Feedback talk:User/Damysticreaper/Monk skills

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A little bit much?[edit]

Firstly, I'll say that there are a fair few ideas here that I do like. I realise that the rest of this doesn't necessarily reflect that, but there are a fair few skills that currently see no use (such as Amity or Word of Censure) that I quite like what you've done with.

I think you need to watch your smitehealing possibilities. You've made divine favor a fairly nice addition (but not an absolute necessity) for running smite builds, but certain skills jump out as allowing characters to do significant amounts of both damage and healing (and in the case of RoD, prot as well!) at once. After all, this already happened with smites.

In particular:

  • Light of Dwayna: I can't see much use for this if it's 80 healing across all party members, but if it's 80 healing on each party member then it completely outclasses a similar existing skill that needs you to spend a lot of energy, and LoD is not even elite. Admittedly that's not an entirely fair comparison, as Mist Form does other things as well, but the point still stands: that much party healing for a non-elite enchantment seems rather a lot.
  • Spell Shield: I can't understand what this would do when you throw something like RoD into the equation.
  • Signet of Devotion: Look at Ethereal Light, both your version and the existing one. This copy can be run on smiters without any need to invest in healing, and it's free!

I'm thinking that a few of these could potentially be quite overpowered.

  • Blessed Light - Such a huge heal for 5e, and great bar compression for parties running heavy enchants as well. If you disregard the requirement for an enchanted target it also significantly outclasses the other popular monk hex removals (smite, cure, reverse) in terms of recharge.
  • Holy Haste - How many other professions can have constant 25% IMS (don't need to invest too highly with an enchanting weapon, either) tied to their primary attribute?
  • Scribe's Insight - Go /Me with Mantra of Signets and run infuse with a few mes/smite signets, and... well, I get the feeling this is something that shouldn't happen.
  • Unyielding Aura (PvP) - Can be thrown around on loads of people at once to make smiteheal even more ridiculous, or it could permit secondary healers or ordinarily small packets of party healing to be rather too effective. Existing spells with a similar effect have their percentages a lot lower.

You've upped the potency of general heals quite a lot. Monks can already be hard enough to kill in disorganised PvP if you lack certain skills or interrupts. Although you so rarely saw it, Orison really is the benchmark for 5e healing: it's the only one of the non-elite 5e healing skills that has no other drawbacks to it. Compare the other non-elite 5e heals to it, and each has its upsides and downsides. Is it really necessary to raise the bar so greatly on these?

You also have an awful lot of 1/4s casts, which is seriously going to mess up a pretty major current monk counter.

Progression
% healed
@480 health
@600 health
0
10
48
60
1
10
50
63
2
11
53
66
3
11
55
68
4
12
57
71
5
12
59
74
6
13
62
77
7
13
64
80
8
14
66
82
9
14
68
85
10
15
71
88
11
15
73
91
12
16
75
94
13
16
77
96
14
17
80
99
15
17
82
102
16
17
84
105
17
18
87
108
18
18
89
110
19
19
91
113
20
19
93
116
21
20
96
119

The values at low attribute ranks look rather high to me, as do the values for the 600 health character.

  • Light of Deliverance: The healing would presumably be affected by DF, which makes it quite significantly better than it is currently.
  • Heal Area: Factor in DF and it's rapidly approaching Heal Other on all allies in the area and for the same energy cost!
  • Healing Hands: Put this next to Spirit Light Weapon and factor in a decent DF rank. Even though rits get spawning to extend weapon spells, and they're unstrippable, it's still clear which is better in my opinion. In PvE, there are other weapon spells it's nice to have on people, too.

Some of your 5e prots (spirit bond, PBond...) are very, very powerful for that small cost.

  • Bane Signet: I'm sure somebody will delight in the fact that this can KD skill users for free every 15s without any attribute investment required.
  • Holy Wrath, Symbol of Wrath and Kirin's Wrath: Even if you forget the bonus they provide to allies, these feel ridiculously powerful: You can't remove them, and their AoE is huge.
  • Shield of Judgement: Either effect seems very powerful. AoE unconditional KD is usually expensive. That damage deflection is like Retribution triggering maximally every hit, and on non-attack damage as well!
  • Vengeance: That's quite a lot more damage.
  • Judge's Insight: The current version has scaled duration, costs 10e and has 2s cast time. Yes, it's unwieldy, but 20% AP is rather a lot. Your version does the same things, is 5e 1/4c and can be maintained comfortably without any points in smiting whatsoever, and there's the question of what attacking classes would make of the energy, not to mention a beefy selfheal...
  • Purifying Veil: I'm not sure this will see any more use in that form. The great thing about holy veil is that it's the only thing you can do to take certain mesmer hexes off you without triggering them - conditions just don't have that same scary factor.

