ArenaNet:Skill feedback/Monk/Healing Hands
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Pluto's Issue -- 10:57, 5 March 2008 (UTC)
- Issue
- Could function as a pretty powerful, elite (pseudo) small-prot, but the recharge is really terrible.
- Suggestion
- 5/.25/12: For 8 seconds, whenever target ally takes damage, that ally is healed for 5...29...35 health.
Lucifer's Issue -- 15:05, 24 March 2008 (UTC)
- Issue
- Recharge is terrible, can get better effects out of Shielding Hands in a better attribute line for this skill. EDIT:This skill has been unused because of it's LAME status since the end of prophecies. It has had no significant buffs or rebalances since then. I hear you are rebalancing some of the unused skills - why not this? It's high time.
- Suggestion
- 5/.25/15: For 5...8...10 seconds, whenever target ally takes damage, that ally and all nearby allies are healed for 5...29...35 health. When this ally has taken 25...145...175 damage, Healing Hands ends.
Misery's Issue -- 09:41, 15 April 2008 (UTC)
- Issue
- This skill is essentially an elite version of Spirit Bond which is gimped by long recharge and low healing. Needs to be brought in line with prot to act in a similar manner as ZB for prot bars.
- Suggestion
-
- Make it behave more like Spirit Bond with a very short recharge, reasonably high cost and only be good for the next x attacks. Something like 10e, 2r, 1/4c Heals for 60 over next 5 attacks at reasonable spec.
- Make it low recharge and high cost, with a condition similar to ZB, i.e similar to above, but weaker, with if the target was enchanted, you gain back 5 energy.
- Make it identical to Spirit Bond, except cost 5 energy with a slightly longer recharge.
Could have been a great way for healing prayers to have a "protection" skill
- Issue
- Recharge time makes this skill useless. It wouldn't hurt the metagame for healing prayers to have a "protection" skill as protection prayers has a "healing" skill.
- Suggestion
- Reduce recharge to 8 seconds, change description to "The next 10 times that ally takes damage, that ally is healed for 5...29...37 health". This means that farmers cannot maintain it indefinitely but it is actually useful for anything else.
- Suggestion 2
- Reduce recharge to 15 seconds, reduce duration to 8 seconds. Change description to "Whenever any team member takes damage, that character is healed for 8...20...24
Lancy’s Proposal
- Issue
- -Functionality makes this skill seem like it would be more fitted for Protection Prayers
- -Reharge time is abysmal
- -Weak values
- -Needs to compete with Healing Seed and Seed of Life
- Suggestion
5 ¼ 15 - (Healing Prayers) - Elite Enchantment Spell. (8 seconds.) Incoming damage is reduced to 10% of target's maximum Health. Whenever ally takes damage, all earshot party members are healed for 5...29...35 Health."
Pika Fan's Issue --Pika Fan 04:13, 23 September 2008 (UTC)
- Issue
- -Inferior to Healing Seed save for spike catching capabilities.
- Suggestion
- -Make healing hands into an interesting elite that works a bit like Reversal of Fortune and the like, which is the whole point of this spell-to behave like a protection spell but in-line with healing prayers.
5 ¼ 5 - Healing Prayers - Elite Enchantment Spell. For 8 seconds, target ally gains +1...3...4 health regeneration. The next time target ally takes damage, target ally and all adjacent allies are healed for 5...105...130 health and Healing Hands ends prematurely. --Pika Fan 03:25, 23 September 2008 (UTC)
Darth's Idea Darth The X 21:36, 3 December 2008 (UTC)
- Issue
- This skill is inferior to Spirit Bond, Reversal of Fortune, Healing Seed and Vengeful Weapon all of which are non-elite.
- Suggestion
- Change to
Healing Hands 5 ¼ 7 Elite Enchantment Spell - For 4 seconds whenever target ally takes damage that ally, and all nearby allies are healed for that amount (Max 10...82...100). This would make it an AoE RoF and an effective AOE heal.
--- OR ---
Healing Hands 5 ¼ 5 Elite Enchantment Spell - For 5 seconds whenever target ally takes damage that ally and all nearby allies are healed for 15...39...45.
--- OR ---
Healing Hands 10 ¼ 8 Elite Enchantment Spell - For 8 seconds target ally and all nearby allies gain +1...7...8 health regeneration. When Healing Hands ends those allies are healed for 5...41...50
--- OR ---
Healing Hands 5 ½ 5 Elite Enchantment Spell - Target ally is healed for 15...67...80 health and also loses 1...3...3 conditions. For each condition lost that ally and all nearby allies gain +1...3...3 health regeneration for 1...5...6 seconds
--Justice 07:25, 25 January 2009 (UTC)
- Issue
- Not a skill to be used activly on a proffesion where the elite needs to be active.
- Suggestion
- Healing Hands
- Elite Summon
- Create a level 1...16...20 Avatar of Dwayna (NPC) that uses Healing Touch and Mending Touch on allies. Lives for 10...50...60 seconds. Has rank 0...8...10 in Divine Favor, Healing Prayers and Protection Prayers.
Yeah its wierdly different but maybe thats what is ultimately needed to "shake" things up a bit from the HB/WoH scene.
- People are going to use that with fast casting.
Bathory's Issue 03:09, 5 April 2009 (UTC)
Comments & Suggestions Here, Please
- Issue
- Long recharge makes this sub-par against catching spikes. Lowering the recharge would make it better for catching spike damage like Aura of Faith. 3/8 = 40% like 10/25 = 40%. So the spell offers the same amount of coverage but has a lower recharge so it can be used more often.
- Suggestion
- Elite Enchantment Spell. (3 seconds) Heals for 5...29...35 whenever target ally takes damage.
Tukies ftw's Suggestion 10:15, 6 May 2009 (UTC)
- Issue
- All above / most of above
- Suggestion
- Rework it, make it some sort of counter for Lingering Curse
- Elite Enchantment Spell - 5...25...30 target ally and all nerby allies/team members have +0...2...3 Health regeneration and receive 33% more benefit from healing.
-- OR --
- Healing Hands :: -1 5 2 12
- Elite Enchantment Spell - all nearby allies/ team members gain +0...2...3 health regeneration. When Healing Hands ends those allies are healed for 5...41...50
-- OR --
- Healing Hands :: -1 5 2 12
- Elite Enchantment Spell - all nearby allies/ team members gain +0...2...3 health regeneration. whenever target ally takes damage heals for 0...8...10