User:Raine Valen/Musings/Dervish Rebalance/Scythe Mastery


 * Current: 5 10  Scythe Attack. If this attack hits, you deal +10...22...25 damage. If this attack hits a foe with Cracked Armor, that foe loses one Enchantment.
 * Proposed: 5 10  Scythe Attack.  If this attack hits, you remove 1 Enchantment.  If an Enchantment was removed in this way, you deal + damage.
 * Aura Slicer had been one of those Scythe Mastery skills that was characterized by the "does a lot of damage and maybe has a side effect" function that was common in Scythe Mastery before the update. It has been revamped into a primary enchantment removal that rewards proper use.


 * Current: 5 6  Melee Attack. If this attack hits, you deal +5...17...20 damage. If it hits a summoned creature, all nearby foes take 10...70...85 holy damage.
 * Proposed: 5 6  Melee Attack. If this attack hits, you deal +5...17...20 damage. If it hits a summoned creature, all nearby foes take 10...70...85 holy damage.
 * This effect is already extremely useful for taking out entire mobs of minions with one skill.
 * Proposed: 5 12  Scythe Attack.  This attack removes 1 Enchantment if it hits.  If an Enchantment was removed in this way, that Enchantment is disabled for  seconds.
 * Unfortunately, the above use was a niche use. Niche use is no use, and so it was reworked into something more fit for general usage.  In this form, it can be used to shut down key fast-recharging enchantments like Guardian (or even Patient Spirit).


 * Current: 10 10  Scythe Attack. If it hits, this attack strikes for +5...17...20 damage. If you targeted a foe who had less Health than you, that foe and all adjacent foes are struck for 15...51...60 cold damage.
 * Proposed: 10 8  Scythe Attack.  Deals + damage.  If this attack hits a foe with less health than you, that foe and all adjacent foes are struck for  Cold damage.
 * The two biggest complaints about this skill were that it (1) caused damage without hitting, so long as the target had less health than the user and (2) didn't trigger cold damage for each foe hit. Both of those concerns have been addressed.


 * Current: 5 6  Scythe Attack. If this attack hits, target foe is Crippled for 7 seconds for each Enchantment on you (maximum 10...18...20 seconds).
 * Proposed: 5 6  Scythe Attack.  Inflicts Cripple for  seconds, and an additional  seconds for each enchantment (maximum of 2) on you.  If you are under the effects of an Enchantment, this attack also inflicts Bleeding for  seconds.
 * Giving the attack an unconditional cripple was geared toward giving Dervishes that don't run enchant-heavy builds a solid snare. However, it still rewards Dervishes that do run multiple enchantments a bonus in the form of a longer, covered cripple.  The cover doesn't last long, just long enough to prevent if from being immediately removed at high spec.


 * Current: 5 12  Scythe Attack. If you have more Health than target foe, that foe is Crippled for 5...13...15 seconds. This attack does +5...9...10 damage.
 * Proposed: 10 10  Scythe Attack.  This attack deals + damage.  If you have more Health than target foe, this attack deals an additional  damage and Cripples that foe for  seconds.  If this attack hits a Crippled foe with less Health than you, that foe is knocked down.
 * This attack has been buffed into a very conditional KD and spike skill. Previously, it was almost never taken over Crippling Sweep, and only on builds that didn't run enchants (Crippling Sweep was taken on builds that did).  Because Crippling Sweep has been changed for use on non-enchanting builds, this skill became obsolete, and so was reworked to provide a different functionality.


 * Current: 5 3⁄4 4  Melee Attack. If this attack hits, you deal +5...9...10 damage for each adjacent foe (maximum 30 bonus damage).
 * Current (PvP): 5 1 4  Melee Attack. If this attack hits, you deal +5...9...10 damage for each adjacent foe (maximum 30 bonus damage).
 * Proposed: 5 1 4  Melee Attack.  If this attack hits, you deal +  damage for each nearby foe (maximum of ).
 * The bonus damage on Eremite's Attack was previously rarely achieved, and it was taken primarily on builds that already ran Mystic Sweep for a second fast attack. The increased area for considering foes should make it easier to meet its condition.
 * Proposed: 10 6  Melee Attack.  If this attack hits, target foe and all adjacent foes take  damage for each nearby foe (maximum of ).
 * In this form, it can deal significantly more conditional damage, and has a more easily met condition for dealing damage comparable to that of its previous form. This attack punishes clustering by becoming akin to Chilling Victory or pre-update Clamor of Souls.