Loggy (talk) 18:58, 10 June 2014 (UTC)

I must say that I'm pretty amazed to get a reaction to an old suggestion at this point.
Well lets start with smiting. I designed it to offer more support like the "Balthazar" skills that support martial characters and the "Wrath" skills that support damage. The "Wrath" skills are basically ward spells (I wanted to make them wards at first) that improve damage for allies and deal damage to foes inside of it. Like wards they require correct positioning to be fully effective, wich often mean for you to be near your enemies. I can understand that I might pose a problem for PvP, for PvE not so much anymore. They have a high cost and long cooldown wich cannot be reduced and their effects may feel "ridiculous" but if you read it carefully you will notice that most of the time you can only have a benefit for either of the 2 effects they have.
Holy Wrath deals damage based on spells and requires either your foes to be inside of the area casting spells to deal damage or allies to be inside of it for the damage buff for spells cast on targetable foes. Spellcaster always keep a healthy distance from their foes so you will almost never gain full benefit from both effects of Holy Wrath and a PBAoE spells don't trigger it, so no Flame Burst, Shockwave or flash enchantments.
Kirin's Wrath requires you to be adjacent to your foes if you are inside of it so spellcasters have almost no benefit to it and works best for martial allies, the same goes for Symbol of Wrath. In PvP players are smart enough to move outside of their range to avoid damage, even with their nearby range it's still conditional damage. In PvE i seriously doubt they will cause balance issues.
Moving on to healing for smiters. Smiter's Boon (PvP) was created because smiters could heal and deal damage easily at the same time without investing in Healing Prayers, in this suggestion they on have Blessed Light and Signet of Devotion to directly heal allies. You can place Light of Dwayna in the same category as Divine Healing and Heaven's Delight. For serious healing they would need to take Blessed Light wich requires an elite slot or invest into Healing Prayers, Signet of Devotion alone would not be enough (besides I only decreased the casting time to make it playable). With that i don't fear that we will have a Smiter's Boon 2.0 in PvP.
For the remaining Smiting Prayers skills you mentioned. Shield of Judgment is an elite Retribution yes and don't forget that the knock down only occurs after 8 seconds wich is quite long. As for Vengeance I would like to see a hard rez for Smiting Prayers and the unplayed Vengeance seemed like the perfect skill for it. The damage buff has been increased to turn the battle around (if you get means that you are losing after all).
As for Bane Signet and Judge's Insight, I do hope that people who play them like them :).
Looking at the comparisons you made for Light of Dwayna and Unyielding Aura (PvP) i see very few differences/problems. For LoD and MF, LoD is capped at 80 every 15 seconds and requires you to cast spells for it to triggers, it's basicly Divine Healing and Heaven's Delight with a bit more healing pread over a period of time instead of instantly. Compared to MF, MF healing for a lot more without a cap and the ele can easily afford the energy cost since it has a lot stronger energy management than a monk, not to mention that the ele has an entirely different role than the monk and simply cannot be compared.
For Unyielding Aura (PvP) i based it on the old Aura of Faith with the current Aura of Faith healing buff (the short duration vs recharge comes from its large damage reduction combined with healing). Life Attunement is a non-elite and costs a lot more energy due to it's upkeep cost and Unyielding Aura for PvE is simply a Healer's Boon for all your healing spells and for the healing the enchanted ally receives. With a healing buff at such an amount you would be better off using Healer's Boon.
For Scribe's Insight you do make a good point. Seeing you linked it to Mantra of Signets a simple description change would be enough (Ends if you cast a spell on yourself or enter a stance.). But I have no intentions to change its function.
