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I didn't keep track, but how much healing power did they take from this skill? I know it wasn't too much [[User:Phalmatticus|Phalmatticus]] 04:48, 14 November 2007 (UTC)
I didn't keep track, but how much healing power did they take from this skill? I know it wasn't too much [[User:Phalmatticus|Phalmatticus]] 04:48, 14 November 2007 (UTC)
:Like 20 is all.[[User:|]] 05:18, 14 November 2007 (UTC)
:Like 20 is all.[[User:|]] 05:18, 14 November 2007 (UTC)
Still way overpowered at only 5 cost and 3 recharge.--[[User:Sefre|<i><b><font color="Black">Sefre</font></b></i>]] [[Image:Sefresig.jpg|15px|]]<small>[[User_talk:Sefre|Talk]]*[[Special:Contributions/Sefre|Cont.]]</small> 05:22, 14 November 2007 (UTC)

Revision as of 05:22, 14 November 2007



they made this comparable to ZB! Target self! JAHAHAHA --Gimmethegepgun 01:29, 9 November 2007 (UTC)

Comparable? I think Word just got over-buffed. It's probably gonna get nerfed down a little bit very soon (but still better then before this buff). -User:PanSola (talk to the Follower of Lyssa.png) 01:40, 9 November 2007 (UTC)

Lmao, ZB is a piece of shit.

How so? --Shadowcrest 01:44, 9 November 2007 (UTC)
ZB is probably my prot monks favorite elite. Isk8.pngSk8 01:47, 9 November 2007 (UTC)

Oh My God, this is probably the biggest buff I've ever seen to a single skill! WoH Monk is totally 1337 once again :) Although, this just make missions like Thirsty River about 100% harder. Entropy Sig.jpg (T/C) 02:36, 9 November 2007 (UTC)

Eww. Good point. That mission was hard enough to begin with anyway, unless you had daze. --Shadowcrest 02:38, 9 November 2007 (UTC)
Urgh, you just made me heave a little there... In any case, WoH finally got the 1 thing that made ZB so insanely much better: target self. That was the reason ZB is so lame (that and it's in prot) --Gimmethegepgun 03:12, 9 November 2007 (UTC)
ZB is still better on a person but WoH is farrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr better on the AI. I always had a soft spot for WoH so I like the buff --Blue.rellik 03:17, 9 November 2007 (UTC)
My monk (the second one, the first one smites diss the smite and ikillu) always used WoH cause I'm pathetic at protting :/ I have difficulty remembering to reapply self enchantments like attunes, let alone using on other people --Gimmethegepgun 03:19, 9 November 2007 (UTC)
WoH was definitely the most buffed skill in this update for sure. 3 points. 1) More Healing 2) Shorter Recharge 3) Target Self. I am really wondering what made anet decide to test this out. I'm not certain that this one, along with some of the other monk skill buffs, will stay around. Isk8.pngIsk8 03:21, 9 November 2007 (UTC)
It's just a matter of time before they at least de-buff it a bit. At 16 healing and a target that is below 50% you heal for 264!?!?! Just a matter of time... - 04:40, 9 November 2007 (UTC)
It's way overpowered now, 5 energy, 3 second recharge 200+ heal when under half hp where its really needed... I fought a woh monk as a migraine mesmer that was using holy haste, couldn't kill it...--Sefre Sefresig.jpgTalk*Cont. 04:47, 9 November 2007 (UTC)
From what Izzy's said so far, he's trying to make single-target Monks a better choice then passive defense party healers. Nerf to LoD and super buff to WoH, in the same update. Hint hint much? I'm expecting tweaks to the heal size on this, but I think the can't target self clause has been a long time in saying goodbye. --GEO-logo.png Jïörüjï Ðērākō.>.cнаt^ 06:18, 9 November 2007 (UTC)

I think ZB somehow is still as good as WoH. At prot16, ZB heals for 190. If target is under 50% health, that is 3 energy cost, which is 63 health per 1 en. At Heal16, WoH heals for 264 if target is under 50% health. That is 52.8 health per 1 en. 08:14, 9 November 2007 (UTC)

Adding to the ZB vs. WoH thing, I want to restate that ZB is under the protection line. You can still use heavy damage-prevention skills, while having a strong backup heal. I think that alone makes it comparable with the new WoH. SnagretpuddingSig.png Snagretpudding 08:18, 9 November 2007 (UTC)

I fail to see how this will make Thirsty River any harder. I usually run that mission for guildies/allies. I add a level whatever ally, take 1 Monk, 1 BA Ranger or SF Nuker, 1 MM, 1 more SF nuker and the Illusion hench. Usually finished in under 15 minutes. WoH won't change that...uberpressure is ftw - Yellow Monkey (T/C) 10:21, 9 November 2007 (UTC)