 * Current: 5 12  Scythe Attack. If this attack hits, you deal +5...17...20 damage. If you hit more than one foe, this attack recharges instantly.
 * Proposed: 5 15  Scythe Attack.  Removes  Enchantments and Hexes if it hits.  You lose 3 Energy for each Enchantment removed in this way, and gain 5 Energy for each Hex removed in this way.
 * I honestly didn't know what to do for this skill, so I turned it into a Rend of sorts. However, unlike Rend, this skill has poor synergy with hex teams, though a Dervish can gain a benefit for removing hexes.  The penalty for removing enchantments is actually significant now; this skill can easily become a 14e attack.


 * Current: 5 4  Melee Attack. You lose 1 Enchantment. If you lose an Enchantment in this way, Irresistible Sweep cannot be blocked. This attack deals +10...26...30 damage if it hits.
 * Proposed: 5 8  Scythe Attack.  You lose one Enchantment.  If you lose an Enchantment in this way and Irresistible Sweep is blocked, your target is knocked down and loses  Enchantments.  This attack deals + damage if it hits.
 * This skill worked well enough, but offered no kind of utility. It has been reworked into an Irresistible Blow of sorts, more conditional and also more rewarding.  Because of the potential power of this skill, its recharge has been increased to prevent spamming.


 * Current: 10 8  Scythe Attack. This attack strikes for +5...17...20 damage if it hits. If you are under the effects of an Enchantment, you gain 3...10...12 Energy.
 * Proposed: 5 1⁄2 10  Scythe Attack.  Interrupts an action if it hits.  If the interrupted action was a Spell, you steal  Energy from that foe.  This attack deals 50% less damage if it does not interrupt a skill.
 * Dervishes had been long lacking interrupts. So, when given a skill patronized by Lyssa, I took the opportunity to add disruption to the dervish line.  The energy steal is a powerful tool, and so the recharge has been upped to account for that.


 * Current: 5 3⁄4 4  Melee Attack. If this attack hits, you deal +5...9...10 damage for each Enchantment on you (maximum 30 bonus damage).
 * Current (PvP): 5 1 4  Melee Attack. If this attack hits, you deal +5...9...10 damage for each Enchantment on you (maximum 30 bonus damage).
 * Proposed: 5 1 4  Scythe Attack.  Deals + damage for each Enchantment (maximum of ) on you.  If you were under the effects of  or more Enchantments, you and target foe lose one Enchantment.
 * Though this skill now potentially causes more damage, it has a drawback that discourages spamming and somewhat limits the damage output through diminishing returns. However, this same drawback also gives this skill a dual functionality, allowing it to be used as both a high-damage skill and an enchant removal.


 * Current: 10 12  Melee Attack. Lose 1 Enchantment. If this attack hits, you deal +5...17...20 damage and inflict a Deep Wound for 5...17...20 seconds.
 * Proposed: 10 1 8  Scythe Attack.  Lose 1 Enchantment.  If you lost an Enchantment in this way, you inflict a Deep Wound and Bleeding for  seconds.  This attack deals + damage if it hits.
 * It is now another spike skill. The deep wound is too short and uncovered to be used for pressure like pre-update Wounding Strike, and the infliction of said deep wound is now conditional.  DW covers bleeding.


 * Current: 5 6  Scythe Attack. This attack strikes for +2 damage for each point of Energy you currently have (maximum 5...41...50 damage).
 * Proposed: 5 6  Scythe Attack.  You gain  Energy.  This attack strikes for + damage for each point of Energy regained (maximum  damage).  You are Exhausted.
 * This skill was another one of those skills known for the big damages, while offering nothing else. It has been changed into a skill that not only returns energy, but also deals damage based on the amount of energy returned.  It promotes smart use in that using this skill at high energy will cause nothing but exhaustion (no energy regained, no extra damage).  Because it is so powerful, it has the added drawback of causing Exhaustion, which also creates diminishing returns.


 * Current: 10 8  Melee Attack. If this attack hits, you deal +10...26...30 damage. You gain 15...63...75 Health for each foe you hit that is suffering from a Condition.
 * Proposed: 10 10  Scythe Attack.  Deals + damage.  You gain  Health (maximum of 100) and  Energy (maximum of ) for each condition on each foe you hit.
 * Previously, this was an expensive attack that did good damage and gave mediocre conditional (no pun intended) healing. It has been buffed to better fit its cost and recharge time, and to better reward skilled use.


