Feedback:User/Aquadrizzt/Skill rebalance/Monk
Skill rebalance/Monk | |
---|---|
User | Aquadrizzt |
Categories | Skill feedback → Monk → Other |
This suggestion is part of my overarching Skill Rebalance Project.
The one line summaries of the attributes:
- Divine Favor -- general support and e-management
- Healing Prayers -- direct healing
- Protection Prayers -- enchantment/delayed/conditional healing
- Smiting Prayers -- holy damage and punishment
Divine Favor[edit]
“For each rank of Divine Favor, allies are healed for 2 and foes take 2 holy damage whenever you cast spells on them. Several Monk skills, especially spells related to Energy gain and healing, become more effective with higher Divine Favor.
— Aqua
Elites[edit]
10 ½ 20 Elite Incantation. For 10...26...30 seconds, whenever you cast a spell that targets another ally, that ally loses all hexes and conditions. That ally cannot be the target of hexes and is immune to conditions for 1...4...5 seconds plus 1...3...3 seconds for every hex or condition removed. Ends after 1...3...3 activations.
1 20 Elite Signet. Target ally loses 2...4...5 hexes and 2...4...5 conditions. For each hex or condition removed, one spell you cast that targets an ally will heal for 10...66...80.
5 ½ 10 Elite Enchantment Spell. For 5...17...20 seconds, whenever you cast a spell that targets another ally while under the effects of an incantation, that ally and all nearby allies receive the benefits of the incantation and are healed for 10...26...30. Activation effect: your current incantation ends and is disabled for 20...12...10 seconds and all other incantations are recharged.
10 1 45 Elite Incantation. For 5...17...20 seconds, whenever you cast a spell that targets another ally, they cannot be the target of spells for 3...9...10 seconds. Ends after 2...7...8 activations.
10 1 15 Elite Aura. Whenever an adjacent ally casts a spell that targets another ally, that spell also heals for 15...71...85. Healing cost: you lose 2 energy or this aura ends.
Regular[edit]
10 2 15 Aura. Enchantments cast by adjacent allies last 10...22...25% longer. Extended duration cost: you lose 5...3...2 energy or this aura ends.
1 20 Signet. Your gain 1...4...5 energy for every enchantment on you. If you are maintaining an aura, you gain an additional 3...17...20 energy.
5 1 3 Spell. Heals you for 10...50...60. You lose one hex and one condition for each enchantment on you (maximum 2...7...8 hexes and conditions). Lose all enchantments. Conditional effect: your enchantments are disabled for 10 seconds.
5 1 12 Spell. Removes one hex. Removal effect: you gain 3...7...8 energy.
5 1 12 Spell. Removes one condition. Removal effect: you gain 3...7...8 energy.
10 1 10 Incantation. For 10...50...60 seconds, whenever you cast a spell that targets another ally, they gain +1...3...3 health regneration for 5...13...15 seconds. Ends after 1...4...5 activations.
5 ¼ 20 Enchantment Spell. For 10 seconds, the next time target ally would take fatal damage, that damage is negated. Negation effect: heals for 25...165...200.
10 1 10 Enchantment Spell. For 5...17...20 seconds, whenever you cast a spell that targets another ally, you gain 1...4...5 energy.
5 1 3 Spell. Heal yourself for 5...41...50 health. If you are maintaining an aura, allies in earshot gain 10...58...70 health and 2...8...10 energy. Your current aura ends. Conditional cost: your auras are disabled for 10...4...3 seconds.
10 2 15 Aura. Adjacent allies gain 1...3...3 energy and 10...18...20 health whenever an enchantment begins or ends on them. Bonus cost: you lose 5...3...2 energy or this aura ends.
10 2 15 Enchantment Spell. For 3...7...8 seconds, target ally gains +1...3...3 health regeneration for every second since this spell was cast. End effect: heals for 50...170...200. No end effect if this skill does not last full duration.
5 1 12 Spell. Heals you and nearby allies for 10...34...40. Enchanted allies are healed for an additional 10...34...40.
10 1 10 Incantation. For 10...50...60 seconds, whenever you cast a spell that targets another ally, they move 33% faster for 5...13...15 seconds. Ends after 1...4...5 activations.