Now you asked if it really is necessary to up the healing like that and you compared it to the benchmark Orison of Healing.
Now lets compare old Orison with old Divine Favor bonus at Healing Prayers 12 and Divine Favor 12 and with the new Orison and the new Divine Favor also both at 12 at a 600 health target. Old Orison heals for 60 at 12 and combined with the 38 healing of 12 Divine Favor you net at 98. New Orison heals at 94 and combined with a increase of 12% wich is rounded to 8 you will get a total of 102, only 4 more than the old Orison. The amount these spells heal have barely been changed. Heal Other and Heal Party combined with Divine Favor also heal for an amount that is roughly the same as their current versions, the only difference for Heal Party is that all party members benefit from the heal of Divine Favor instead of just the caster. The same goes for the elite versions Glimmer of Light and Light of Deliverance. Word of Healing has been changed to resemble Heal Other more with a slightly increased healing and decreased casting time but with the drawback that it cannot be self-targeted anymore, like it used to be. I did it to let Glimmer of Light and Light of Deliverance to see more play. Heal Area has its range increased simply to reflect its name better (and no longers heals enemies). As for Healing Hands being compared to ...Spirit Light Weapon (seriously?), it needs to be able to properly compete with the other healing elites so I made it an elite heal over time spell. Same healing as Healing Breeze and with the added ability of Vigorous Spirit (skills only!). But instead comparing Healing Hands to a non-monk elite, compare it to the monk elite skills it has to compete with (the same goes for other monk skills).
Well that's my reaction for now. I didn't expect that I would ever have to give response to my old suggestions. Da Mystic Reaper (talk) 17:10, 11 June 2014 (UTC)
If you can only be affected by one copy of the wards, then that definitely weakens them quite significantly; however I'd still question whether adjacent AoE on Symbol of Wrath is needed. There's currently only one skill combination which does AoE damage each all foe in an area, and that's Barrage + Splinter Weapon, which has limits. Yes, this is less damaging and can't be perpetually maintained, but even still it would have tremendous potential for ruining caster parties.
I'd suggest limiting Holy Wrath and Kirin's Wrath to party members. Limiting it to non-spirit allies would help, but Holy Wrath could still stack up heavily on minion builds. We already have EBSoH in PvE that works on them, anyway. In their present state they could be used to make spirits even more powerful than they already are.
I got a little bored of playing JQ, and remembered finding this a while back so I thought I might as well pop by :)
Shield of Judgement is still a lot more than a beefed Retribution, because it does fixed damage, triggers on non-attack damage, is cheap and has a pretty powerful end effect. It can transform various skills that deal damage per second into pretty much suicide skills. It's hard to say whether it would truly be overpowered, though: retribution does suck and as you've changed all the skills that involve self-stripping non-dervish enchantments, it would be difficult to time the KD.
Unyielding Aura: Aura of faith gives you time to heal the target once (or maybe twice) before it ends. The difference between this and Healer's Boon is that HB only affects your Monk spells rather than anything your party can produce that comes from any profession.
As for heals, I'll look at the individual spells with 12 DF. Another thing that could drive these percentage heals over the moon is Symbiosis and other skills like that. It's also becoming increasingly obvious that it is probably not worth investing into your version of DF when healing: it added a lot (~30% to Orison) to monk heals before, and now only 12% for most spells. Running Signet of Lost Souls and healing skills might be more worthwhile.
I did most of the current DF calculations via mental arithmetic. I also know that the scaling for the old ones won't be quite right thanks to adding DF, but you get the 0-15 range at least.
