Feedback:User/Damysticreaper/Restoration Magic

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Restoration Magic[edit]

Blind Was Mingson Blind Was Mingson 10 Energy1 Activation time30 Recharge time Item spell (4...9...10 seconds). Foes hitting you in melee are blinded for 5 seconds. Drop effect: nearby foes are blinded for 5 seconds.

Defiant Was Xinrae Defiant Was Xinrae 10 Energy1 Activation time15 Recharge time Elite Item spell (5...25...30 seconds). You cannot lose more than 20% maximum health when losing health from a single hit. Drop effect: steal 5...41...50 health from all nearby foes and you are healed for 50...70...75% of your maximum health. Reduces your maximum health by 50%.

Generous Was Tsungrai Generous Was Tsungrai 5 Energy1 Activation time10 Recharge time Item spell (15...51...60 seconds). Increases your maximum health by 50...130...150 health. Drop effect: you are healed for 100...260...300.

Ghostmirror Light Ghostmirror Light 5 Energy1 Activation time5 Recharge time Spell. Heals target ally for 20...96...115. Heals allies adjacent to your target for 15...75...90 if there is a spirit within earshot of target ally's location.

Lively Was Naomei Lively Was Naomei 15 Energy5 Activation time20 Recharge time Item spell (45 seconds). Your spells heal for 5...25...30% more health. Drop effect: Resurrects party members in the area for 15...63...75 of their maximum health and 0 energy.

Mending Grip Mending Grip 5 Energy¼ Activation time5 Recharge time Spell. Heals target ally for 15...83...100. Removes 2 conditions if target ally is under the effect of a weapon spell.

Preservation Preservation 5 Energy1 Activation time20 Recharge time Elite Binding ritual (20 seconds). Creates a level 1...16...20 spirit. All non-spirit allies in range are healed for 3...9...10 each second and gain +1...3...3 health regeneration. End effect: heals all non-spirit allies in range for 1...6...7 for each second this spirit was alive.

Preservation (PvP) Preservation (PvP) 15 Energy5 Activation time20 Recharge time Elite Binding ritual (20 seconds). Creates a level 1...12...15 spirit. All non-spirit allies within earshot are healed for 3...9...10 each second and gain +1...3...3 health regeneration. End effect: heals all non-spirit allies in range for 1...6...7 for each second this spirit was alive.

Resilient Weapon Resilient Weapon 5 Energy1 Activation time10 Recharge time Weapon spell (3...10...12 seconds). Removes a condition and a hex from target ally. Target ally receives +1...3...4 health regeneration and an aditional +3 health regeneration for each hex and condition removed or allies have +24 armor against target foe.

Spirit Light Weapon Spirit Light Weapon 5 Energy1 Activation time5 Recharge time Elite Weapon spell (10 seconds). Heals target ally for 1...12...15 each second. Heals for 1...12...15 more if there is a spirit within earshot or allies in earshot are healed for 1...12...15 whenever target foe attacks. Heals all party members if target foe is within earshot of a spirit.

Tranquil Was Tanasen Tranquil Was Tanasen 5 Energy1 Activation time10 Recharge time Elite Item spell (5...17...20 seconds). You gain +10...22...25 armor and cannot be interrupted. Drop effect: you are healed for 100...180...200.

Vengeful Was Khanhei Vengeful Was Khanhei 10 Energy1 Activation time20 Recharge time Elite Item spell (5...10...11 seconds). Steal 5...29...35 health from every foe that hits you with an attack. Whenever you take damage from a spell the caster takes 5...29...35 damage. Drop effect: steal 5...29...35 health from all adjacent foes.

Vengeful Weapon Vengeful Weapon 5 Energy¼ Activation time3 Recharge time Weapon spell (8 seconds). Steals 15...51...60 health from the next foe that deals damage or life steal to target ally or the next time target foe deals damage adjacent allies steal 1...12...15 health from that foe.

Vital Weapon Vital Weapon 5 Energy1 Activation time2 Recharge time Weapon spell (5...25...30 seconds). Target ally gains +40...148...175 maximum health or allies dealing damage to this foe are healed for 1...12...15.

Weapon of Remedy Weapon of Remedy 5 Energy¼ Activation time3 Recharge time Elite Weapon spell (8 seconds). The next time target ally takes damage or life steal from a foe, this ally steals 20...68...80 health from that foe and loses 2 conditions or the next time an ally deals damage to this foe all conditions from that ally are transfered to this foe for their remaining duration.

Weapon of Shadow Weapon of Shadow 10 Energy1 Activation time20 Recharge time Weapon spell (1...6...7 second[s]). Foes hitting target ally are blinded for 5 seconds. Target ally's next 1...3...3 attack[s] inflict blindness condition (5 seconds) or target foe and foes adjacent to target foe are blinded for 2...8...10 seconds the next time target foe attacks.