 * Current: 5 8  Elite Scythe Attack. If this attack hits, you deal +10...34...40 damage. If your target was below 50% Health, you also inflict a Deep Wound for 5...17...20 seconds. If target foe is above 50% Health, that foe loses one enchantment.
 * Proposed: 10 8  Elite Scythe Attack.  This attack deals + damage and removes one Enchantment if it hits.  If your target was below % Health, the bonus damage for this attack is doubled and you inflict a Deep Wound for  seconds, but this attack takes an additional  seconds to recharge.
 * Reaper's Sweep had always been a hard-hitting skill, and remains such. The previous version was updated to offer enchantment removal, but had the same issue as Gaze of Contempt:it didn't remove enchantments during the last moments, when an attacker really needed them removed.  The deep wound and double bonus damage make this skill into an elite Final Thrust of sorts, useful for finishing off a target.  Because this attack becomes significantly more powerful against foes below 50% health, the recharge is increased to compensate.


 * Current: 5 10  Melee Attack. If this attack hits, you deal +5...17...20 damage. If you hit a foe suffering from a Hex, that foe loses 1 Enchantment.
 * Proposed: 5 12  Scythe Attack.  This attack removes  Enchantments if it hits.  If you are under the effects of  or more Enchantments, this attack cannot be blocked.  This attack is disabled for an additional  seconds for each Enchantment removed.
 * The issue with Rending Sweep was that it required a hex, which Dervishes are incapable of providing. Though supporting team synergy is good, requiring it isn't as much.  It has been adjusted away from the "deals a lot of damage and maybe has a side effect, too" character that had previously characterized many skills in Scythe Mastery, and instead revamped to offer a lot more utility.


 * Current: 5 6  Melee Attack. You lose one Enchantment. If an Enchantment is lost in this way, you strike twice and gain 20...44...50 Health.
 * Proposed: 5 1 15  Scythe Attack.  Lose one Enchantment.  If an Enchantment was lost in this way, you strike twice and this attack recharges % faster.  These attack deal + damage if they hit.
 * This attack has been made into another spike-oriented skill, quickly dealing large amounts of damage in exchange for the dervish's enchantments. I had considered making the recharge clause "instant", but between high Mysticism and this attack, a Dervish could keep up an enormous DPS for long periods of time without much energy concern.


 * Current: 5 4  Melee Attack. If this attack hits, you deal +1...25...31 damage. If the target foe has less Health than you, you gain 30...70...80 Health.
 * Proposed: 5 4  Scythe Attack.  If this attack hits, you deal + damage.  If the target foe has less Health than you, this attack does an additional  damage and you gain  Health.  If that foe was below 50% Health, you gain  Energy.
 * The unconditional damage has been decreased and the conditional damage has been increased slightly. It now offers an energy gain under proper circumstances.
 * Proposed: 5 5  Scythe Attack.  If this attack hits, you deal + damage. If the target foe was below 33% Health, that bonus damage is doubled and you inflict a Deep Wound for  seconds, but this attack takes an additional  seconds to recharge.
 * This version is more like a non-elite Reaper's Sweep, ideal for providing a final blow.


 * Current: 5 6  Scythe Attack. If this attack hits, you deal +5...17...20 damage and inflict a Deep Wound for 3...9...10 seconds. You suffer from Weakness for 10 seconds.
 * Proposed: 5 1 3  Scythe Attack.  Deals + damage and inflicts a Deep Wound for  seconds if it hits.  You are Exhausted.
 * This is the closest to a clean, non-elite, energy DW available to the Dervish. It limits its spammability through exhaustion, which will quickly destroy the energy pool of an unwary dervish.


 * Current: 5 3  Elite Scythe Attack. If this attack hits, target foe suffers from Bleeding for 5...17...20 seconds. If you are under the effects of an enchantment, target foe also suffers from a Deep Wound for 5...17...20 seconds.
 * Proposed: 10 12  Elite Scythe Attack.  This attack deals + damage and Cripples your target for  seconds.  If you were Enchanted, this attack deals an additional  damage also inflicts a Deep Wound for  seconds.
 * Let me explain this one. People have always compared WS to Eviscerate to show how OP WS is.  As such, WS has been reworked to be more like Eviscerate.  The recharge mandates that this skill be used in spikes, as opposed to spammed on recharge like its previous form supported.  On a spike, the cripple covers the Deep Wound, but only for a few seconds, which does two things: it (1) prevents the DW from being dismissed off immediately and (2) allows room for follow-up attacks.  The duration of the cripple is short enough, however, that it can be waited out, thereby allowing a monk to remove the uncovered DW.


 * Current: 5 10  Scythe Attack. If this attack hits, you deal +10...22...25 damage. You gain 3 Energy for each foe you hit.
 * Proposed: 5 5  Scythe Attack.  If this attack hits, you deal + damage. If you were Enchanted, you gain  Energy.
 * The energy gain before had been fine for attacking clustered foes, like pre-update Eremite's Attack. However, because a scythe rarely hits more than one foe, the energy gain has been made less conditional.