  • Orison: 54...84...91 on 480 health, 67...105...114 on 600 health. Currently 58...98...108.
  • Dwayna's Kiss: 5...63...78 without enchant/hex, 6...71...87 without. Inferior to both Orisons.
  • Ethereal Light: 28...95...112 compared to 63...123...138 + easily interrupted currently.
  • Glimmer: 81...103...108 on 480, 101...127...134 on 600. Currently 48...132...153.
  • Heal Area: 34...114...134 allies in the area only vs 30...150...180 adjacent including enemies.
  • Heal Other: 54...161...188 on 480, 67...201...235 on 600 vs 73...185...213.
  • Heal Party: 27...83...97 on 480, 34...98...114 on 600 vs 30...66...75 plus DF bonus on caster only.
  • Healing Touch: 30...87...101 @480, 37...108...126 @600 on nearby vs 93...128...137. Yes, it didn't see much use, but this completely outclasses Healing Burst assuming party members are nearby.
  • Healing Whisper: 45...99...112. Old was 78...126...138.
  • LoD: 27...83...97 @480, 34...98...114 @600 vs 5...57...70 plus DF bonus on caster.
(skipping a few, this is taking longer than anticipated)
  • WoH: Hmm, more complicated. 54...97...108/88...194...220 @480, 67...121...134/100...262...302 @600 and no self target. Currently 73...225...263 and 3/4s cast.
  • Words of Comfort: Unconditional healing as per LoD, 55...173...203 @480 vs 62...193...226 @600.
Of the above, plenty turn out similar, yes. But there are a number that are clearly much better for various reasons.
  • Heal area, because of its HUGE area.
  • Heal party or LoD are 20-30% stronger.
  • WoH heals a bit more on high health targets and has 1/4s cast.
  • Healing touch makes other AoE heals look terrible, if you spec up both healing and DF a lot.
  • Words of Comfort is barely worse than WoH.
  • Healing ribbon has a crazy healing/energy ratio, assuming it's not wasted.
Regardless of the comparison, the percentage healing values are very high for low attribute levels, and DF doesn't help that much. Glimmer alone would heal 90 at 0 Healing and 0 DF on a 600 health target, and as previously mentioned it would get crazy when you introduce max health increases.
I haven't yet touched on AoE heals. At the moment the best party healing you can do on a monk is either LoDspam (which you've increased substantially) or UA+Heaven's Delight+Divine healing, but that's more attractive as it gives you the best res in the game and takes up only one attribute. Those spells don't actually heal for a great deal, though.
Signet of Lost Souls.jpg
Signet of Lost Souls
Heal Area.jpg
Heal Area
Healing Ring.jpg
Healing Ring
Healing Ribbon.jpg
Healing Ribbon
Healing Touch.jpg
Healing Touch
Mend Condition.jpg
Mend Condition
Optional.jpg
Optional
Optional.jpg
Optional
  • Optional Elite:
    • Light of Deliverance
    • Healing Light
    • Anything else that sounds fun, I suppose?
  • Last skill
    • Words of Comfort
    • Cure/Reverse Hex
    • Hard res
Admittedly heroes would be dumb with healing touch, but this could still pump out quantities of AoE healing on an unprecedented scale. This is probably pushing it even with soul reaping energy, but hopefully you get the idea.
Hmm, I seem to have forgotten the Healing Hands stuff. SLW doesn't see much use, no, but half the healing on that must surely have been conditional for a reason. Removing the condition, throwing in another moderate heal and increasing the duration (can use an enchanting weapon to put HH up to 18s) makes it seem a little powerful. But hey, we might just have to agree to disagree on this one. Loggy (talk) 20:47, 11 June 2014 (UTC)
Looking at it you seem to be troubled by the low spec heals and the AoE heals. Well I can decrease the range of Healing Touch to adjacent without a DF boost but remember that Healing Ribbon cannot be self-targeted and only heals 2 more allies at a recharge of 10. Also about Healing Whisper, it's currently a half-range spell.
Anyways when you have properly listed the suggestions that you see a flawed please also add how you think they are wrong and how they can be improved. If not it won't be very useful to me if I want to improve it. Constructive feedback is very important for a suggestion. Da Mystic Reaper (talk) 18:36, 12 June 2014 (UTC)