The reason is that the monk bosses can now use it on self (and it heals more), so they get an extra 200 health or so (don't know how high their HP is) every 4 seconds, which is basically an unstoppable 25 regen, and the monk allies with them get that too, both from them AND the boss. So basically if you're focusing on just 1 they're getting 400 health per 4 seconds or so if they're below half health, so 50 uncapped regen on them. And you're telling me that isn't more difficult to beat? --Gimmethegepgun 20:05, 9 November 2007 (UTC)

What a great buff. Nice job Anet. -Sora 12:18, 9 November 2007 (UTC)

Me...soooo...happy. I've always loved this skill even though it kinda sucked, and eventualy was forced to switch to LoD to keep up with expected monk standards :P But this is such a good update, WoH is a viable elite again :)--Warior kronos 16:37, 9 November 2007 (UTC)
Don't expect it to stay as it is, this is a evaluation period and even if it wasn't they wouldn't let such a powerful heal with that cost and recharge stay in game for long. --Sefre Sefresig.jpgTalk*Cont. 17:04, 9 November 2007 (UTC)
YAYYYY all i can say is YAYYYYY!!!! If they keep the heal self, this is going to make my life SO much easyer.. i never liked LoD, they just buffed me so much... so happy =D Hope it stays kinda like it is :D -- 23:53, 9 November 2007 (UTC)
whats everyone cheering about now this skill is totaly unbalanced as it is (i use it on my monk so no im not a monk hater) but seriously its way too strong either reurn healign to how it was or no self target its retarded how it is atm and if you can't do thirsty river you really need to get a better team and use some tactics.

I'm not big on high end pvp or popular guilds but I saw some team with 7 W/Mo's and a D/N beat The Spearmen in a gvg match. It was warrior isle and the wammos were taking the catapult hits much better than the other team could.....spearmen ended up losing. P A R A S I T I C 05:36, 11 November 2007 (UTC)

We got rolled. Just couldn't apply enough pressure to beat through the 7 WoH's. --Ruricu Shield of Deflection is purty! (TalkContribs) 05:39, 11 November 2007 (UTC)
It was interesting/fun to watch...I was surprised to see even one of them with HH. P A R A S I T I C 09:26, 11 November 2007 (UTC)
This works with infuse so beastly! 22:42, 12 November 2007 (UTC)

Thirsty River

Just finished it. Didn't spend over 2 min for any of the teams. My build:

For most of the end fights I use Echo to chain Backfire on the enemy Priest. Against the Ele boss and Monk boss I'd assign Gwen to shut the bosses down while the 5 of us chew through the priest. All in all the mission was very easy for me. The Word of Healing major buff didn't seem to make this mission significantly harder. -User:PanSola (talk to the Follower of Lyssa.png) 05:46, 11 November 2007 (UTC)

Flesh Golem? Ewwwwwwww! --Blue.rellik 05:51, 11 November 2007 (UTC)
I should have qualified that statement: It is harder for human teams. Heroes make that mission so easy that the difference isn't noticable anyways. But now you are pretty much forced to take some kind of shutdown that has a kind of short recharge. Before you could just blast through with pure offensive, but you need a bit more finesse now. Entropy Sig.jpg (T/C) 05:56, 11 November 2007 (UTC)
I did it with a monk I met in ToA looking for a group to do a quest (I helped him even though I've already done it). Afterwards because I was extremely bored, I ran him through the desert and helped him do Thirsty River and Elona Reach. Thirsty River wasn't any harder for me, I ran a hammer build going Backbreaker->crushing blow->mighty blow->heavy blow which always killed the priests with that chain before. When I ran it yesterday, they survived it but died soon after. For a somewhat decent team then it's easy. For the majority of guild wars players it is hell. --Blue.rellik 06:01, 11 November 2007 (UTC)
I like changes like this alot because it almost forces you to change things up abit, rather than a using typical ele/monk/mm setup. It almost encourages using high damage melee classes...the way pve is setup right now, there's really not much reason to use melee classes for damage. P A R A S I T I C 09:24, 11 November 2007 (UTC)
I recall that it was one of ANet's goals to make Mesmers more viable in PvE. I don't think this update was intended to further that significantly, but buffing healing and protection spells means that certain PvE mobs may require a dedicated shutdown character. It's an interesting side-effect. --Rapid Fire.jpg Scottie_theNerd (argue) 16:51, 11 November 2007 (UTC)

Debuff... sorta...

Well, the predicted debuff has come. But it wasn't much of a debuff. Does this mean they're more or less happy with the changes they previously made? Starting to look like the major boost from last week is pretty much permanent. -- 02:25, 14 November 2007 (UTC)

I agree with you, and am extremely exited that it's going to retain the new features aside from very minor heal loss. Serpent615 21:40 14 November, 2007

I didn't keep track, but how much healing power did they take from this skill? I know it wasn't too much Phalmatticus 04:48, 14 November 2007 (UTC)

Like 20 is all. 05:18, 14 November 2007 (UTC)

Still way overpowered at only 5 cost and 3 recharge.--Sefre Sefresig.jpgTalk*Cont. 05:22, 14 November 2007 (UTC)