Hi guys.
I was analyzing the following skills:
1. Hallowed Ground;
2. Merciful Intervention;
3. Signet of Mercy.
I dunno, but in my opnion they are just useless for several aspects. Also I never seen anybody EVER using one of these skills. I never been in any situation like " since this is happening is better I use the skill #1, #2 or #3". Let’s look at:
1. Hallowed Ground:
Type: Consecration;
Cast Time: 1 Sec;
Cooldown: 80 Sec (64 traited);
Duration: 10 Sec (12 traited?);
Radius: 240;
Effect: Grants 1 second of Stability every second while inside. Also is a combo field Fire.
Why is this skill so bad? In my opnion is the cooldown time. Comparing to “Stand Your Ground!”, that last is way better in a lot ways: Instant cast; both affect alies; both give stability, but SYG gives also retaliation and its proporcion “duration / wait time without the boon” is 5 to 25 (5 to 19 traited) while HG is 10 (11?) to 70 (12 to 52), so it is 1/5 (1/4 traited) compared to 1/7 (1/4). Beside that the waiting time for reuse for SYG is 25(19) while HG is 70(52) allowing u to have Stability in short periods (Better, in my opnion). Also SYG don’t require u to “root” the area of effect to recieve the boon (this without counting that SYG can remove contitions whith trait or runes).
My suggestion: Reduce the cooldown to 70 (maybe 60, but can be too much) seconds. This only, already will make this skill a lot more useful.
2. Merciful Intervention:
Type: Meditation;
Cast Time: 3/4 Sec;
Cooldown: 80 Sec (64 traited);
Healing; 1,320 (*0.2);
Range: 1200;
Effect: Teleport to the ally with the lowest HP.
What the heck? I already feel that I have little control with Judge’s Intervention and #2 sword, this skill makes no sense. Firstly, the Healing: is none if compared with the insane cooldown, Secondly, where I will go? Even with the notes saying (I do not tested): “This skill teleports you to the closest ally regardless of health.”, the cooldown is just insane.
My suggestion: Heavly reduce its cooldown (to 45 like Judge’s Intervention?) or increase the Healing (maybe around 4000)?
3. Signet of Mercy:
Type: Signet;
Cast Time: 3 3/4 Sec;
Cooldown: 240 Sec (192 traited);
Range: 1200;
Effect:
- Passive: Increases Healing power up to (lvl 80) 180 (216 traited);
- Active: Revive a nearbly ally (closest?);
This skill is so awful becouse both passive and active effect: the healing power is the worst scaling stats (in my opinion even more than Magic Find – discussion for another topic) and can only revive from Downed State (with a VERY insane cooldown). Also this skill have almost 4 seconds of cast time, with this time I already revive someone directly. This skill makes no sense to me. Similar skills in other classes have the same problem with this skill.
My suggestion: HEAVLY reduce its cooldown (90 at least) AND reduce its cast time to 1 second at max (2 maybe, more than that, makes no sense if u can revive faster in the normal way).
What u guys think about? You found a viable and useful use of those skills? What you think that should be done? Are other skills that are useless?
Sorry for my english and thaks for the discussion!
Sorry for my english.