5 1 3 Spell. Heal yourself for 10...42...50 health. Lose all enchantments. For every enchantment removed, nearby allies gain 3...13...15 health and 0...2...2 energy.
1 5 Signet. Heals for 15...83...100.
10 1 10 Incantation. For 10...50...60 seconds, whenever you cast a spell that targets another ally, they gain +10...18...20 armor for 3...9...10 seconds. Ends after 1...4...5 activations.
5 ¼ 12 Incantation. For 10...50...60 seconds, whenever you cast a spell that targets another ally, they lose a hex. Ends after 1...4...5 activations.
5 ¼ 12 Incantation. For 10...50...60 seconds, whenever you cast a spell that targets another ally, they lose a condition. Ends after 1...4...5 activations.
10 1 20 Enchantment Spell. For 5...17...20 seconds, target ally has +30...126...150 maximum health.
5 1 10 Enchantment Spell. For 10...18...20 seconds, target ally receives +3...5...5 health regeneration for 3...5...5 seconds whenever they use a skill. End effect: heals for 30...102...120 if target is attacking or casting a spell.
Healing Prayers[edit]
Elites[edit]
5 ¼ 3 Elite Enchantment Spell. For 5...13...15 seconds, healing received is increased by 10...66...80%. Initial effect: heal for 20...84...100 health. Cannot self-target.
5 ¼ 10 Elite Enchantment Spell. For 10...46...55 seconds, Healing Prayers spells cast 50% faster and heal for 50% more Health.
10 ¾ 20 Elite Doublecast Enchantment Spell. Enchants you and target ally. For 3...9...10 seconds, nearby allies are healed for 20...44...50 health.
15 1 10 Elite Enchantment Spell. For 3...9...10 seconds, affected party members receive +1...4...5 health regeneration. Initial effect: heal entire party for 20...60...70 health.
15 10 Elite Shout. Heals for 5...81...100. Heals for 30...86...100 more if target ally is below 50% Health.
Regulars[edit]
10 1 12 Spell. Removes a hex. Removal effect: heals for 30...102...120.
5 1 3 Spell. Heals for 15...51...60. Heals for 10...26...30 for each enchantment on target ally. Cannot self-target.
5 1 3 Spell. Heals for 15...51...60. Heals for 15...39...45 for each hex on target ally. Cannot self-target.
15 ¾ 20 Enchantment Spell. Heals for 20...100...120. If this healing exceeds target ally's maximum health, they receive the remainder of healing as bonus health for 5...13...15 seconds.
10 1 5 Spell. Heals you and adjacent allies for 30...150...180. Also heals adjacent foes.
15 2 2 Spell. Heals entire party for 30...66...75.
10 1 5 Enchantment Spell. For 10...14...15 seconds, target ally receives +4...7...8 health regeneration.
10 1 5 Spell. Heals for 20...84...100. Heals an additional 1...3...3 allies near target.
10 2 15 Aura. Adjacent allies are healed for 10...26...30 every 3 seconds. Heal cost: you lose 5...3...2 energy or this aura ends.
5 ¾ 5 Touch Spell. Heals for 30...78...90.
5 1 12 Spell. Removes a condition. Removal effect: heals for 30...102...120.
10 ¾ 3 Spell. Heals for 45...153...180. Cannot self-target.
10 2 15 Aura. Adjacent allies receive +2...6...7 health regeneration. You lose 5...3...2 energy for every adjacent ally every second or this aura ends.
5 ¼ Spell. Heals for 20...60...70. If you are under the effects of an incantation, heals for an additional 10...34...40.
5 ¼ 4 Enchantment Spell. For 2 seconds, nothing happens. End effect: heals for 30...102...120. No effect if ends early.
15 6 15 Half Range Resurrection. Resurrect target party member at your location with 70...94...100% health and 10...22...25% energy. Allies in earshot are healed for 10...58...70.
10 4 8 Resurrection. Resurrect target party member with 50...66...70% health and 40...72...80% energy.
1 8 Signet. Heals for 15...63...75. Heals 15...63...75 if target ally is attacking or casting a spell.
10 1 15 Incantation. For 10...50...60 seconds, whenever you cast a spell that targets another ally, they are healed for 10...50...60. Ends after 1...4...5 activations.
