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	<title>ArenaNet:Skill feedback/Monk/Healing Light - Revision history</title>
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&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{ArenaNet namespace notice|skill feedback}}&lt;br /&gt;
{{skill icon|Healing Light}}&lt;br /&gt;
&lt;br /&gt;
== Life Infusion Issue -- 03:51, 26 February 2008 (UTC) ==&lt;br /&gt;
[[User talk:Isaiah Cartwright/Monk/Healing Light#|Discussion]]&lt;br /&gt;
; Issue&lt;br /&gt;
:Doesn't heal enough  (96 on 14 Healing attribute ranks) to be worth the energy compared to Word of Healing&lt;br /&gt;
:slow cast time for an elite heal&lt;br /&gt;
&lt;br /&gt;
; Suggestion&lt;br /&gt;
: increase heal from 40...88...100  to 30...102...120 (to increase reward for the 1 cast time risk)&lt;br /&gt;
&lt;br /&gt;
== Akirai Annuvil Issue -- 22:52, 08 March 2008 (GMT+1) ==&lt;br /&gt;
[[User talk:Isaiah Cartwright/Monk/Healing Light#|Discussion]]&lt;br /&gt;
; Issue&lt;br /&gt;
:Basically this skill is an alternative to [[WoH]]'s single target pressure healing. However it currently isn't viable, simply because it isn't good enough :at pushing the bars upwards. Not to mention that this skill's useability is dependant on teambuild, where WoH is dependant on amount of health. &lt;br /&gt;
&lt;br /&gt;
;Suggestion&lt;br /&gt;
: Increase energy gained to 1..4, decrease recharge to 3 seconds, Hexes trigger energy gain too. &amp;lt;br&amp;gt;&lt;br /&gt;
: Consider it an elite version of Dwayna's Kiss. &lt;br /&gt;
&lt;br /&gt;
: Changed functionality: &amp;quot;Target ally is healed for 40...100. If target ally is enchanted you gain 2 energy and target ally loses 0..3 Conditions.&amp;quot; &amp;lt;br&amp;gt;&lt;br /&gt;
: Sort of a combination of Restore Condition and Word. A decent heal with the ability to take down (small) condition stacks, assuming the target is &lt;br /&gt;
: enchanted.&lt;br /&gt;
&lt;br /&gt;
== Lucifer's Issue -- 15:20, 25 March 2005 (UTC) ==&lt;br /&gt;
[[User talk:Isaiah Cartwright/Monk/Healing Light#|Discussion]]&lt;br /&gt;
; Issue&lt;br /&gt;
: Healing Negligible compared to other healing prayers spells, Energy management not worth wasting an elite slot on it.&lt;br /&gt;
; Suggestion&lt;br /&gt;
: Increase heal from 40...88...100 to 30...102...120 or make it a &amp;quot;nearby&amp;quot; range, gaining 2 energy for each ally healed with an enchantment. Alternatively, put in a hex or condition removal effect, such as : Remove 1 hex from target ally. If target ally is enchanted, that ally is healed for 40...88...100 and loses 1 condition. For each hex or condition removed, you gain 2 energy. Increase recharge to 8 seconds?&lt;br /&gt;
&lt;br /&gt;
== New idea ==&lt;br /&gt;
&lt;br /&gt;
;Issue&lt;br /&gt;
:This skill is weak.&lt;br /&gt;
&lt;br /&gt;
;Suggestion&lt;br /&gt;
:Increase healing to 30...114...138, decrease cast to 3/4s. Add &amp;quot;Healing from this ignores all healing reductions&amp;quot;. This would make it actually useful against deep wound.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lancy’s Proposal==&lt;br /&gt;
; Issue: &lt;br /&gt;
:-Weak elite, healing is too small &lt;br /&gt;
:-Needs an aggressive buff to compete with Word of Healing&lt;br /&gt;
:-Healing prayers lacks party healing (exceptions are [[Heal Party]] and [[Karei's Healing Circle]]...both of which are rarely used on a monk primary)&lt;br /&gt;
; Suggestion: &lt;br /&gt;
:-Makes the skill a pro-active method of healing the party&lt;br /&gt;
:-See [[Deathly Swarm]] or [[Chain Lightning]] for notes&lt;br /&gt;
::*{{Skill icon|Healing Light}} - {{skill data|5|1/4|5}} - (Healing Prayers) - [[Elite]] [[Enchantment Spell]]. &amp;quot;[[Target]] [[ally]] is enchanted for 2 seconds. When [[Healing Light]] ends, that ally is [[heal]]ed for {{gr|15|125}} [[Health]] and jumps to [[near]]est injured [[ally]], healing them for {{gr|15|100}} [[Health]]. [[Healing Light]] can only jump {{gr|0|2}} times.&amp;quot; ''&amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt; Only one copy of this spell may be active at a time. &amp;lt;/span&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
