User:Pika Fan/Balance

Fire Magic

 * PvP - - Fire Magic - Elite Spell. If target foe is not burning, all nearby foes are burnt for  seconds. If target foe is burning, all nearby foes take  damage and are cured of Burning.
 * Bye bye SF spike.


 * PvP - Does not stack with.
 * 20 fire magic in PvP is ridiculously overpowered, even with fire shields and hard prots.

Air Magic

 * PvP - - Air Magic - Elite Spell. Target foe is struck for  lightning damage. That foe and all adjacent foes are Blinded for  seconds. This Spell has 25% armor penetration.
 * Slight nerf.

Domination Magic

 * - - Domination Magic - Elite Hex. For 10 seconds, target foe and all adjacent foes are hexed with Visions of Regret. Each skill used while under this hex has % more recharge time and deals  damage to the user.


 * - - Domination Magic - Hex Spell. Interrupt target foe's skill. If the interrupted skill is a spell, target foe and all nearby foes are hexed with backfire for 6 seconds. While under backfire, foes take  damage each time they activate a skill.
 * Less fire-and-forget skills, more intelligent use.

Inspiration Magic

 * - - Inspiration Magic - Elite Spell. Target foe is interrupted. If target foe is not activating skills or attacking, interrupt all nearby foes instead. Steal  energy for each interrupted foe.
 * Elite WNWN.

Mysticism

 * Mysticism : Whenever an Enchantment ends, you gain 1 Health for each rank of Mysticism and 1 Energy for every 3 ranks of Mysticism. You may only gain Energy in this way 5 times every 15 seconds.
 * It's annoying and unbalanced how dervishes get ridiculous amounts of energy when monks spam small enchants like patient spirit and reversal of fortune on the dervishes. Mysticism at its current state allows dervishes to get away with having nearly no energy management while having survivability with just their primary attribute.

Scythe Mastery

 * - Deep wound covers Bleeding.

Deadly Arts

 * - - Deadly Arts - Elite Skill. Target foe is struck for  blunt damage and is crippled for  seconds. This skill counts as a lead attack.
 * Utility, bar compression, and access to easy knockdown chains with snares make this skill OPed.

Spawning Power

 * - - Spawning Power - Item Spell. Hold Lee Sa's ashes for  seconds. While you hold her ashes, you gain +3 Energy regeneration. When you drop her ashes, you gain  Energy.
 * Poor energy management at its current state. Reduced energy consumed and casting time while increasing energy regeneration and decreasing energy gain when ashes are dropped. Overall, this skill is still weaker than power drain because power drain requires intelligent use while this is a fire-and-forget emanagement skill like ether signet.

Channeling Magic

 * - - Channeling Magic - Spell. Target foe takes  damage. If target foe is within earshot of a corpse or Spirit, this spell recharges immediately.
 * This skill is a joke compared to spirit burn. This is too conditional and unrewarding for 20 seconds recharge.

Communing

 * - - Communing - Binding Ritual. Create a level  spirit. This Spirit's attacks deal  damage and deal double damage to hexed foes. This spirit dies after  seconds.
 * 25 energy for a spirit that does not prioritise attacking hexed foes is very very expensive. Even if otherwise, 25 energy is still very costly and unviable for ritualists. Energy cost should be decreased and AI improved to prioritise attacking hexed foes.


 * - - Communing - Enchantment Spell. For  seconds you have  damage reduction while within earshot of a spirit.
 * Boring skill and too conditional to be of practical use except in niche circumstances(spirit spam).

Curses

 * - - Curses - Elite Hex Spell. For  seconds, target foe and nearby foes gain  % less benefit from healing and deal  % less damage.
 * - - Curses - Elite Hex Spell. For  seconds, every time target foe deals damage, 66% of the damage is returned to target foe. Damage returned is limited to.
 * Elite holy wrath, just like it is an elite scourge healing atm.

Divine Favor

 * - - Divine Favor - Elite Spell. Remove one condition and hex from target ally. If a condition is removed, target ally is healed for  health. If a hex is removed, target ally is healed for  health.
 * Functionality changed, made healing more conditional to promote and reward skillful use. Lowered energy cost to make it more affordable and raised recharge to prevent it from being too superior to Empathic Removal.


 * PvP - - Divine Favor - Enchantment Spell. For 30 seconds, your smiting prayer skills have an extra 3 seconds of recharge but has double divine favor bonus.
 * Smiter's Boon before the PvP nerf made smiters deal a lot of AoE damage while increasing the amount of support to phenomenal levels in large groups. By changing the functionality to include an extra recharge clause, this effectively trades damage for support, thus balancing the skill, and thus reintroducing smiters as a viable yet not too broken a class.


 * - - Divine Favor - Elite Signet. Your next 2 divine favor, protection or healing spells that target an ally heals for 5 health per rank in divine favor, and cost 2 less energy.
 * Boon signet is still terrible.


