per hit. Then you have to start looking for options, like reversal of fortune and heal other, etc. Otherwise, the mage tanking after overnuking is going to die. Even to swarming lower level critters.
master
k, healing is REQUIIRED to at least out heal the damage, otherwise there's no point of having a healer since it's just a waste of time. Healing spells has to be WAY better than damage spell, period. The truth is it can be shut down, if you know anything about guild wars quite easily as mentioned by many above. IF you find a way to beat the healers, then your team pretty much wins.
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