User talk:Cakey

Ongoing processes of me suggesting skill changes:

10e 1/4c 1r, decrease duration to 4-6ish seconds Creates viable utility out of this skill on an air ele, while the energy may be restrictive on other characters. Either; remove all preperations OR attack skills are diabled for 3-6 seconds Rangers just don't die, and with mend touch you cant use an air ele to defend the base. Hopefully this will make splitting slightly harder for them, and open up new options Increase kd to 3 seconds, increase recharge to 10 seconds The real problem before was gale lock, with a 10 second recharge this won't be an issue anymore, but will make gale a powerful disruption skill once again Rework: 15e 1c 10r. Target foe is crippled, dazed and blinded for 3...9...12s. More Viable Earth skills are required. 5e 1/4c 8r. For 3 seconds, target ally blocks the next attack. Trying to avoid the insane spamability of clumsiness whiel still creating viable utility, useful as anti ranger interrupts/crips or for spike saves due to 1/4c but needs to be used wisely due to only lasting 3 seconds. Could switch to earth to create more viable earth builds/earth split characters 10e 1c 15-20r Currently useless, can have lower recharge than shame as crazy e denial is less of an issue vs caster than other monks and more shutdown options are needed. Lower cast to be able to catch slower things such as rodgorts/some snares etc 10e 1/4c 12r For 0..2..2 second whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 4 Energy. Somewhat useful anti spike skill, might be too powerful though. Considering 15e, 10r to make it less viable for monks, but then spamming with decent energy management might be an issue Increase energy gain to 4..11..13 Should be viable, as its quite interesting and there are definately more powerful options available since its nerf Increase healing to 25..70 Was never really overpowered, and would be an interesting template in today's meta Rework: 10e 2c 25r For 13 seconds seconds all party members within earshot(so not pets/spirits/npcs), take 10...30..40% less damage from all sources and cannot be critical hit. Blockway sucks, but you still need party wipe passive defense to stop teams wiping. Reduced damage instead of block still allows rangers etc to function, as well as kds etc Rework: 15e 1c 10r Move to healing line. For 5 seconds. Whenever target ally takes damage, all allies(party members only) in earshot of that ally excluing the ally itself, gain 20% health of the damage taken.

Rework: 5e 3/4c 8r For 0..6..8 seconds Target other ally has +80 armour and +33% speed buff(and cannot be knocked down?). When this enchantment ends, that ally loses 50% health Certainly more interesting than what we have currently. 10r Duration 3/4s healed for 15...50...60 Health. Making the skill more proactive, and hopefully viable. Maybe overpowered on splits? Could cause cripple or something... 3/4c Doesn't really heal for that much, a slight cast increase might make it slightly less clumsy to use Rework: 5e 1/4 c 4r, For 5..14..17 seconds target ally gains +25 armour and +3 health regeneration Mending ownzzz Rework: Move to Divine Favour. 5e 1/4c 15r Regain all health and for 0..2..3 you take no damage. Still fairly bad, but makes it more interesting than previously. Target foe *and all nearby foes* Interesting, needs a buff imo. Target foe *and all nearby foes* Would hopefully get use against any signet heavy builds, still fairly useless though Make it go through anti interruption skills-like power block 3 seconds kd, go through anti interruption skils. Rework: Weapon Spell. For 10 seconds, target allies attacks cause crippling for 4..12..14 seconds More stand utility on Ritualists, in an unused line. (WAND SNARE) Rework: 5e 1/4c 10r Enchantment Spell. For 5...11..13 seconds, target other ally moves 33% faster. More utility on Ritualists. Ultimate bitch class imo. 10e->5e - slight buff as energy management. Rework: 10e 2c 20r Lose 50% of your *current* health, Each ally within earshot is healed for 30% of this lost health. More party healing options...

Strong Communing rework: Rework: 10e 3/4c 15r Binding Ritual Create a level *1* spirit. This spirit deals 10 damage every second to every foe adjacent to this spirit, for every foe adjacent to this spirit. This spirit dies after 15 seconds. I would like to see communing spirits reworked to be more proactive in their use, so faster cast times and much much easier to kill(hence level 1 spirit). This spirit is designed to punish bad positioning, and although I'm not totally sure on the exact numbers, the idea is there. It lasts 15 seconds because it should be fairly easy to kill. Rework: 10e 1/4c 15r Binding Ritual Create a level *1* spirit. This spirit cause cripple for 4...10..12 seconds to target foe and all nearby? foes with each attack. This spirit dies after 25 seconds. More versatile than straight up damage, can be used when pushing, or when retreating or effectively on a split. It can be killed really easily, but can usually get at least 1 attack off to do its job and let you escape. I'm thinking strong n/rt runners xD

Strong Blood magic rework: 17% health, +3..7..8 regen 70..210..260 health gain **target ally** Makes it more split friendly. Change health sac to: For each party member in the area sacrifice 10% health, 25r, for 3..8..10 seconds your health is increased by 110..370..440 **target ally** More split friendly. Rework: 1e, 1/4c 7r Enchantment spell. Target ally moves 33% faster for 15 seconds. That ally loses 3% max health every second they are moving More split friendly. Meh.