 * PvE - - Divine Favor - Elite Enchantment Spell. For  seconds, signets that target an ally heals for  health for each point in its respective attribute. Signets that target a foe does  damage for each point in its respective attribute.
 * This attempts to bring back Scribe's Insight as a slight buff to actually provide a more useful boost to signets.


 * PvP - - Divine Favor - Elite Enchantment Spell. For  seconds, signets that target an ally heals for  health for each point in its respective attribute. Signets that target a foe does  damage for each point in its respective attribute. Foes struck with a signet under Scribe's Insight are immune to signet effects and damage for 2 seconds.
 * This attempts to bring back Scribe's Insight as a slight buff to actually provide a more useful boost to signets.


 * - - Divine Favor - Elite Spell. Transfer all hexes from target other ally to you. For each hex transferred in this way, heal both you and your target ally for  health. Each hex transferred in this way has its duration increased by %. 50% failure rate with 4 divine favor and less.
 * Would be an interesting elite now, would like to actually see if this would make it viable and balanced at the same time.


 * - - Divine Favor - Elite Enchantment Spell. Remove up to  conditions and  hexes from target ally. For  seconds, hexes and conditions on target ally expire % faster.
 * While this skill helps against hex pressure, it completely dominates casual hexing like snares.


 * - - Divine Favor - Elite Enchantment Spell. For  seconds, your healing prayer spells cast 20% faster, heal for 20% more health and costs 1 less energy.
 * Healer's Boon makes many other monk elites obsolete, hence changed to an energy management elite with slight casting and healing bonuses.

Healing Prayers

 * - - Healing Prayers - Elite Spell. Heal target ally for  health. For each hex or enchantment on target ally, gain 2 energy(maximum 7 energy).
 * Healing Light is weak at restoring health, although its e-management effect is decent. By raising the amount of health healed and energy consumed, while increasing the potential energy return, this is an attempt to make a viable and interesting elite similar to Zealous Benediction, while requiring intelligent use(healing on targets with enchantments/hex stacks).


 * - - Healing Prayers - Elite Enchantment Spell. For 8 seconds, target ally gains + health regeneration. The next time target ally takes damage, target ally and up to  adjacent allies are healed for  health and Healing Hands ends prematurely.
 * Healing Hands is an elite with a poor recharge while being inferior to its non-elite version, Healing Seed. By introducing a Reversal of Fortune-like effect, this change attempts to bring it back to play as a protection-like Healing Prayers spell without being too overpowered.


 * - - Healing Prayers - Elite Enchantment Spell. Heal target ally for  health. For 2 seconds, target ally is Enchanted with Glimmer of Light. Glimmer of Light heals for  health each second.
 * Glimmer of Light has been outclassed by Patient Spirit, a non-elite counterpart that heals more(although with a heal delay). It is also outclassed by Zealous Benediction and Word of Healing as more efficient and effective heals. This attempts to bring it back to useful play by changing the function of the skill to that of a Patient Spirit with the added effect of a heal right at the start.


 * - - Healing Prayers - Elite Spell. Heal target ally for  health. Up to  additional other allies near target ally are healed for  health. For each additional ally healed, you lose  energy.
 * Healing Burst at its current state is still inferior to Word of Healing as its AoE healing effect is very minimal. This attempts to buff the skill such that it does its intended job(AoE healing) more effectively.


 * - - Healing Prayers - Enchantment Spell. For  seconds, target ally gains  health regeneration. This enchantment renews each time target ally is knocked down.
 * Because the current SS sucks.

Protection Prayers

 * - - Protection Prayers - Elite Hex Spell. For 6 seconds, target foe is hexed with Amity. Every time target foe uses a skill that targets a foe or attacks, up to  damage is converted to healing.
 * - - Protection Prayers - Elite Spell. Heal for  health and remove 1 hex from each party member in earshot.

Smiting Prayers

 * - Recharge raised to 30 seconds.
 * - - Smiting Prayers - Elite Hex. For 4 seconds, target foe is hexed with Word of Censure. The next time target foe attacks while under Word of Censure, the attack fails and target foe and all nearby foes take  damage and is blinded and burnt for  seconds, and Word of Censure ends.
 * - - Smiting Prayers - Enchantment Spell. Remove 1 condition from target ally. If a condition is removed, for 6 seconds, the next time target ally takes damage, up to  damage is returned.(Note:Damage is NOT reduced)
 * Smiters still provides strong support, and needs to be brought in line with other support options.


 * - - Smiting Prayers - Enchantment Spell. Remove 1 hex from target ally. If a hex is removed, for 6 seconds, the next time target ally takes damage, up to  damage is returned.(Note:Damage is NOT reduced)
 * Smiters still provides strong support, and needs to be brought in line with other support options.

Updates to hero AI and usage in PvP

 * Heroes now have an increased response time when it comes to interrupting.
 * Up to 2 heroes may be used in GvGs.

Updates to GvG

 * Only 3 people (including 1 officer/guild leader) is required to start a GvG.