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	<title>ArenaNet:Skill feedback/Monk/Mending - Revision history</title>
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	<updated>2026-10-19T01:18:11Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Skill_feedback/Monk/Mending&amp;diff=16035&amp;oldid=prev</id>
		<title>gww&gt;Wikichu: ArenaNet namespace closed. [bot]</title>
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		<updated>2009-10-07T16:35:01Z</updated>

		<summary type="html">&lt;p&gt;ArenaNet namespace closed. [bot]&lt;/p&gt;
&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;
&lt;br /&gt;
{{skill icon|Mending}}&lt;br /&gt;
&lt;br /&gt;
== [[User:hakamanakus|Elder Angelus]]'s Issue ==&lt;br /&gt;
[[User talk:Isaiah Cartwright/Monk/Mending|Discussion]]&lt;br /&gt;
; Issue&lt;br /&gt;
: Energy inefficient for the health regeneration. Energy to maintain the enchantment is compounded by high initial cost of 10 energy, compared to other enchants such as [[Holy Veil]] or [[Purifying Veil]], with no benefits if the enchantment is immediately removed by an enemy. &lt;br /&gt;
; Suggestions&lt;br /&gt;
*Justify the 10 energy initial cost, with an immediate initial benefit, such as removing a condition or healing. &lt;br /&gt;
*leave the spell as-is, but reduce the initial energy cost to cast.&lt;br /&gt;
&lt;br /&gt;
==my issue==&lt;br /&gt;
; Issue&lt;br /&gt;
same as above&lt;br /&gt;
; Suggestions&lt;br /&gt;
target foe is hexed with mending and suffers 3-2-1  health regeneration and -1 engy regenration if mending ends prematuly target takes 2-4-6 dmg for every second it was active 5engy 1 second cast 8 second recharge&lt;br /&gt;
&lt;br /&gt;
== Useless skill with a useless implementation ==&lt;br /&gt;
&lt;br /&gt;
;Issue&lt;br /&gt;
:Only serves as &amp;quot;noob indicator&amp;quot; in PvP, only useful for farming and running in PvE.&lt;br /&gt;
&lt;br /&gt;
;Suggestion&lt;br /&gt;
:10e 1s 12r &amp;quot;For 15 seconds all party members/allies within earshot/whatever have +1...3...4 health regeneration.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Needs a re-work ==&lt;br /&gt;
; Issue&lt;br /&gt;
: This is not only a generally poor and outdated skill, it's also passive and not really great for the game (hence it hasn't been buffed).&lt;br /&gt;
; Suggestion&lt;br /&gt;
: Make it much more powerful, but harder to maintain. This would mean that while you ''could'' keep it up for a long time, it would be more effective for short, high-powered bursts. A change like this would also encourage skilled play (i.e. knowing when to use and cancel it), since leaving it up for a long time would be much more inefficient.&lt;br /&gt;
: I had something like this in mind:&lt;br /&gt;
:: -1 {{upkeep}} 5 {{energy}} 1 {{activation}} 4 {{recharge}}&lt;br /&gt;
:: [[Enchantment Spell]]. For up to 45 seconds, while you [[Upkeep|maintain]] this [[Enchantment]], target [[ally]] gains +{{gr|1|5}} [[Health regeneration]]. While that ally is suffering from one or more [[Condition]]s, you suffer an additional -1 [[Energy degeneration]] but those Conditions expire {{gr|10|40}}% faster.&lt;br /&gt;
: This would give healers a way of combatting conditions, albeit indirectly, and would allow them to remove and recast this skill more easily. However, it would be hard to maintain, particularly on multiple people, due to the energy loss it causes.&lt;br /&gt;
: Admittedly the numbers might have to be tweaked a bit, but I thought I'd throw it up anyway.&lt;br /&gt;
&lt;br /&gt;
== OMFGBBQ It's OP'd! NERF, PLS!!!! ==&lt;br /&gt;
;Issue&lt;br /&gt;
:Teh skill iz 2 powerfuls. Nerf plz k thnx bai.&lt;br /&gt;
&lt;br /&gt;
;Suggestion&lt;br /&gt;
:25e/90r.&lt;br /&gt;
&lt;br /&gt;
== [[User:MithranArkanere|MithranArkanere]]'s Issue - 15:09, 26 June 2009 (UTC) ==&lt;br /&gt;
;Issue:&lt;br /&gt;
:The low regeneration doesn't compensate the long cost.&lt;br /&gt;
;Suggestion&lt;br /&gt;
:Make it affect also allies adjacent to the target. This would exponentially increase the health gain, and like with Heal area and other adjacent effects that affect allies, that is compensated with having to stick together, since that has its downsides too (AoE enemy attacks). The change compensates itself.&lt;/div&gt;</summary>
		<author><name>gww&gt;Wikichu</name></author>
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