:--[[User:Lancy1214|Lancy1214]] 23:47, 9 September 2008 (UTC)&lt;br /&gt;
:--[[User:Falconeye|Falconeye]] 06:32, 26 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pika Fan's Issue --[[User:Pika Fan|Pika Fan]] 03:25, 23 September 2008 (UTC) ==&lt;br /&gt;
; Issue:&lt;br /&gt;
:-There are better red-bar elites such as Word of healing that are more energy efficient.&lt;br /&gt;
; Suggeston:&lt;br /&gt;
:-Make it a energy-efficient elite comparable to Zealous Benediction/Heal Other/Jamei's Gaze&lt;br /&gt;
::*{{Skill icon|Healing Light}} - {{skill data|10|3/4|4}} - Healing Prayers - [[Elite]] [[Spell]]. Heal target ally for {{gr|30|180}} health. For each enchantment or hex on target ally, gain 1 energy (maximum {{gr|1|7}} energy). --[[User:Pika Fan|Pika Fan]] 03:25, 23 September 2008 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Darth's Idea [[User:Darth The X|Darth The X]] 20:59, 3 December 2008 (UTC) ==&lt;br /&gt;
;Issue&lt;br /&gt;
:Doesn't heal for enough and gives too small of an energy amount. When compared with {{Skill Icon|Soothing Memories}} at 15 points [[Soothing Memories]] heals for the same, has a faster cast time, refunds the same amount of energy but requires an [[Item Spell]] instead of an [[Enchantment]]. [[Soothing Memories]] is not elite and out does this [[Elite Skill]].&lt;br /&gt;
;Suggestion&lt;br /&gt;
:Change Functionality to {{Skill Icon|Healing Light}} {{skill data|5|1/2|3}}. Heal target ally for {{gr|30|145}}. If target ally is under the effects of an [[Enchantment]] or [[Hex]] you gain {{gr|1|4}} energy.&lt;br /&gt;
&lt;br /&gt;
== Justice's Idea ==&lt;br /&gt;
;issue&lt;br /&gt;
:A healing skill with energy management that costs more energy to setup then just using any other healing skill.&lt;br /&gt;
;Suggestion&lt;br /&gt;
:{{Skill Icon|Healing Light}}&lt;br /&gt;
:Elite Maintain Enchant&lt;br /&gt;
:{{skill data|5|1/4|5}}&lt;br /&gt;
:While you maintain this enchant on target other ally, that ally and you both gain {{gr|5|25}} health whenever they attack or use a skill.&lt;br /&gt;
;Reason&lt;br /&gt;
:[[Live Vicariously]] is a great idea of a skill that falls short, and most would agree that [[Vigorous Spirit]] is awesome. Combine them but keep it as a maintain enchant to prevent team wide spamming and preserve the idea of chosing the best possible target to assist keeping you and them alive. Cheap cost, quick cast and low recharge are to promote a more active role then just a typical maintain and forget. Change ally if one has broken off from party to do something else or has to carry a bundle item or just plain ran outa energy themselves to use skills!&lt;br /&gt;
--[[User:Justice|Justice]] 02:29, 12 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Another Idea ==&lt;br /&gt;
;issue&lt;br /&gt;
:Healing is too little, casting time undesireable when compared to other healing elite skills&lt;br /&gt;
;suggestion&lt;br /&gt;
:Heal target ally for 40...88...100. This spell has double the divine favor bonus, and if target ally is under a hex or enchantment, you gain 3 energy.&lt;br /&gt;
:{{skill data|5|3/4|5}}&lt;br /&gt;
[[User:Jet|Jet]] 10:29, 14 January 2009 (UTC)Jet&lt;br /&gt;
&lt;br /&gt;
== Leeloof Esp's Idea ==&lt;br /&gt;
;issue&lt;br /&gt;
:Underpowered compared to other Monk Elites.&lt;br /&gt;
;suggestion&lt;br /&gt;
:{{skill data|5|1|4}}&lt;br /&gt;
:[[Elite]] [[Spell]]. [[Heal]] target [[ally]] for {{gr|40|100}} [[Health]]. If your target has an [[Enchantment]], '''both of you''' gain {{gr|1|3}} [[Energy]].&lt;/div&gt;</summary>
		<author><name>gww&gt;Wikichu</name></author>
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