User:Bathory/Suggestions/Other

This page contains my suggestions for PvE-Only skills, Monsters skills and Henchmen.

Kurzick/Luxon Allegiance Skills

 * 8
 * Shout. ( seconds and 1 second for every 4 ranks in Strength.) All other party members gain 100 armor.
 * Shout. ( seconds and 1 second for every 4 ranks in Strength.) All other party members gain 100 armor.

Without nerfing this for use on other professions, such as Paragons or Barrage Rangers, adding a short additional length to strength would make this more powerful on it's primary class especially for accounts with low allegiance ranks.Even at rank one, a Warrior with 12 in Strength could keep this up longer than a Paragon or Ranger ever could, without having any ridiculously long armor buffs.
 * Spell. Removes Hexes from other party members. Transfers  other party member's conditions to you. Heals all other party members for % of your current Health. Lose half your current Health. Lose  Energy for each Hex removed.
 * Spell. Removes Hexes from other party members. Transfers  other party member's conditions to you. Heals all other party members for % of your current Health. Lose half your current Health. Lose  Energy for each Hex removed.
 * Spell. Removes Hexes from other party members. Transfers  other party member's conditions to you. Heals all other party members for % of your current Health. Lose half your current Health. Lose  Energy for each Hex removed.

It's current function can't really be changed without making it a must-have on all monk bars. Changing to work sort of like a self-sacrificing Star Shine would allow you to heal your team while highly endangering yourself. It has a long range so it would be powerful to use while far away from the person you're trying to heal. If used to it's full potention you would be left with little HP and Energy, so timing would be very important in the usage of this skill.
 * Enchantment Spell. (10 seconds.) You have + Health regeneration and +40 armor. You have an additional +40 armor while blind. ''You are Blinded (5 seconds).
 * Enchantment Spell. (10 seconds.) You have + Health regeneration and +40 armor. You have an additional +40 armor while blind. ''You are Blinded (5 seconds).
 * Enchantment Spell. (10 seconds.) You have + Health regeneration and +40 armor. You have an additional +40 armor while blind. ''You are Blinded (5 seconds).

This and Feigned Neutrality are actually "balanced" with each other, as at high ranks of Shadow Arts they last the same length, and this spell only has the more manageable end condition and a slightly higher regeneration. Giving it additional armor while blind goes with the skill's name and effect, as well as allowing it to be clearly better than it's non-PvE-only alternative.

Asura Skills

 * Spell. ( seconds.) Disables one Spell. This skill becomes that Spell. You gain Energy.
 * Spell. ( seconds.) Disables one Spell. This skill becomes that Spell. You gain Energy.
 * Spell. ( seconds.) Disables one Spell. This skill becomes that Spell. You gain Energy.

Other spells like this have no recharge because they do not give you Energy. However, those spells are also not PvE-only. Currently, this spell's recharge increases with your rank with the Asura. It can last as much as 40 seconds, because once your 20 seconds with the stolen spell is up, it recharges again. Reducing or removing the recharge on this skill would allow it to use the duration of the stolen spell as it's recharge, while still being able to be used for energy on Monster only skills without having to wait an absurdly long amount of time.

Deldrimor Skills

 * Shout. ( seconds) Prevents the next knockdown(s).
 * Shout. ( seconds) Prevents the next knockdown(s).
 * Shout. ( seconds) Prevents the next knockdown(s).

This skill's short duration makes it undesirable, but it's ability to counter all knock-downs would make it too powerful even with a second longer duration. Changing this to last longer but prevent only a few knockdowns should help it be more useful in areas that are knockdown heavy.
 * 7, 3/4
 * Touch Skill. Deals damage. Causes knock-down. You gain  adrenaline.
 * Touch Skill. Deals damage. Causes knock-down. You gain  adrenaline.


 * 4, 3/4
 * Touch Skill. Deals piercing damage and inflicts Bleeding condition ( seconds). You gain  adrenaline.
 * Touch Skill. Deals piercing damage and inflicts Bleeding condition ( seconds). You gain  adrenaline.


 * 6, 3/4
 * Touch Skill. Deals damage. Inflicts  damage and Cracked Armor ( seconds) if target foe is knocked down. You gain  adrenaline.
 * Touch Skill. Deals damage. Inflicts  damage and Cracked Armor ( seconds) if target foe is knocked down. You gain  adrenaline.

The main reason I dread using these skills is because it's difficult to chain with other adrenal skills, whether they're Deldrimor or profession-specific. At higher levels of Deldrimor rank, then this problem could be bypassed by giving 1 adrenaline when the skill completes.