User:Bathory/Suggestions/Dervish

The following skill suggestions are for Dervish elite and non-elite skills. They are not actually implemented in the game.

Earth Prayers

 * Elite Enchantment Spell. (20 seconds) You deal +% more damage. You can not use attack skills.
 * Elite Enchantment Spell. (20 seconds) You deal +% more damage. You can not use attack skills.
 * Elite Enchantment Spell. (20 seconds) You deal +% more damage. You can not use attack skills.

The older version of this skill made more sense. Like Vow of Silence, you gain a large benefit (being immune to spells/dealing more damage) and lose something that would normally assist the benefit you gained (self healing spells/attack skills). Now, this skill fails in areas that it once thrived (RA, where you could load up on enchantments healing you and just wail on things for huge amounts of pressure) because someone else will have conditions. In large arenas, building a team around this is difficult - as conditions are often glued to many professions bars - including Dervishes who typically deal a lot of Deep Wound and Crippled. While a buff is in order, the draw-back should remain paradoxical and hinder attacks or attack skills.

Mysticism

 * (PvE)
 * Elite Form. ( seconds.) You have +200 maximum Health, you are immune to conditions, and your attacks deal earth damage. This skill is disabled for 120 seconds.
 * Elite Form. ( seconds.) You have +200 maximum Health, you are immune to conditions, and your attacks deal earth damage. This skill is disabled for 120 seconds.

I remember this used to have a lot more HP on it, which was nerfed because it was overpowered in PvP. However, this was done before PvP/PvE splits and this skill suffers in PvE because of it. Additional health isn't nearly as overpowered in PvE as it is in PvP, so reverting this back to it's original health shouldn't change much. (Was the additional 150 or 200? I never used it, so I don't really remember)
 * Enchantment Spell. (10 seconds) Deals holy damage to adjacent foes. Whenever you hit with a scythe attack, nearby foes take  holy damage.
 * Enchantment Spell. (10 seconds) Deals holy damage to adjacent foes. Whenever you hit with a scythe attack, nearby foes take  holy damage.
 * Enchantment Spell. (10 seconds) Deals holy damage to adjacent foes. Whenever you hit with a scythe attack, nearby foes take  holy damage.

Sort of like a weaker, enchantment version of Hundred Blades. It would be useful against undead, but not much else.
 * Spell. Remove one of your enchantments. Removal effect: you gain Energy (maximum 15) for each adjacent foe.
 * Spell. Remove one of your enchantments. Removal effect: you gain Energy (maximum 15) for each adjacent foe.
 * Spell. Remove one of your enchantments. Removal effect: you gain Energy (maximum 15) for each adjacent foe.

A shorter casting time makes it easier to meet the condition, as adjacent isn't that large of an area, a foe (especially a kiting one) would be gone by the time the spell completed.

Scythe Mastery

 * Elite Scythe Attack. Inflict Bleeding condition ( seconds). Also inflicts Deep Wound condition ( seconds) if you are enchanted.
 * Elite Scythe Attack. Inflict Bleeding condition ( seconds). Also inflicts Deep Wound condition ( seconds) if you are enchanted.
 * Elite Scythe Attack. Inflict Bleeding condition ( seconds). Also inflicts Deep Wound condition ( seconds) if you are enchanted.

Make Deep Wound cover Bleeding.

Wind Prayers

 * Enchantment Spell. (10 seconds) Your scythe attacks steal Health whenever they hit. Initial effect: Remove an enchantment from adjacent foes.
 * Enchantment Spell. (10 seconds) Your scythe attacks steal Health whenever they hit. Initial effect: Remove an enchantment from adjacent foes.
 * Enchantment Spell. (10 seconds) Your scythe attacks steal Health whenever they hit. Initial effect: Remove an enchantment from adjacent foes.

Works sort of like the PvE only version of Avatar of Grenth. The Health stealing is low, and the recharge is still considerably larger than the duration, which means it shouldn't be a huge problem in PvP.

No Attribute

 * Spell. Nearby foes with less health than you lose one enchantment.
 * Spell. Nearby foes with less health than you lose one enchantment.
 * Spell. Nearby foes with less health than you lose one enchantment.

Still works like it does, but without having a huge duration with a common end effect. If your first hit lands on something with equal or more health, you won't strip anything. Making this a spell makes it easier to choose when you want to use it.