(Reset indent) I'll admit that the above is a mess. Time to tidy it up.

  • Divine Favor: Smiting and probably protection is ok, but at only 1% healing boost per rank means that (ignoring the benefits of the DF skills) you might as well do what people do with N/Rt healers already and exploit soul reaping's energy management. 12 DF in the current game is 38 healing, which adds at least 30% to most 5e heals. It also can only affect one target, which is significant in the case of AoE stuff.
  • Holy Haste Holy Haste can quite easily (20% enchant mod) provide constant 25% IMS, which will greatly increase a monk's ability to kite melee foes. It's linked to the primary attribute, and has quite a strong secondary effect.
  • Light of Dwayna Light of Dwayna outclasses the existing Mist Form. Yes Mist Form has damage reduction, but LoD is non-elite and doesn't require you to throw around energy (which isn't always the easiest thing to regain as an elementalist).
  • Signet of Devotion Signet of Devotion is just like the current Ethereal Light, but it's free. Prot/smite monks currently have to spec into healing prayers and spend energy to heal via Gift of Health, with this they won't have to any more.
  • Spell Shield Spell Shield: how does this work with enchantments which end themselves early like Reversal of Fortune?
  • Healing Prayers: I'd suggest rethinking the way percentage heals work. They currently have the following problems:
    • High healing values at low attribute investment
    • Insane healing values on max health buffed creatures
    • Unsure about this, but it may be difficult to play a monk in low level areas as everyone has low max health and your attribute investment will be low.
  • Dwayna's Kiss Dwayna's Kiss is weaker than both versions of Orison of Healing.
  • Dwayna's Sorrow Dwayna's Sorrow feels a bit weak. It only affects one ally per cast and only works on nearby dying foes. If lots of enemies are dying, surely you're doing fairly well and don't need a great deal of healing? That is, unless you intended this thing to be used similarly to how people play with Vigorous Spirit, but I'd rather take that than this.
  • Ethereal Light Ethereal Light will get perhaps too powerful if you buff DF.
  • Heal Party Heal Party and Light of Deliverance Light of Deliverance are 20-30% stronger than their current versions, and can be empowered even more by Symbiosis and whatnot.
  • Healing Ribbon Healing Ribbon - to continue on from previously, if you run a bar full of 10-15s recharge skills then you can still throw them around very often.
  • Healing Touch Healing Touch makes the current LoD look bad, if most party members are in nearby range.
  • Words of Comfort Words of Comfort - Its healing is quite close to WoH.
  • Aegis Aegis - I assume that you aren't planning on touching the PvP version.
  • Mark of Protection Mark of Protection, Protective Bond Protective Bond, Spirit Bond Spirit Bond. These things give a huge amount of protection for just 5e. Looking at their durations, they are most similar to the way Spirit Bond is now. Spirit Bond isn't a prot you can afford to throw around - it does an amazing job of stopping little spikes and can't be used to provide longer term protection. You can't afford to just drop it on anyone (unless you're abusing something else, but that's another story). All of the above three, however, at 5e can be cast around a lot more. When compared with the other 5e prots...
    • Reversal of Fortune Reversal of Fortune protects against only a single packet.
    • Guardian Guardian doesn't last long, can be interrupted and only protects against 50% of martial attacks, and not certain skills.
The proposed three skills outclass both of the above completely: both in terms of longevity and potential protection.
  • Live Vicariously Live Vicariously - how does the casting speed increase work? It sounds like an enchantment that you apply to a single ally, yet surely it'd have to be a self-enchant to apply such an effect.
  • Bane Signet Bane Signet - Food for a Keystone Build given the chance of KD. Also can be used to KD people using skills with 0 attribute investment.
  • Balthazar's Pendulum Balthazar's Pendulum would be outclassed by a somebody running Burning Refrain in Hard Mode, simply because you can maintain that on your whole party with one or two skills. Even if you forget the fact it's tied to leadership, the fact that you can keep it up on everyone at once would surely make Balthazar's Pendulum retain its dust.
  • Holy Wrath Holy Wrath needs to affect party members only, or minions and spirits will start doing crazy things and you could stack it with Ebon Battle Standard of Honor. Oh, and that's in addition to its effect on foes.
  • Kirin's Wrath Kirin's Wrath needs to affect party members only. SoS doing 100 adjacent damage every attack would be... bad, considering the AI's tendancy to attack low health/armour targets. Those poor little melee enemies.
  • Judge's Insight Judge's Insight can be maintained on yourself to provide 20% AP and conversion to holy damage without any investment in smiting. I can only assume there's a reason why Penetrating Attack and similar got a heavy PvP nerf - having constant 20% AP is probably not the best thing ever. It would also outclass any other self-healing option (and gives you back energy!) you care to mention for both Warriors and Rangers, in places where that's relevant.
  • Purifying Veil Purifying Veil is not a more attractive option than the current skill is.

Hopefully that's better? Loggy (talk) 19:38, 12 June 2014 (UTC)

A lot better, but I'm currently watching the world cup football so I will give a proper awnser tomorrow. Da Mystic Reaper (talk) 21:01, 12 June 2014 (UTC)
I'm unlikely to reply for the next week or so, unfortunately - I don't think I'll have access to the internet. Loggy (talk) 13:12, 13 June 2014 (UTC)
I'll make use of that time to come up with a some changes to these skills. I'm currently working it out in my sandbox. Da Mystic Reaper (talk) 22:25, 13 June 2014 (UTC)

Here are some changes to some of the skills. Some of the healing skills have received a hard cap on the amount they can heal and scale differently. The cap excludes the effect of Divine Favor. The healing increase of Divine Favor has been increased to 2%. The Protection Prayers spells have also been rebalanced a bit. For Smiting I reduced the offensive capabilities of the signets and made them more supportive. The Wrath skills, Balthazar's Pendulum and the Judge's skills have also been adjusted.

