User:Raine Valen/Mass Balance/Dervish/Skills/Wind Prayers

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Wind Prayers[edit]

Attacker's Insight Attacker's Insight[edit]

Current:[edit]

  • 5Energy, 0.25¼Activation time, 10Recharge time Enchantment Spell. (20 seconds.) Reduces Energy cost by 5...17...20 for your next 1...3...3 attack skills.

Proposed:[edit]

Raine's Proposal:[edit]

  • 10Energy. Skill. Your next attack skill activates 50% faster and cannot be blocked. If that attack hits, gain 1...4...5 energy.
    • A straightforward offensive spike assist. User Raine R.gif is for Raine, etc. 15:11, 6 October 2009 (UTC)

Chilling Victory (PvP) Chilling Victory (PvP)[edit]

Current:[edit]

  • 10Energy, 10Recharge time Scythe Attack. Deals +5...17...20 damage. Deals 15...51...60 cold damage to target and adjacent foes if you targeted a foe with less health than you.

Proposed:[edit]

Raine's Proposal:[edit]

Dwayna's Touch Dwayna's Touch[edit]

Current:[edit]

  • 5Energy, 0.75¾Activation time, 5Recharge time Touch Spell. Heals for 15...51...60 (maximum 150) for each enchantment on you.

Proposed:[edit]

Raine's Proposal:[edit]

Enchanted Haste Enchanted Haste[edit]

Current:[edit]

  • 5Energy, 15Recharge time Stance. (5...17...20 seconds). You move 25% faster if you are enchanted.

Proposed:[edit]

Raine's Proposal:[edit]

  • 5Energy, 4Recharge time Stance. (1...2...2 seconds). You move 33% faster. If you are enchanted, you move an additional 15...29...33% faster.
  • Fairly terrible for training targets, but excellent for rapid target swapping. User Raine R.gif is for Raine, etc. 15:11, 6 October 2009 (UTC)

Featherfoot Grace Featherfoot Grace[edit]

Current:[edit]

  • 10Energy, 0.25¼Activation time, 15Recharge time Enchantment Spell. (5...17...20 seconds.) You move 25% faster, and conditions on you expire 50% faster.

Proposed:[edit]

Raine's Proposal:[edit]

  • 15Energy, 0.25¼Activation time, 5Recharge time. Enchantment Spell. (5 seconds). You move and attack 33% faster. This enchantment is renewed if you attack 3 times and spend a total of 2 seconds moving. Ends if you fail to hit with an attack for 1...3...4 seconds.
    • Ah, but isn't that a sweet paradox? Under 33% IAS, 3 scythe attacks takes 3.5 seconds, which leaves only 1.5 seconds to complete the other requisite for renewing the enchantment. How, then, is it possible to renew? The answer lies in quarterstepping! While attacking for 3.5 seconds, it's possible to move for a bit more than 1.75 seconds, which makes the requisite easy to fill - for good players. In practice, kiting targets and snares will make the requirement more difficult to fill, which should balance this wonderfully. As an aside, I found this functionality for "featherfoot grace" fitting, because in order to renew, the user will look as if they're dancing. User Raine R.gif is for Raine, etc. 15:11, 6 October 2009 (UTC)

Grenth's Aura Grenth's Aura[edit]

Current:[edit]

  • 15Energy, 2Activation time, 25Recharge time Enchantment Spell. (10 seconds.) Initial effect: 15...63...75 cold damage to adjacent foes. End effect: removes 1 enchantment from foes near you.

Proposed:[edit]

Raine's Proposal:[edit]

  • 15Energy, 2Activation time, 10Recharge time. Enchantment Spell. Initial effect: Steal 5...17...20 Health from all nearby foes. Your attacks deal cold damage. Whenever a nearby foe loses an enchantment, this enchantment is renewed.
    • This is meant to synergize with skills like Rending Sweep. Whenever an enchantment is lost on a foe in range, this enchantment is reapplied, causing the life stealing to trigger again. It has an unlimited duration, but is expensive to reapply if stripped. User Raine R.gif is for Raine, etc. 15:11, 6 October 2009 (UTC)

Grenth's Fingers Grenth's Fingers[edit]

Current:[edit]

  • 10Energy, 0.75¾Activation time, 10Recharge time Enchantment Spell. (30 seconds.) Your attacks deal cold damage. Initial effect: hits adjacent foes for 20...68...80 cold damage. End effect: inflicts Crippled Condition (5...13...15 seconds) on adjacent foes.

