ArenaNet talk:Skill feedback/Monk/Heal Other and Jamei's Gaze
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If you reduce this to 5 energy, you nullify the use of Gift of Health. Gift of Health has always been the staple Healing Prayer in most prot bars because its a nice juicy heal at 9/10/11 spec and it moves health bars. By making Heal Other/Jamei's Gaze 5 Energy, you effectively create a dual protection prayer based backline, with the ability to move health bars at the expense of 5 energy, a considerably amount; more-so than gift of health.
- Then buff gift of health.
- Honestly, I have never had any issues with the energy cost of this skill. I generally used it for a somewhat spammable, high-energy and high-healing spell for builds with very effective energy management. With good energy management, it is extremely effective, and I see no reason to buff it just to throw it into the metagame. If you want an extremely effective low-energy heal, go with WoH or Gift of Health. I've seen this skill on a few builds, and it works quite well -- why does it need a buff? Isolina Black 01:11, 11 July 2008 (UTC)
- Monks shouldn't be using 10/15 energy skills unless they are
- Honestly, I have never had any issues with the energy cost of this skill. I generally used it for a somewhat spammable, high-energy and high-healing spell for builds with very effective energy management. With good energy management, it is extremely effective, and I see no reason to buff it just to throw it into the metagame. If you want an extremely effective low-energy heal, go with WoH or Gift of Health. I've seen this skill on a few builds, and it works quite well -- why does it need a buff? Isolina Black 01:11, 11 July 2008 (UTC)
- Party-wide buffs like Aegis
- 1/4s activation skills like Infuse Health
- Skills with conditional energy return like Zealous Benediction
- Anti-spike skills.
- This issue/suggestion is like saying "Infuse Health costs 10 energy and is spammable. Also makes you sacrifice 50% of your health. Make Infuse 5 energy and remove the 50% health cost at the cost of 5 sec recharge"... Eth 08:58, 7 August 2008 (UTC)
- Not all monk skills need to be cheap. There should be alternate options, and what if you decide to try playing a high-energy healer (e.g. N/Mo or E/Mo, not that they're necessarily any good)? Sometimes it's worth the cost to get all the healing in one go. I do agree, however, that the short recharge makes having both at once pretty worthless, but imo that's not rly a big deal.
- The energy needs to stay at 10, but feel free to bump up Healing by about 50-60 points. -- NUKLEAR
IIV 20:59, 11 September 2008 (UTC)
- The energy cost to healing ratio is not the problem. The issue is that it's pointless having an "echo" of this skill when the recharge time is effectively nothing. The original poster probably is suggesting that these skills have an incredibly good, almost overpowered/elite skill healing to energy ratio balanced by a huge recharge. People who want to bypass the recharge would have the option of spending a skill slot. Though I would say that a recharge of 8-10 seconds would be better in that case.
- You realize that they made the "echo" skills in Factions to give copies of certain skills to people who bought only Factions and not Prophecies, right? 66.75.136.251 03:26, 7 December 2008 (UTC)
- Instead of doing that, how about making them core skills? --The preceding unsigned comment was added by User:96.233.4.86 (talk).
- Agreed. Either make them core skills or change them to 5e 3/4s 12r.
- Instead of doing that, how about making them core skills? --The preceding unsigned comment was added by User:96.233.4.86 (talk).
- You realize that they made the "echo" skills in Factions to give copies of certain skills to people who bought only Factions and not Prophecies, right? 66.75.136.251 03:26, 7 December 2008 (UTC)
- The energy cost to healing ratio is not the problem. The issue is that it's pointless having an "echo" of this skill when the recharge time is effectively nothing. The original poster probably is suggesting that these skills have an incredibly good, almost overpowered/elite skill healing to energy ratio balanced by a huge recharge. People who want to bypass the recharge would have the option of spending a skill slot. Though I would say that a recharge of 8-10 seconds would be better in that case.
- The energy needs to stay at 10, but feel free to bump up Healing by about 50-60 points. -- NUKLEAR
- Not all monk skills need to be cheap. There should be alternate options, and what if you decide to try playing a high-energy healer (e.g. N/Mo or E/Mo, not that they're necessarily any good)? Sometimes it's worth the cost to get all the healing in one go. I do agree, however, that the short recharge makes having both at once pretty worthless, but imo that's not rly a big deal.
- This issue/suggestion is like saying "Infuse Health costs 10 energy and is spammable. Also makes you sacrifice 50% of your health. Make Infuse 5 energy and remove the 50% health cost at the cost of 5 sec recharge"... Eth 08:58, 7 August 2008 (UTC)