User:Raine Valen/Musings/Dervish Rebalance/Wind Prayers


 * Current:   Enchantment Spell. (20 seconds.) Reduces Energy cost by 5...17...20 for your next 1...3...3 attack skills.
 * Proposed:   Enchantment Spell. (2 seconds.) Shadow Step to target foe.  Your next attack skill costs  less Energy and activates % faster.  This spell has 1/3 normal range.
 * One of the balancing considerations with Scythe Mastery was energy cost. A lot of the skills were given a 10e cost as a short of prohibitive measure, but the issue with that was that Attacker's Insight would still allow free spikes, since it really didn't matter how much the skills cost with this buff.  Because of that, it has been reworked into one of the short-range steps that characterizes Wind Prayers, while still allowing the user a free attack skill at reasonable spec.
 * Proposed:   Enchantment Spell.  For  seconds, whenever you successfully hit with an attack skill, you gain 20% of that skill's cost.
 * Attacker's Insight now saves a more energy in the long run, but it doesn't allow the free spiking which was a problem before the update.


 * Current:   Touch Spell. Heals for 15...51...60 (maximum 150) for each enchantment on you.
 * Proposed: See Mysticism.


 * Current:   Stance. (5...17...20 seconds.) You move 25% faster if you are enchanted.
 * Proposed:   Stance. (5...17...20 seconds.) You move 25% faster if you are enchanted.
 * I really don't have any issues with this skill.


 * Current:   Enchantment Spell. (5...17...20 seconds.) You move 25% faster, and conditions expire 50% faster.
 * Proposed:   Enchantment Spell.  Lose one condition.  If a condition was lost in this way, you move 25% faster for  seconds.  Otherwise, you lose one Hex.
 * This one somewhat keeps the spirit of the original, giving the Dervish the ability to reduce condition pressure on itself and granting an IMS for successful removal. It can also be used as a hex removal, but with the downside that it can't be used if the derv is suffering from a condition and that a hex removal grants no additional benefit.
 * Proposed:   Enchantment Spell.  ( seconds.)  Whenever you would be hit with an attack skill, that attack misses and you Shadow Step to a random nearby location.  This Enchantment ends after  incoming attack skills.
 * This allows the dervish to dodge incoming attacks for a short period of time, allowing them to avoid being spiked. Because the effect is so powerful, this enchantment has a high cost and recharge to prevent spamming.
 * Proposed: See Mysticism.


 * Current:   Enchantment Spell. (10 seconds.) Initial effect: 15...63...75 cold damage to adjacent foes. End effect: removes 1 enchantment from foes near you.
 * Proposed:   Enchantment Spell.  ( seconds.)  Enchantments cast on nearby creatures expire % faster.  Enchantments cast on adjacent creatures expire % faster.
 * It now functions as a small Tranquility, creating an enchantment-hostile environment around the caster.


 * Current:   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:   Spell.  Target foe and adjacent foes are struck for  Cold damage.  Affected foes below 66% Health lose one Enchantment.  Affected foes below 33% Health are struck for an additional  Cold damage and are Crippled for  seconds.  This spell has 1/3 normal range.
 * A rather powerful spell that grows in strength as the target becomes closer to death. As all offensive Dervish spells, it has been limited to 1/3 normal range.


 * Current:   Elite Enchantment Spell. (20 seconds.) Inflicts Crippled condition (3...13...15 seconds) with your attack skills. No effect unless wielding a cold weapon.
 * Proposed:   Elite Spell.  Shadow Step to target foe.  That foe and all adjacent foes lose  Enchantments and are Crippled for  seconds.  This spell has 1/3 normal range.
 * The issue that has plagued Wind Prayers since, well, forever has been abuse by assassins. Assassins love wind prayers, period.  The possibility for assassin abuse is strong in this skill; I'm considering making it fail under a certain attribute spec.


 * Current:   Enchantment Spell. (20 seconds.) Your next 0...2...3 attacks are unblockable.
 * Proposed:   Enchantment Spell.  ( seconds.)  Your attack skills cannot be blocked.  Guiding Hands ends if you fail to hit.
 * This skill has simply been buffed, nothing elaborate. Previously, it was too short-lived to really accomplish anything.


 * Current:   Enchantment Spell. (5...21...25 seconds.) Your attacks inflict Crippled condition (3...13...15 seconds) on moving foes.
 * Proposed:   Enchantment Spell. ( seconds.) Your attacks inflict Crippled condition ( seconds) on moving foes.
 * It took too long to cast mid-engagement and was damnably hard to maintain. Both of those concerns have been addressed.
 * Proposed:   Spell.  Shadow Step to target foe.  If that foe was moving, that foe is Crippled for  seconds.  This spell has 1/3 normal range.
 * Grenth's Grasp's non-elite counterpart. The cripple is conditional and the shadow step, like all dervish offensive spells, is limited to 1/3 normal range.