5 1 3 Spell. Heals for 15...51...60. Heals for 15...39...45 for each condition on target ally. Cannot self-target.
Protection Prayers[edit]
Elites[edit]
5 ¼ 8 Elite Enchantment Spell. For 4...9...10 seconds, enchantments cast on target ally cost 5...11...12 less energy (minimum 1 energy), cast instantly and last 20...60...70% longer. Cannot self-target.
10 ½ 15 Elite Aura. Reduces damage to adjacent allies by 20...44...50%. Damage reduction cost: you lose 1 energy or this aura ends.
10 ½ 30 Elite Enchantment Spell. Remove all hexes from target ally. For 5...17...20 seconds, that ally takes 10...14...15% less damage for each hex removed (max 75%). Cannot self-target.
5 ¾ 15 Elite Enchantment Spell. Remove all conditions from target ally. For 5...17...20 seconds, for each condition removed, one incoming damage or life steal (maximum 20...84...100) is converted to healing. Cannot self-target.
10 ¼ 8 Elite Enchantment Spell. For 5...13...15 seconds, target ally receives +3...13...15 health regeneration, +20...52...60 armor and a 25...65...75% chance to block.
Regulars[edit]
10 2 30 Enchantment Spell. For 5...10...11 seconds, party members within earshot have a 50% to block.
10 2 15 Aura. Whenever an adjacent ally would be knocked down, that knock down is prevented. Prevention cost: you lose 10...6...5 energy or this aura ends.
5 ¼ 4 Spell. Transfer all conditions from target ally to yourself. Transfer effect: you are healed 15...35...40 for each condition.
15 1 12 Spell. Removes one condition from all party members. Removal effect: heals for 10...82...100 if removed condition is burning.
5 1 3 Enchantment Spell. For 3...9...10 seconds, target ally takes 20...52...60% less damage from enchanted foes.
5 1 12 Incantation. For 5...17...20 seconds, whenever you cast a spell that targets another ally, hexes cast on target ally take 25...85...100% longer to cast for 3...9...10 seconds. Ends after 1...4...5 activations.
10 1 10 Spell. Removes 1...2...2 conditions from target ally. Hits an additional 1...3...3 allies near target.
5 ¾ 6 Touch Spell. Removes two hexes. Removal effect: heals for 15...51...60 for each hex removed.
5 ¾ 6 Touch Spell. Removes two conditions. Removal effect: heals for 15...51...60 for each condition removed.
5 1 3 Enchantment Spell. For 3...9...10 seconds, target ally takes 10...42...50% less damage from foes with a condition.
5 1 3 Enchantment Spell. For 3...9...10 seconds, target ally takes 10...42...50% less damage from hexed foes.
10 ¼ 5 Enchantment Spell. For 5...21...25 seconds, incoming damage cannot exceed 10% of target ally's maximum health.
1 2 Signet. Removes 1 hex and 1 condition. If target ally is enchanted, remove an additional 2...3...3 hexes and 2...3...3 conditions. Removal cost: +10...4...3 seconds recharge.
10 2 15 Aura. Adjacent allies lose one condition every 3 seconds. Removal cost: you lose 5...3...2 energy or this aura ends.
5 5 Resurrection. Resurrect target party member at your location with 100% health and 20...68...80% energy. Targets skills are disabled for 8...4...3 seconds. You lose 15...7...5 energy.
5 ¼ 2 Enchantment Spell. For 3...7...8 seconds, the next time target ally takes damage or life steal (maximum 15...67...80), the damage is negated and they are healed for an equal amount.
5 1½ 20 Incantation. For 10...50...60 seconds, whenever you cast a spell that targets another ally, that ally gains a 75% chance to block for 2...4...5 seconds. Block effect: heals party members in earshot for 10...26...30 and this effect ends. Ends after 1...4...5 activations.
5 1 10 Enchantment Spell. For 3...9...10 seconds, target ally takes 5...13...15 less damage from all sources.
5 ¼ 15 Enchantment Spell. For 4...10...12 seconds, reduces incoming damage and life steal by 5...21...25. End effect: heals for 5...41...50.
5 1 3 Enchantment Spell. Target ally takes 10...26...30% less damage while under the effects of a hex or condition.
