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	<title>ArenaNet:Skill feedback/Warrior/Bonetti's Defense - Revision history</title>
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	<updated>2026-10-18T10:13:59Z</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/Warrior/Bonetti%27s_Defense&amp;diff=16489&amp;oldid=prev</id>
		<title>gww&gt;Wikichu: Closing skill feedback area. [bot]</title>
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		<updated>2009-09-02T17:12:12Z</updated>

		<summary type="html">&lt;p&gt;Closing skill feedback area. [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;
{{skill icon|Bonetti&amp;amp;#39;s Defense}}&lt;br /&gt;
&lt;br /&gt;
== Poor Skill -- 16:00, 24 January 2009 (UTC) ==&lt;br /&gt;
[[ArenaNet talk:Skill feedback/Warrior/Bonetti&amp;amp;#39;s Defense#Poor Skill|Discussion]]&lt;br /&gt;
; Issue&lt;br /&gt;
: This skill is generally useless since it ends on using a skill, but especially useless on Warriors who prefer to use offensive skills to defensive ones like this. It's only real uses are currently farming and on monks. It can be quite useful to charge up your energy on other casters, but since you have to be attacked it's not reliable.&lt;br /&gt;
; Suggestion&lt;br /&gt;
: Since the stance ends on using a skill, make it more active (keep the ends on a skill clause or monks would get too much of a benefit from it). That way, people who get hit by enemy warriors might also be able to use it for a short burst of defence and energy gain without seriously hindering their ability to do damage.&lt;br /&gt;
:: {{skill icon|Bonetti's Defense}}. 5 {{adrenaline}} 2 {{recharge}}.&lt;br /&gt;
:: [[Stance]]. For {{gr|2|7}} seconds, you have a 50% chance to [[block]] melee and [[projectile attack]]s and gain {{gr|2|3}} [[Energy]] for each successful [[melee attack]] [[block|blocked]] in this way. '''Bonetti's Defense''' ends if you use a [[skill]], at which point you gain {{gr|0|2}} [[Adrenaline]] if it was an [[attack skill]].&lt;br /&gt;
: Here, the lowered adrenaline cost and lowered duration make it more active, and easier to charge up at the start of a fight. The energy gain has been reduced so it's not a super energy-management skill and an adrenaline bonus added if you end it with an attack skill to encourage use by primary warriors, who might use this while running to an enemy (to protect them from linebacking et.c.) or to give themselves energy, then hit their foe just before it ends and gain an adrenaline bonus. To stop this from fueling the skill itself, I added a short recharge (but further reduced the cost to compensate). Making the energy scale slightly with Tactics also encourages use with higher tactics and slightly favours warriors who can take runes. It still might not be a perfect skill, but it would be more generally useful than it is now.&lt;/div&gt;</summary>
		<author><name>gww&gt;Wikichu</name></author>
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