Weapon of Warding Weapon of Warding 10 Energy1 Activation time10 Recharge time Weapon spell (3...7...8 seconds). Target ally has 75% chance to block or allies have 50% chance to block target foe.

Xinrae's Weapon Xinrae's Weapon 5 Energy¼ Activation time3 Recharge time Elite Weapon spell (8 seconds). The next time target ally takes damage or life steal from a foe it is reduced to 5% of target ally's maximum health and target ally steals 20...68...80 health or the next time target foe deals damage or life steal with a skill that skill is disables for +5 seconds.

Summary[edit]

Adjustments to some underused and underpowered skills.

  • Blind Was Mingson now is more similar in function to Weapon of Shadow, blinding foes that hit the wielder. Since it now has a passive effect that blinds as well i greatly reduced it's duration to 10 seconds max and increased it's recharge up to 30. The blind durations of both the passive effect and the drop effect have been set to 5 seconds and can keep foes blinded for roughly 50% of the time. I gave it a change to give it better defense against attackers.
  • Defiant Was Xinrae. It's not that bad of a skill but a damage reduction to 20% of you max health does't really work all that great. To make it work better as a damage reduction skill for the user i added an effect that reduces the maximum health of the user by 50%. Since the average health of player lies between 500 and 600 a 20% max health damage reduction would cap the damage between 100 and 150 wich is still a very large ammount. With a maximum health reduction of 50% reducing average maximum health to 250-300 a maximum health damage reduction from 20% would reduce it up to 50-60 making it much more effective as a protective skill. I also reduced it's recharge a bit to make it more playable as an offensive elite as well.
  • Generous Was Tsungrai has only it's recharge reduced to 10 seconds and it's maximum health increase and it's healing increased a bit to make it more effective as a self-heal and worthy of taking again.
  • Ghostmirror Light has it's initial healing increased to match the healing capacity of Mend Body and Soul. It's conditional heal has been changed completely, it now heals adjacent allies giving the ritualist an AoE healing spell. It can now be self-targetted as well.
  • Lively Was Naomei has also received a passive effect. It now let's the user's spells heal for more health making it in function similar to Unyielding Aura. Giving it a small healing buff should let it see play again. As a resurrection skills it loses out to Flesh of My Flesh badly.
  • Mending Grip is a spell that is not very favored due to the requirement of a lasting weapon spell wich in the Restoration Magic are cheap one shot skills lasting very short or costly and lasting for a moderate duration. The only skill that aloows it to see play is Spirit Light Weapon and elite. Since it relies on an elite to function i increased it's power quite a bit. It now heals for more health and has it's casting time decreased greatly matching Wielder's Boon, it now removes 2 conditions instead of just one making it a better match with Mend Body and Soul in terms of conditional condition removal.
  • Preservation has nice healing capacity but healing only one ally every 3 seconds including those at full health is anything but effective. To make it an effective party healing spirit i gave it the combined effects of Life, Rejuvenation and Recuperation offering a large bar compression when it comes to spirits. To let it last longer in battle i also increased it's maximum health. Altough it's duration has been reduced and it's cost increased it should be much more functional as an elite healing spirit.
  • Tranquil Was Tanasen isn't a bad skill but misses a drop effect. Since it's effect is designed to function when being targetted by the enemy and will be taking damage i gave it a large self-heal as drop effect. It's recharge has been reduced quite a bit as well.
  • Vengeful Was Khanhei has been given 2 new effects to make it's play less conditional. It now deals damage when you take damage from spells to the caster of that spell and has gained a drop effect stealing life like Defiant Was Xinrae does but at a smaller ammount and smaller range. It's casting time and cost have been increased a bit. Dealing damage to both attackers and casters should make it a bit more varsetile to play.
  • Weapon of Remedy has been balanced out a bit better in both life steal and and condition removal to Xinrae's Weapon and Life Sheath. Lime the weapon spells in my other ritualist suggestions Weapon of Remedy also can be cast on foes to increase varsetility and a method to counter other weapon spells by replacing them. When cast on a foe allies hitting that foe will transfer all their conditions to that foe similar to the effect Plague Signet.
  • Weapon of Shadow has gained the aditional effect of causing an AoE blind when it is cast on a foe. It's original function remains the same.
  • Xinrae's Weapon also has gained a second effect and being one that is similar to it's old function. When cast on a foe it acts like the hex spell Diversion and increases the recharge of a skill by a non-scaling 5 seconds. This change should really give it some new interresting play and for PvP in particular.

Well thats Restoration Magic for now.