Proposed:[edit]

Raine's Proposal:[edit]

  • 15Energy, 0.25¼Activation time, 4Recharge time. Enchantment Spell. (8 seconds). Your attacks remove 1 enchantment if you are wielding a cold weapon. End effect: all nearby foes lose one enchantment. You have -20 Armor while under the effects of this enchantment and lose 30...14...10 Health whenever an enchantment is removed in this way.
    • This is a high-risk, high-reward skill that basically gives the user 8 seconds of OoA. The downside? Well, if you do it badly, you explode, and (even if done correctly), this is painful on energy (though the potential uptime is around 200%, 100% should be almost impossible to do in practice, and undesirable even if possible). User Raine R.gif is for Raine, etc. 15:11, 6 October 2009 (UTC)

Guiding Hands Guiding Hands[edit]

Current:[edit]

  • 5Energy, 0.25¼Activation time, 30Recharge time Enchantment Spell. (20 seconds.) Your next 0...2...3 attacks are unblockable.

Proposed:[edit]

Raine's Proposal:[edit]

  • 25Energy, 0.25¼Activation time, 30Recharge time. Enchantment Spell. (15 seconds). Your next 1...3...4 attacks are unblockable and deal +5...9...10 cold damage. This enchantment is reapplied if you do not attack for 8 seconds.
    • "I don't get it. What is the point of this?" Well, it's a spike-oriented skill. In builds that don't rely on pressure damage, this skill allows the user to choose to forsake pressure all but entirely in exchange for stronger, more reliable spikes. User Raine R.gif is for Raine, etc. 15:11, 6 October 2009 (UTC)

Harrier's Grasp Harrier's Grasp[edit]

Current:[edit]

  • 10Energy, 1Activation time, 25Recharge time Enchantment Spell. (5...21...25 seconds.) Your attacks inflict Crippled condition (3...13...15 seconds) on moving foes.

Proposed:[edit]

Raine's Proposal:[edit]

  • 5Energy, 0.25¼Activation time, 20Recharge time. Enchantment Spell. (5 seconds). You move 25...45...50% faster. The next time you strike a moving foe, that foe takes +5...25...30 damage and is crippled for 3...13...15 seconds. Hit effect: this enchantment is recharged. Ends if you hit or fail to hit with an attack.
    • Think Bull's Strike. This basically turns your next attack into Bull's, with Cripple instead of KD. If you attack a non-moving foe, nothing happens. If you hit a moving foe, you deal big damage and get the chance to do the same thing again, thanks to the instant recharge. It should be noted that "ends when you attack" would cause the enchantment to end before the attack hit, rendering it pretty much useless; this is why the ending clause is worded as it it. User Raine R.gif is for Raine, etc. 15:11, 6 October 2009 (UTC)

Harrier's Haste Harrier's Haste[edit]

Current:[edit]

  • 5Energy, 20Recharge time Stance. (5...13...15 seconds.) You move 25% faster and deal +5...13...15 damage to moving foes.

Proposed:[edit]

Raine's Proposal:[edit]

  • 5Energy, 0.25¼Activation time, 4Recharge time. Enchantment Spell. (8 seconds). You move 15...27...30% faster and deal +5...13...15 damage to moving foes. This enchantment is renewed whenever you strike a moving foe in melee.
    • Harrier's Grasp Lite. User Raine R.gif is for Raine, etc. 15:11, 6 October 2009 (UTC)

Mystic Healing Mystic Healing[edit]

Current:[edit]

  • 5Energy, 1Activation time, 2Recharge time Spell. Heals for 5...53...65. Affects one party member for each enchantment on you. The same party member cannot be healed more than once..

Proposed:[edit]

Raine's Proposal:[edit]

Mystic Twister Mystic Twister[edit]

Current:[edit]

  • 10Energy, 0.75¾Activation time, 12Recharge time Spell. Deals 30...106...125 cold damage to one foe in the area for each Enchantment on you. The same foe cannot be hit more than once.

Proposed:[edit]

Raine's Proposal:[edit]

  • 15Energy, 2Activation time, 12Recharge time. Enchantment Spell. (4...7...8 seconds). You move and attack 33% faster. Whenever you attack, one adjacent foe for each enchantment on you takes 5...21...25 cold damage. The same foe cannot be hit more than once.
    • Let's look at a best-case scenario. Let's say you're running this, a Conjure, and Heart of Fury (you're not running this for the IAS, of course), and they're all up. You've also got Shielding Hands and SoA on you because you're in the Hall of Heroes standing on the central altar. Lastly, you're enchanted with Patient for 3 seconds because your heal monk diverted Kiss and cast Patient on an enchanting staff (because they're bad). Both other teams are balled up on the altar, and 7 of them happen to be adjacent to you. Since you're running 15 wind, you can get off 7 attacks under 33% IAS, dealing 25 damage to 6 foes with 2 attacks and to 5 foes for another 5 attacks. Because both other teams are terrible and stayed adjacent to you, this spell does a total of 925 cold damage. Not too shabby for a 15-energy, two-second spell, right? That's probably significantly less damage than a Heat would do in the same situation, but you're not an ele. In more realistic circumstances, you'll probably deal significantly (by which I mean "LIGHTYEARS") less damage than that, but it's cool! You're still getting your IAS and IMS out of the deal. User Raine R.gif is for Raine, etc. 15:11, 6 October 2009 (UTC)