Smiting Prayers[edit]
Elites[edit]
5 1 5 Elite Enchantment Spell. For 5...21...25 seconds, attacks against you are blocked. Block effect: you gain 1...4...5 energy. Ends after you block 2...8...10 attacks.
10 2 20 Elite Spell. Deals 5...33...40 holy damage once every 3 seconds for 9...14...15 seconds. Hits foes adjacent to target's initial location. Inflicts burning for 3...5...5 seconds on enchanted foes.
15 1 45 Elite Enchantment Spell. For 8...18...20 seconds, foes attacking target ally take 5...25...30 holy damage and are knocked down. Every 3 seconds, target ally loses a hex and a condition. Removal effect: deals 50...90...100 holy damage to adjacent foes.
1 20 Elite Signet. Knocks down target foe and deals 15...63...75 holy damage to target and adjacent foes. Your next 1...5...6 signets also deal 20...44...50 holy damage and recharge 25...45...50% faster.
10 5 Elite Shout. Target foe takes 5...41...50 holy damage. Deals an additional 5...41...50 damage and knocks down if target foe is about 50% health. This skill is disabled for 20 seconds if target foe is below 50% health.
Regulars[edit]
10 2 15 Aura. Adjacent foes take 10...22...25 holy damage each second. Damage cost: You lose 5...3...2 energy or this aura ends.
10 2 Aura. Adjacent allies gain one strike of adrenaline and 1 energy whenever you take damage. Resource cost: You lose 5...3...2 energy or this aura ends.
1 20 Signet. Deals 25...45...50 holy damage and causes knock-down if target foe is attacking.
5 1 3 Spell. Deals 10...46...55 holy damage to target foe. If target foe is a summoned creature, deals an additional 10...46...55 holy damage and sets the target on fire for 2...4...4 seconds.
1 20 Signet. Deals 25...45...50 holy damage. You gain 1...8...10 energy if target foe is attacking.
5 1 3 Spell. Deals 10...46...55 holy damage to target foe. Deals 10...46...55 more damage if target is knocked down.
5 ¼ 8 Enchantment Spell. Also enchants adjacent allies. For 10 seconds, negate the next fatal damage target ally would take. Negation effect: deals 30...46...50 holy damage to one foe in the area.
5 ¼ 3 Enchantment Spell. For 8 seconds, the next time you would take damage, that damage is negated and the source is hit for the same amount (maximum 25...65...75).
10 2 5 Hex Spell. For 30 seconds, deals 15...63...75 holy damage to anyone casting an enchantment on target foe.
10 2 5 Hex Spell. For 30 seconds, deals 15...63...75 holy damage to anyone healing target foe.
10 2 5 Hex Spell. Also hexes foes adjacent to target. For 30 seconds, deals 15...63...75 holy damage whenever hexed foes sacrifice health.
1 20 Signet. Deals 25...45...50 holy damage for each enchantment on you. You lose all enchantments.
5 ¾ 10 Spell. Removes a condition. Removal effect: deals 10...62...75 holy damage to foes in the area of target ally.
5 ¾ 10 Spell. Removes a hex. Removal effect: deals 10...62...75 holy damage to foes in the area of target ally.
5 ¼ 10 Enchantment Spell. For 5...25...30 seconds, whenever you deal holy damage to a foe, allies in earshot are healed for 5...17...20. Ends after 1...8...10 activations.
5 ¼ Spell. Deals 20...56...65 holy damage. Target foe begins burning for 1...3...3 second[s] if target is knocked down.
5 1 10 Enchantment Spell. For 5...17...20 seconds, target ally deals 5...21...25 more damage in melee.
5 2 30 Spell. Deals 8...22...25 damage to foes adjacent to your initial location for 5...9...10 seconds.
5 1 30 Enchantment Spell. Resurrect target party member with 75...95...100% health and 75...95...100% energy. For 30 seconds, this party member deals +25...65...75% more damage and does not suffer from death penalty but cannot be healed. End effect: enchanted ally dies.
10 ¼ 30 Incantation. For 10...50...60 seconds, whenever you cast a spell that targets another ally, foes near that ally take 10...26...30 holy damage and are set on fire for 2...3...3 seconds. Ends after 1...4...5 activations.
PvE Skills[edit]
5 1 30 Incantation. Whenever you cast a spell that targets another ally, allies adjacent to that ally are healed 15...30. Ends after 1...3 activations.
