Feedback:User/Bathory/Motivation Chants

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I hate clumping up these skills in to one suggestion, but I feel it is necessary. The point of these suggestions is to make these skills only require one Paragon per team to get the most use out of them. Bringing multiple Paragons with the same skills kills the profession not only because of nerfs but because it takes the skill and fun out of them for both teams involved (offending team and the team they fight). I'm aware the suggestion are passive. There really is no good way to change these skills while they were active. They offer short buffs that focus on a single member of a team bringing them, and then party members carefully avoiding end triggers if they need the boon. The casts are all set at 2, making them easy to interrupt by Rangers, Mesmers and Warriors alike (knockdowns or interrupt attacks). I plead with anyone that has problem with the content of these suggestions to post why they would impact the game badly. I'm not trying to bring back Paraspike, I'm simply trying to un-nerf the Motivation line fairly. Due to the similar nature and changes to these skills, I felt it was necessary to clump them on a single page. All of these suggestions should:

  • Need only one Paragon per team to reap the benefits.
  • Have small, trigger-able effects that mirror their current function.
  • Be maintainable, but easily interrupted.
  • Have end conditions that are common, but easily avoidable.


10 Energy2 Activation time10 Recharge time

Chant. (12 seconds) Allies within earshot gain 5...17...20 Health whenever they cast a spell. Ends if they use a non-spell skill.

5 Energy2 Activation time10 Recharge time

Chant. (4...10...12 seconds) Allies within earshot gain 1 Energy whenever they cast a spell. Ends if they use a non-spell skill.
  • Like above, ends when they use non-spell skills, thus lowering its over-all usefulness without prompting teams to bring multiple copies.
Ballad of Restoration Ballad of Restoration

10 Energy2 Activation time10 Recharge time

Chant. (12 seconds) Allies within earshot gain 2...8...10 Health whenever they take damage. Ends if they attack or use a skill that targets a foe.
  • Would change this to an over time effect that would end on allies that attack.
  • If you use this and someone gets spiked, it would help if they would not attack, cast foe-targeting spells etc because this would still effect them.
  • As it would be removed from most professions quickly, it's a lot less useful than it used to be but also has a more manageable recharge/cast/duration combination.

10 Energy2 Activation time10 Recharge time

Chant. (12 seconds) Conditions on party members within earshot expire 0...20...25% faster. Ends when they use a signet.
  • A lot of people don't carry signets, so the duration decrease is much less than Recovery or Purifying Veil.
  • Still, it would be useful on a SoR build that didn't have SoP around to manage conditions.

5 Energy2 Activation time10 Recharge time

Elite Chant. (12 seconds) Allies withing earshot gain 5...21...25 Health whenever they use a skill.
  • Changing it to an over time effect, as it's the elite healing chant - it shouldn't have an end condition.
  • If anything, this is just a souped up Vigorous spirit.

5 Energy2 Activation time10 Recharge time

Chant. (4...10...12 seconds) Allies within earshot gain 1 Energy whenever they critical hit. Ends if they use an attack skill.
  • Consider moving to Command.