 * Current:   Stance. (5...13...15 seconds.) You move 25% faster and deal +5...13...15 damage to moving foes.
 * Proposed:   Stance. ( seconds.) You move 25% faster and deal + damage to moving foes.
 * There's really nothing wrong with it in this form.
 * Proposed:   Stance. ( seconds.) You move 33% faster and deal + damage to moving foes.  This stance is reapplied whenever you hit a moving foe.
 * A little bit faster, and a little bit more offensive. I was actually considering making it a 50% movement speed buff, but considered that to be too far.


 * Current:   Enchantment Spell. (5...10...11 seconds.) You move 25% faster. You gain 1 Energy each second while moving. You lose 15...7...5 Health each second while moving.
 * Proposed:   Stance. ( seconds.) You move 25% faster and steal  Energy whenever you strike a moving foe.
 * The less-damage, more-utility alternative to Harrier's Haste.


 * Current:   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: See Mysticism.


 * Current:   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:   Spell.  Create a Mystic Twister at target foe's location.  Each second for 3 seconds, up to 3 foes near that location take  Cold damage for each Enchantment (maximum of 3) on you.  This spell has 1/3 the normal range.
 * This spell creates a small AoE effect at the target's location, enough to create scatter. Alternatively, it can be cast before spikes (especially those with snares) to add damage.


 * Current:   Spell. You are healed for 40...128...150. You lose 5 Energy if enchanted.
 * Proposed: See Mysticism.


 * Current:  Elite Enchantment Spell. (5...17...20 seconds.) You attack and move 25% faster.
 * Proposed:   Elite Enchantment Spell. ( seconds.) You attack 25% faster and move 33% faster.
 * This is just a minor buff to make it a little easier to maintain. The IMS has also been slightly increased.
 * Proposed:   Elite Enchantment Spell.  Shadow step to target foe.  If you have more Health than target foe, that foe is knocked down and you attack 33% faster for  seconds.  Otherwise, you move 25% faster for  seconds.  This spell has 1/3 normal range.
 * With this version of Onslaught, a Dervish can effectively create disruption and create kills through conditional KD. On foes with high health, the IMS gives the dervish the ability to pressure harder, while the KD gives the derv the sbility to finish off lower-health targets.


 * Current:   Spell. Remove one of your enchantments. You gain 30...78...90 Health. Lose 1...3...3 hexes if still enchanted.
 * Proposed:   Enchantment Spell.  Lose one Enchantment and one hex.  If you are still Enchanted, lose one hex for each enchantment on you (maximum of ).  You gain   Health for each hex lost in this way.
 * It keeps the functionality of the original, while being much easier to use as an anti-hex skill. It is also more in line with Featherfoot Grace.
 * Proposed: See Mysticism.


 * Current:   Enchantment Spell. (5...17...20 seconds.) Your attacker loses all enchantments whenever you are hit by a melee attack.
 * Proposed:   Enchantment Spell.  For  seconds, whenever you lose an enchantment, all adjacent creatures lose an enchantment.
 * One of the issues I see here would be that skills like Mystic Sweep and Rending Touch could potentially be used to remove multiple enchantments at once, if used properly. However, I'd be interested in seeing how that synergy played out.


 * Current:   Signet. (5...17...20 seconds.) You move 15% faster (maximum 33%) for each enchantment on you.
 * Proposed:   Signet.  ( seconds.)  You move 15% faster and an additional % faster foe each Enchantment on you (maximum of 33% faster).
 * Very much in keeping with the original, but easier to maintain and rewarding higher spec.


 * Current:   Signet. Inflicts Crippled condition (5...13...15 seconds). Remove one of your enchantments. Removal effect: instant recharge.
 * Proposed:  Signet. Inflicts Crippled condition ( seconds).  Remove one of your enchantments.  Removal effect: this signet recharges instantly and causes knock down if target foe was moving.


 * Current:   Touch Spell. Deals 15...55...65 cold damage. Also affects foes near target. Removes all enchantments from foes below 50%.
 * Proposed:   Spell.  Target foe and nearby foes take  Cold damage.  Affected foes below 50% Health lose all Enchantments.  If target foe was below 50% Health, you Shadow Step to that foe.  This spell has 1/3 normal range.
 * It's largely in keeping with the original, but also more in line with the new wind prayers offensive spells.


 * Current:   Enchantment Spell. (20 seconds.) Heal one ally in the area for 5...41...50 whenever you lose an enchantment.
 * Proposed:   Enchantment Spell.  ( seconds.)  Whenever an enchantment naturally ends on you, target foe loses an enchantment.  Whenever an enchantment naturally ends on that foe, you lose an enchantment.


 * Current:   Elite Enchantment Spell. (20 seconds.) You gain 1...6...7 Energy each time you hit with an attack. You have -3 Energy regeneration.
 * Proposed:   Elite Enchantment Spell.  ( seconds.)  You suffer - Energy degeneration, but you attack 33% faster.  If target foe dies while you are enchanted with Zealous Vow, you gain  Energy, your skills are recharged, and Zealous Vow ends.  If Zealous vow lasts its full duration, you lose all Energy.
 * Assassin's Promise is a very fun skill.