User:GW-Phydeaux

This is all "under construction." I'll add more later.

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Game Ideas
These are various ideas I've had over the course of the game to improve, add, or generally fiddle with the functionality of various game mechanics. Most of these haven't been tested for balance, obviously, and since I don't GvG / HA much I have a rather limited view of what would break the game or not. That said, here are my thoughts on skill changes:

Monk
Aura of Faith: Change to: "Elite Enchantment Spell. For 60 seconds, all allies currently within earshot gain 24...45% more health when healed." 10e 1c 15r. While this could definitely cause some balance issues when combined with a second monk using Healer's Boon or Heal Party, I feel that it would make for a useful and innovative spell. Ideally it'd have some kind of "aura" effect so it'd be easily identifiable when a monk had it up. A potential balance would be to reduce it to "in the area", although wording it could be difficult.

Blessed Aura: Keep as is. Reasonably powerful and doesn't cause any problems.

Blessed Light: Change to: "Heal target ally for 10...114 health. Remove one condition and one hex from that ally. If no hex or condition is removed, heal for an additional 10...114 health." 10e 3/4c 3r. This would make this spell one of the most powerful conditional heals in the game. However, the 10 energy cost and unreliable nature would encourage synergy with other condition and hex removal abilities.

Blessed Signet: Keep as is. Serves its purpose admirably.

Boon Signet: Keep as is, although I may reexamine it later.

Contemplation of Purity: Change to "For each enchantment on you, lose 1 hex and 1 condition (max 1...2 hexes and conditions)." 10e 1/4c 10r. This would bring the skill into the foreground, while the higher cost would make in less viable for spamming.

Deny Hexes: Keep as is. I can't think of a way to buff it without breaking it, either for good or ill.

Divine Boon: Change to "Enchantment spell. While you maintain this enchantment, your Monk spells that target an ally cost 2 more energy to cast. Your divine favor bonus is doubled." This turns Smiters into valid healers, since Smiter's Boon and this skill combined would yield rather impressive healing numbers. The extra energy and reduced regen would prevent this from becoming a balance issue.

Divine Healing: Change cost from 5e 1c 15r to 5e 1c 10r. This would make it a viable choice for monks to carry, as 15 seconds even for a partywide heal is too long.

Divine Intervention: Change to "Enchantment spell. For 8 seconds, the next time each party member takes damage that would be fatal, that damage is negated and the party member is healed for 13...98 health." 10e 1/4s 15r. The partywide nature of the spell would make it more viable if a large AoE lands on the group, and the reduced recharge would make it a valid option to take along. Plus, I like the flavor of this spell and would love to see it in more use.

Divine Spirit: Change to "For 1...16 seconds, your monk spells cost 5 less energy to cast. When this spell ends, all your monk spells are disabled for 14...8 seconds." 10e 1/4c 45r. This would reduce the utility of the spell somewhat, but make it more of a tactical decision to use. "Oh, crap! The party's dying and I only have 10 energy. Well, I hope we can win or escape in less than 16 seconds... here goes!"

Healer's Boon: Fix the comma. Otherwise, leave as is.

Heaven's Delight: See Divine Healing.

Holy Haste: Change to "Enchantment spell. For 1...10 seconds, you move 33% faster and cast 50% faster." 10e 1/2c 15r. I'm not entirely serious about this, but I do feel monks could do with some kind of speed boost. Elementalists got one, I don't see why monks shouldn't have one. The 10 energy prevents it from being spammed.

Peace and Harmony: Change to "Elite Enchantment spell. For 30...78 seconds, target ally's spells cost 3 less energy to cast. This spell ends if that ally takes or deals damage or casts a spell that targets a foe." 5e 1c 10r. This would encourage smarter monk playing, and makes this spell actually worth taking.

Release Enchantments Change to "Lose all enchantments. For each enchantment lost (maximum 1...3) each party member is healed for 10...58 health." 5e 1c 3r. While I don't think this will bring the spell into the realm of "common", it'll make it closer to decent, at least. Maybe someone could make a build around it, who knows.

Scribe's Insight: Keep as is.

Signet of Devotion: Change cost from 0e 2c 5r to 0e 1c 7r. The cast time is really too long be usable, even on signet-spamming builds. Since this is in divine favor, mesmers can't take advantage of it.

Smiter's Boon: Keep as is, especially with the changes to Divine Boon.

Spell Breaker: Keep as is.

Spell Shield: Keep as is. It's hard to balance the "spells fail" skills, since they affect such a large part of the game.

Unyielding Aura: Change to "Elite Enchantment Spell. Bring target ally back to life with full health and energy. If this enchantment is removed, that ally dies and leaves an exploited corpse. While enchanted that ally takes 10...40% less damage and cannot be knocked down. Deaths incurred while under the effect of Unyielding Aura do not incur a death penalty.(50% failure chance with divine favor 4 or less.)" 5e 3c 15r. This would show up as a maintained spell on the target without an energy cost. I feel that's really the only way to make this spell usable.

Watchful Healing: Keep as is. Buffing it is an option, but TBH it gets a fair amount of use on prot monks and the only real buff would be a decrease in recharge time.

Watchful Spirit: Keep as is, I suppose. Suggestions?

Withdraw Hexes: Change to "Remove all hexes from target ally and all nearby allies. This spell takes an additional 15...5 seconds to recharge for each hex removed in this way." 15e 1c 4r. I don't know how broken this is when it comes to PvP, so this is just winging it. I know I wouldn't take this spell unless the recharge was somehow mitigated somewhat.

Cure Hex: Keep as is. I feel this skill is a little overpowered, but I don't see any way to balance it.

Dwayna's Kiss: Keep as is.

Dwayna's Sorrow: Change to "Enchantment spell. For 10...30 seconds, all allies within earshot are enchanted with Dwayna's Sorrow. If an ally dies while under the effect of Dwayna's Sorrow, all allies within earshot are healed for 5...41 health." A minor usability change. I still feel that this spell is intended for Minion Masters to throw on their minions.

Ethereal Light: Change cost from 5e 1c 5r to 5e 3/4c 5r. Slight buff, improves synergy with Healer's Boon and Holy Haste without making it overpowered in that case.

Gift of Health: Change to "Enchantment spell. For 12...6 seconds, target other ally is enchanted with Gift of Health. If that ally was not under the effects of Gift of Health, heal that ally for 15...123 health." 5e 3/4r 2r. This would result in a powerful heal that could be used for party support rather than main heal spamming. I also feel that it would finally get some use on Healing primaries.

Glimmer of Light Keep as is, I suppose. Suggestions?

Heal Area Change cost to 10e 1/2c 5r.

Heal Other Keep as is.

Heal Party Change to "Heal all party members for 15...45 health." 5e 1c 3r. I'm seeing this moved from a "main party heal" to a "patch party up" role.

Healer's Covenant: Keep as is.

Healing Breeze: Keep as is? Suggestions?

Healing Burst: Change to "Elite spell. All allies in the area are healed for 30...126 health. For each ally healed this way, you lose 1 energy." 5e 3/4c 10r. I'm concerned about how powerful this would be in AB and other large count battles, but those kinds of fights are always biased in favor of AoE effects, so...

To be continued...