Feedback:User/Aland/Smiting Prayers Suggestions

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Smiting Prayers[edit]

Smite Hex Smite Hex 5 Energy1 Activation time12 Recharge time. Deal 10...42...50 holy damage to enemies nearby target ally. Also remove one hex from the target, removal effect: Deal 5...25...30 holy damage to enemies nearby target ally.



The current version Smite Hex is too situational for the player to properly locate the damage. The enemy that you want this damage to apply to might probably be a very long way from the person with a hex. Since most of the time focusing fire is the most efficient way for damage to work, the suggested version make it easier for the player to use this skill. Even if there is no hex to remove from certain ally, the player now can still use this skill to inflict some AOE damage, to where it is intended. Hex removal is more like icing on the cake. The complete damage from removing a hex is more or less the same.


Smite Condition Smite Condition 5 Energy1 Activation time8 Recharge time. Deal 10...34...40 holy damage to enemies nearby target ally. Also remove one condition from the target, removal effect: Deal 5...21...25 holy damage to enemies nearby target ally.



This skill is like Smite Hex. Changing it this way makes it easier for the player to locate the damage


Bane Signet Bane Signet - Energy1 Activation time15 Recharge time. Deal 5...47...57 holy damage to the target. Also hex the target for 10 seconds. The next time the target makes an attack, it is knocked prone instead and the hex ends.



One thing that makes Bane Signet difficult to use is the fact that it requires too perfect timing. In fact other classes already have solutions. For example, Clumsiness Clumsiness. Making it a hex like this in fact even improves hero AI since they can use it as a damaging skill with an effect. Also the recharge time is reduced by 5s in order to make it more viable. 20s is so long for a skill that deals this damage, even with a KD


Signet of Rage Signet of Rage - Energy1 Activation time15 Recharge time. Deal 5...39...47 holy damage to the target. Also hex the target for 10 seconds. The next time the target uses an adrenaline skill, it suffers 5...21...25 holy damage and starts burning for 1...3...3 second[s].



Basically it seems more appealing since the damage is more reliable and the effect cannot be easily ignored. Besides, it's called "Signet of Rage", which makes burning a suitable and stylish effect.


Castigation Signet Castigation Signet - Energy1 Activation time15 Recharge time. Deal 5...47...57 holy damage to the target. You regain 1...4...5 energy. Also hex the target for 10 seconds. The next time the target makes an attack, you regain 1...4...5 energy and the hex ends .


Like the alternated Bane Signet, this version makes sure the player that puts this signet into his precious slot has at least a solid energy management that could be depended upon. The energy regain is generally cut by half.


Signet of Judgment Signet of Judgment - Energy1 Activation time15 Recharge time. Deal 10...58...70 holy damage to the target and enemies nearby. They also suffer from burning for 1...3...3second[s]. Knock down the target.


20s seems too long for this skill to recharge and the area is a bit too small. Even though there is some damage but for an Elite skill there should at least be some saving grace that makes it more than just another damaging skill (and the damage is not that significant for a recharge of 15 anyway). KD the target and burning for 3s makes it at least a bit more appeasing. Imaging an Elementalist throwing two Fireball, which is normal skill, with Fire Attunement in almost the same time period.



Kirin's Wrath Kirin's Wrath/Symbol of Wrath Symbol of Wrath 5 Energy2 Activation time30 Recharge time. Deal 5...29...35 holy damage to enemies adjacent to target's initial location every 1 second for 5 seconds.



Monks don't have a high armor to stand in the middle of the crowd and pop this. One could put some points in protection but that requires, almost for certain, much extra energy. It's not like an Elementalist that has protective spells like Armor of Earth and damaging spells in the same attribute, and monks don't have that much energy to spam. Making it hitting enemies adjacent to target's initial location can greatly improve the quality of life for smiting monks because they no long have to rush in to cast this 2 seconds activation spell against all the risk that any low armor profession do not want to face (and the spell is not that powerful anyway). Compare the original version with Snow Storm and I guess it makes sense now that it's no coincidence I use the later more than either of the two smiting prayers in almost any PvE environment (supposedly when I'm not runnnig a 55 or 600, which is not fun anyway).


Spear of Light Spear of Light 5 Energy1 Activation time15 Recharge time. Deal 10...42...50 holy damage to target enemy. Also hex the target for 10 seconds. The next time the target makes an attack, it suffers 10...42...50 holy damage and the hex ends.


Smite Smite 10 Energy1 Activation time15 Recharge time. Deal 10...42...50 holy damage to target enemy. Also hex the target for 10 seconds. The next time the target makes an attack or uses an attack skill, it suffers 10...42...50 holy damage, that action is interrupted and the hex ends.



Changing "extra effect when the target is attacking" into "hex, the next time the target attacks" like Clumsiness Clumsiness seems fair to monks.