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While you’re (finally) looking at underwater skills…


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…could please take look at Guardian’s Shelter, Warrior’s Mending, and Mesmer’s Ether Feast, and finally put them into a skill category?

3 2 healing skills, 3 2 skill types

  • Turn Shelter into a consecration by reducing the standard block duration to one second—making it last three seconds if skilled with Master of Consecrations.
  • ~~ Turn Mending into a physical skill, so it shall be possible, to get damage boost from Peak Performance.~~
  • And finally turn Ether Feast into a glamour. This way, it shall provide Superspeed and Resistance to you and four allies, if combined with Temporal Enchanter.

forgotten since the specialisation update in 2015

These three two healing skills seem to be ignored by the big trait revision/specialisation update in Summer 2015.As I remember correctly, you said, that, in order to fit into the new system, every skill, which didn’t have a type yet, shall be classified as one of the already exsiting skill types. That’s why We heal as one! became a shout and Troll unguent a survival skill. But these three two healing skills still haven’t been updated and therefore can’t harmonise with existing traits and/or sigils/runes for example.

I hereby beg you, to finally, finally put these three two remaining skills (all healing skills, though) into a skill category. In my opinion, they all will fit perfectly into the suggested skill types.

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Ether feast is already a very strong heal, I don't understand why it should be buffed this way. Plus, its not an over time effect, so temporal enchanter doesn't make sense for ether feast.

While I do understand why some people want all skills to be fit into a category, some skills are simply easier to balance when they don't belong to any skill category.

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@OriOri.8724 said:Ether feast is already a very strong heal, I don't understand why it should be buffed this way. Plus, its not an over time effect, so temporal enchanter doesn't make sense for ether feast.Well, it only provides two seconds of Superspeed/Resistance. Much less than Warrior’s Healing signet.

@OriOri.8724 said:While I do understand why some people want all skills to be fit into a category, some skills are simply easier to balance when they don't belong to any skill category.This won’t work out. If so, they should never have updated the trait system. It’s one of the many reasons Revenants lack possibilities, since they can’t benefit from many runes.They also shouldn’t put every new skill set for every new specialisation into a type set, which can benefit from traits and runes/sigils.

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Ether feast provides more than 3x as much healing as healing signet does, and it would also grant superspeed on top of the resistance, and both of them are granted to both you and allies. Not to mention that you, again, ignored the fact that temporal enchanter fundamentally doesn't fit on ether feast since its not an over time effect.

Nice false equivalency in the second half of your response though.

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Mending as a Physical is fine. As for Ether Feast, OriOri brings up a fair point. It's safer and easier to class Ether Feast as a Clone skill. Doesn't do much since Clone skills currently have no traits to benefit from unless a trait in reintroduced later. So at this point it's just for the sake of it or have it create a clone afterwards but not be able to benefit from it (ie: heal with 2 clones, it creates 1, and receive the 2 clone heal).

Shelter is fine as a Consecration but I wouldn't want the base block duration reduced and have it gain 2s from Master of Consecration. Otherwise, Shelter's weak without the trait (30s CD/1s Block) and very strong with it (24s CD/3s Block). A better alternative is to classify Shelter as a Consecration, baseline the 2s duration extension to some Consecrations (preferably Purging Flames, Hallowed Ground, and Sanctuary only), and then remove it from the trait leaving it only as a recharge reduction.

Edit for extras.

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@Wondrouswall.7169 said:Mending as a Physical is fine. As for Ether Feast, OriOri brings up a fair point. It's safer and easier to class Ether Feast as a Clone skill. Doesn't do much since Clone skills currently have no traits to benefit from unless a trait in reintroduced later. So at this point it's just for the sake of it or have it create a clone afterwards but not be able to benefit from it (ie: heal with 2 clones, it creates 1, and receive the 2 clone heal).

Shelter is fine as a Consecration but I wouldn't want the base block duration reduced and have it gain 2s from Master of Consecration. Otherwise, Shelter's weak without the trait (30s CD/1s Block) and very strong with it (24s CD/3s Block). A better alternative is to classify Shelter as a Consecration, baseline the 2s duration extension to some Consecrations (preferably Purging Flames, Hallowed Ground, and Sanctuary only), and then remove it from the trait leaving it only as a recharge reduction.

Edit for extras.

Jupp i agree with this. Shelter is actually one of my favorite heal skills and i do not use master of concecrations. Atm blocking isnt actually that strong and it has many ways of counterplay so i wouldnt be bothered if they would increase the dzration of the block via trait and keep its current duration as is.

The idea of making aetherfeast a clone skill is actually quiet nice.Like: heal per active clone. If you do not have 3 active clones summon one.

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It's true that block isn't as strong as it was before since the introduction of more unblockable buffs and skills. What I was addressing is how much stronger a traited Shelter would be if going with the OP's suggestion of reducing the base block duration of Shelter to 1s if classified as a Consecration.

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@Wondrouswall.7169 said:It's true that block isn't as strong as it was before since the introduction of more unblockable buffs and skills. What I was addressing is how much stronger a traited Shelter would be if going with the OP's suggestion of reducing the base block duration of Shelter to 1s if classified as a Consecration.

To improve master of concecration and adding shelter as a consecration without making it OP would be that consecrations get a lets say 33% higher duration.Only purging flames would need a 1s duration increase baseline and it would be pretty much on the same level (some even get 1s extra).Now with Shelter as a concecration it would be like now but with 3s block if traited.

Does not seem that strong if you ask me and the baseline of 2s is conserved.

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@OriOri.8724 said:Ether feast is already a very strong heal, I don't understand why it should be buffed this way. Plus, its not an over time effect, so temporal enchanter doesn't make sense for ether feast.

While I do understand why some people want all skills to be fit into a category, some skills are simply easier to balance when they don't belong to any skill category.

Same with Shelter. They are afraid to make it better, and for good reason. It's super strong already...

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These skills are the Basic skills that each new Charakter already knows from the very beginning. if u add them into the specialisation System new created Charakters would not have a heal skill at all .. well the racial skills would be possible but i know how i much use those and i doubt anyone else consider using them too

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@"AllNightPlayer.1286" said:…could please take look at Guardian’s Shelter, Warrior’s Mending, and Mesmer’s Ether Feast, and finally put them into a skill category?As much as I agree with the first two ideas, forcing some viability through traits and what-not... Ether Feast does not meet the criteria for a Glamour; Glamour skills are AoE Utilities based on manipulating the battlefield-- similar to Wells, but focus on primarily support. Ether Feast is based on Illusion count-- therefore, it should be an Illusion skill if we wish to label it anyway without completely changing it.

Now, if we wish to make it a Glamour Skill, we'll have to make it function similar to a well, and I have some weird ideas for that.

Example A:Ether Feast: Now cast an ethereal field regenerate health overtime-- increasing the healing based on the number of clones active on the battlefield, the healing granted is increased for each clone inside of the field. Duration: 5s; Interval: 1s; Initial Heal: ~3k; Pulse Healing: ~700; Healing Increase per Active Clone: 5%; Additional Increase if Inside the Field: 10%. ~~This is just an idea, similar to the poster.

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  • 4 months later...

Update from October 2, 2018:

Mending: This is now classified as a physical skill.Well done, ANet!And now, a category for Shelter and Ether Feast, too please. Although glamour skills don’t have a trait currently, since you just removed Temporal Enchanter. :disappointed:But I’m sure, you will re-introduce traits, which make it possible for every profession, to get a nice bonus for each of their skill sets.

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