For each rank of Divine Favor your Healing Prayers spells heal for 2% more, your Protection Prayers enchantments last 1% longer and your Smiting Prayers spells targeting an ally deal 1 holy damage to adjacent foes.

Orison of Healing Orison of Healing 5 Energy¾ Activation time2 Recharge time Spell. Heals target ally for 5...15...17% of it's maximum health (maximum healing of 150).

Glimmer of Light Glimmer of Light 5 Energy¼ Activation time1 Recharge time Elite Spell. Heals target ally for 5...21...25% of it's maximum health (maximum healing of 175).

Heal Other Heal Other 10 Energy¼ Activation time3 Recharge time Spell. Heals target other ally for 10...30...35% of it's maximum health (maximum healing of 250). Cannot self-target.

Word of Healing Word of Healing 5 Energy¼ Activation time3 Recharge time Elite Spell. Heals target other ally for 10...18...20% of it's maximum health (maximum healing of 150). Heals for 30...126...150 more if target's health is below 50%. Cannot self-target.

Words of Comfort Words of Comfort 5 Energy¾ Activation time6 Recharge time Spell. Heals target other ally for 5...15...17% of it's maximum health (maximum healing of 100). Heals for 25...85...100 if target's health is below 50%. Cannot self-target.

Heal Party Heal Party 10 Energy1 Activation time10 Recharge time Spell. Heals your party for 5...15...17% (maximum of 100) the amount of their maximum health (maximum healing of 100).

Pvp version

10 Energy2 Activation time20 Recharge time Spell. Heals your party for 5...15...17% the amount of their maximum health (maximum healing of 100.

Light of Deliverance Light of Deliverance 5 Energy1 Activation time6 Recharge time Elite Spell. Heals your entire party for 5...15...17% of their maximum health (maximum healing of 85).

Pvp version

5 Energy1 Activation time10 Recharge time Elite Spell. Heals your entire party for 5...15...17% of their maximum health (maximum healing of 85).

Heal Area Heal Area 10 Energy1 Activation time5 Recharge time Spell. Heals you and all allies in the area of your location for 5...15...17% of their maximum health (maximum healing of 120).

Healing Touch Healing Touch 5 Energy¾ Activation time5 Recharge time Touch Spell. Heals target ally and adjacent allies for 5...15...17% of their maximum health (maximum healing of 120).

Healing Burst Healing Burst 5 Energy¾ Activation time4 Recharge time Spell. Heals target ally for 10...130...160. Party members in earshot are healed for 10...34...40.

Dwayna's Kiss Dwayna's Kiss 5 Energy1 Activation time2 Recharge time Spell. Heals target ally for 5...57...70. Heals for 50% more if target ally is hexed or enchanted.

Dwayna's Sorrow Dwayna's Sorrow 5 Energy1 Activation time5 Recharge time Enchantment spell (30 seconds). Heals for 5...17...20 whenever a nearby ally or foe dies (maximum healing of 80 every 15 seconds). Does not affect spirits.

Light of Dwayna Light of Dwayna 5 Energy1 Activation time10 Recharge time Enchantment spell (30 seconds). Whenever you heal an ally with a Healing Prayers spell other allies in earshot are healed for 10...34...40% of the amount you healed. No effect on allies above 50% maximum health.

Life Barrier Life Barrier 10 EnergyActivation time20 Recharge time Enchantment spell (5...10...11 seconds). Enchants all party members within earshot. Gives 33% damage reduction.

Mark of Protection Mark of Protection 10 EnergyActivation time20 Recharge time Enchantment spell (5...10...11 seconds). Party members within earshot cannot lose more than 10% of their maximum health when taking damage.

Protective Bond Protective Bond 5 Energy¼ Activation time5 Recharge time Enchantment Spell (8 seconds). Target ally cannot lose more than 20...12...10% maximum health when taking damage. Ends after 10 incoming hits.

Spirit Bond Spirit Bond 10 Energy¼ Activation time5 Recharge time Enchantment spell (8 seconds). Reduces incoming damage by 15...43...50 for target ally. Ends after 10 incoming hits.

Shield of Deflection Shield of Deflection 10 Energy¼ Activation time10 Recharge time Elite Enchantment spell (10 seconds). Target ally has 25...65...75% chance to block. Reduces incoming damage from spells by 15...43...50%.

Shield of Regeneration Shield of Regeneration 10 Energy¼ Activation time10 Recharge time Elite Enchantment spell (10 seconds). Target ally gains +4...9...10 health regeneration. Reduces incoming damage and life steal by 5...21...25.