5 ¼ 20 Enchantment Spell. Enchants allies in earshot. For 2...10 seconds, the next time they take damage, that damage is negated and they are healed for 1...5 for each rank in Divine Favor.
Comments[edit]
Elites should be bar defining and not play as just a buffed up nonelite skill. All changes to elite skills are design to allow them to be definitively different while also adding some new opportunities for healing.
- Healing Prayers
- Glimmer of Light now acts as a heal boosting enchantment, which would allow the monk to maintain it on a couple of people that would regularly need healing.
- Healer's Boon remains unchanged other than the move over to Healing Prayers.
- Healing Burst is now a Double Dragon of healing. Imagine monks darting around with a PBAoE heal.
- Light of Deliverance (proposed rename: Winds of Deliverance) is now a half heal, half regenerate party wide ability.
- Word of Healing is now a shout (it's a word after all). An instantaneous, use any time heal could create interesting anti-spike options.
- Protection Prayers
- Air of Enchantment is now a buffed up version of its current design. It could now very well define a monk bar by itself and generate a new protection monk playstyle.
- Aura of Faith is utilizing my new aura mechanic to full protection prayers extent. It pretty much functions as a GW1 version of the GW2 elite sanctuary.
- Convert Hexes has replaced Divert Hexes and is now the "one-hex-removal-to-rule-them-all." I took the implementation of Convert Hexes and brought it into modern day GW.
- Life Sheath is now the ultimate condition removal skill and plays on the same "enchantment gets stronger the more stuff is removed" idea I used for the new Convert. It seemed fitting that it retained its old functionality, but now instead of spamming it on recharge, it can be built up through intelligent use.
- Shield of Regeneration is a mix of the old SoR and SoD, making it worth more than just bringing an imbagon and healing breeze.
- Smiting Prayers
- As a general note about smiting prayers: damage values are based on the idea that foes will get armor against holy damage at some point.
- Defender's Zeal now is a huge energy font against attacking foes. [I was somewhat uninspired for this one, so I implemented in an appropriate way based on its name.]
- Ray of Judgment is pretty much unchanged function except its over a longer duration and now cannot kill a shrine in JQ by itself.
- Shield of Judgment. To make it more unique I decided to give it an AoE smite (a la current Symbol of Wrath) on top of what it already does.
- Signet of Judgment now also facilitates the use of other signets, giving it a role akin to current vanilla Keystone Signet.
- Smiting Storm is completely new and pretty far out there. It's pretty much an enchantment that smites hexes and conditions once every three seconds.
- Divine Favor
- The new function of divine favor is to give monks the ability to use non-Monk skills without forfeiting their primary attribute bonus. The PvE conditional is to bring it more in line with the updated Mysticism and Fast Casting.
- Divine Replication is a brand new skill that channels the old effects of DF but also gives monks a cool bonus for doing their job. Its pretty much an incredibly limited Echo.
- Dwayna's Restoration is a reincarnation of the existing UA. As UA has been transformed into an aura, it no longer lent itself well to the resurrection end effect. An almost instant cast, cheap resurrect that restores to full stats and heals all allies for substantial amount if a resurrect occurs is on par power-wise with the other monk elites I've designed.
- Signet of Purity takes P&H and rolls it with the Divine Favor mechanism on steroids. A suitable "hex-punishment through healing" skill.
- Spell Breaker has been made into a doublecast skill that is otherwise functionally identical.
- Unyielding Aura how gives the gift of Divine Favor to all adjacent allies at the cost of 2e per spell. Powerful auras are balanced against the fact that it sets you up for AoE damage, so this skill isn't too ridiculous. [Even if it was, it can just be scaled down].
Example Builds[edit]
Peace and Harmony | Divine Spirit | Orison of Healing | Spell Shield | Spotless Mind | Spotless Soul | Vigorous Spirit | Resurrection Chant |
- 12 + 1 + 1 Divine Favor; 12 + 1 Healing Prayers
- Features: party-wide healing [PnH, Vigorous Spirit], hex and condition removal [Spotless Soul/Mind], and armor buffs [Spell Shield]; strong single target heal [Orison of Healing]; strong e-management [Divine Spirit]