Shield of Judgment Shield of Judgment 5 Energy¼ Activation time15 Recharge time Elite Enchantment spell (10 seconds). Negates the next incoming damage target ally takes and deals 25...65...75 holy damage and causes a knock down to the source of the damage and foes adjacent to the source.

Signet of Judgment Signet of Judgment 2 Activation time15 Recharge time Elite Signet (20 seconds). Target ally deals 25...45...50 holy damage to adjacent foes and causes a knock down with the next 3 attacks. Cannot self-target.

Bane Signet Bane Signet 2 Activation time15 Recharge time Signet (20 seconds). Target ally deals 25...45...50 holy damage and causes a knock down with the next attack. Cannot self-target.

Castigation Signet Castigation Signet 2 Activation time15 Recharge time Signet. Target ally gains 1...8...10 energy. Cannot self-target.

Signet of Rage Signet of Rage 2 Activation time15 Recharge time Signet. Target ally gains 1...3...4 strike[s] of adrenaline. Cannot self-target.

Signet of Mystic Wrath Signet of Mystic Wrath 2 Activation time15 Recharge time Signet (20 seconds). Target ally and adjacent allies deal 5...29...35 holy damage to foes adjacent to the target of their next skill if they are enchanted. Cannot self-target.

Holy Wrath Holy Wrath 10 EnergyActivation time30 Recharge time Enchantment spell (8 seconds). Party members within earshot deal 33% of each incoming damage (maximum of 5...17...20) back to source. Ends after dealing damage 1...4...5 time[s].

Kirin's Wrath Kirin's Wrath 15 Energy2 Activation time30 Recharge time Spell. For 10 seconds within in the area of the location of target ally or foe damage is converted into holy damage. Allies deal +1...12...15 holy damage with their attacks. Foes take 1...12...15 holy damage whenever they attack. Does not affect summoned creatures. This skill is disabled for 30 seconds.

Symbol of Wrath Symbol of Wrath 15 Energy2 Activation time30 Recharge time Spell. For 10 seconds within the area of the location of target ally or foe damage is converted into holy damage. Allies deal 5...29...35 holy damage if they target a foe with a spell. Deals 5...29...35 holy damage to foes using a spell and foes adjacent to those foes. Does not affect summoned creatures. This skill is disabled for 30 seconds.

Balthazar's Pendulum Balthazar's Pendulum 5 Energy¼ Activation time5 Recharge time Elite Enchantment spell (5...9...10 seconds). Target ally deals 50% more damage. Cannot self-target.

Judge's Insight Judge's Insight 5 Energy¼ Activation time15 Recharge time Enchantment spell (30 seconds). Your attacks deal holy damage and have +20% armor penetration. You gain 1...4...5 energy with your next 3 attacks.

Judge's Intervention Judge's Intervention 5 Energy¼ Activation time15 Recharge time Enchantment spell (30 seconds). The next time your health drops below 25% you are healed for 30...126...150 and adjacent foes take 15...63...75 holy damage. Attacking foes are knocked down.

Divert Hexes Divert Hexes 5 Energy¾ Activation time5 Recharge time Elite Spell. Removes 1...3...3 hex[es] from target ally. Removal effect: removed hexes are disabled for 20 seconds.

Purifying Veil Purifying Veil 5 Energy¼ Activation time12 Recharge time Enchantment spell (4...9...10 seconds). The next condition target ally receives expires 100% faster. Initial effect: removes a condition.

Holy Haste Holy Haste 5 Energy15 Recharge time Stance (3...7...8 seconds). You move 33% faster. Initial effect: lose a condition and a hex.

As for the functions of Spell Shield and Live Vicariously. With spell Shield enchantments such as the Reversals would trigger twice. Live Vicariosly is a self targeted enchantments but I will reword it to make its function a bit more clear. And about the ele and Mist Form, yes it is easy for an ele to regain/manage energy, unless you are facing heavy enchantment removal or energy denial. And for PvE you can easily adjust your build to it, even with Water Magic. As for Signet of Devotion, I only decreased its activation time to make it playable since it does not benefit from Divine Favor unlike Ethereal Light. Also don't worry too much about smiters being able to heal without Healing Prayers, the changes to Divine Favor forces them to invest into Healing Prayers. Da Mystic Reaper (talk) 23:30, 21 June 2014 (UTC)