Feedback:User/Catchphrase/Dervish skills rework
|Dervish skills rework|
The following suggestions made aim to meet the following objectives:
- Bringing back 'enchantment juggling' as a viable alternative to play dervish without affecting the current play style of dervish.
- Allows mysticism to be more useful by having it triggered more often through reworking most of the dervish enchantments' effects to encourage their use.
Lastly, most of the skill's descriptions I wrote are primarily meant for PVE. Though I am quite confident, they could be made for PVP through some tweaking of numbers here and there.
Stance. "For 2...8 seconds, you attack 33% faster. Pious Fury renews whenever a non-monk enchantment ends on you."
Meant to be used in sync with the proposed enchantments. Also having this updated version of Pious Fury will minimise the amount of time spent casting enchantments at point blank range.
15 ¼ 15
Enchantment Spell. "All adjacent foes are weakened for 5...13 seconds. For 10 seconds, your next 1...3 melee attacks which target a weakened foe, that foe and all adjacent foes are struck for 15...51 earth damage."
I don't think other professions will bring this skill due to its energy cost and recharge. Also putting into consideration that they have to spread some of their attribute points into Earth Prayers in exchange for paltry elemental damage accompanying weapon damage, I don't think they will use it. This skill is more aligned to the dervish's style of making each scythe attacks hit hard rather than spamming attack skills.
15 ¼ 15
Enchantment Spell. "All adjacent foes are crippled for 5..13 seconds. For 10 seconds, your next 1...3 melee attacks which target a crippled foe, that foe and all adjacent foes are struck for 15...51 cold damage."
See above. Personally, I think this skill will be more favored than its twin above due it inflicting Crippled condition.
10 ¼ 20
Enchantment Spell. "All adjacent foes are struck for 15...51 holy damage. For 3...15 seconds, you gain +10 maximum energy. When this enchantment ends, you gain 1 energy for each successful hits while under the effects of this enchantment."
The original Zealous Renewal's duration of 20 seconds is too long for the energy gain effects to be seen since most dervish enchantments also last around 20 seconds. Henceforth these enchantments trigger Mysticism's energy gain at the same time Zealous Renewal would, resulting in too much energy gain for the dervish's paltry amount of maximum energy. I believe 15 seconds at 12 Mysticism is just nice for players to see sufficient amount of energy to fuel expensive skills on recharge.
5 ¼ 10
Enchantment Spell. "For 2 seconds, this enchantment does nothing. When this enchantment ends, you gain 2 energy for each adjacent foe (maximum 2...5 energy). (50% failure chance with Mysticism of 4 or below)."
An enchantment for dervish to double as both a cover enchantment to use their self enchantment-removal skills and to gain quick energy via mysticism. My personal favorite.
Melee Attack. "You lose 1 enchantment. If this attack hits, you deal +5...17 damage and inflict a Deep Wound for 3...10 seconds. If a non-monk enchantment is removed, Pious Assault recharges 33% faster."
A non-elite Deep Wound skill with a rather high energy cost, recharge longer than Deep Wound's duration and a self enchantment-removal to deter other professions from using it effectively.
Scythe Attack. "If this attack hits, you deal +5...17 damage. If you targeted an enchanted foe, that foe and all adjacent foes are struck for 5...15 physical damage for each non-monk enchantment on you (maximum 50 damage)."
A tame skill powerful only under certain situations...
5 ¾ 8
Skill. "Target touched foe is struck for 15...51 cold damage and loses 1 enchantment. If an enchantment is removed, adjacent foes are struck for 15...51 cold damage. (50% failure chance with Mysticism of 4 or below)."
TBH I plan for this skill to be used more as a utility skill rather than a pure damage skill.
5 ¼ 15
Elite Enchantment Spell. "Lose all enchantments. For 5...10 seconds, you cannot be target of spells. If an enchantment is removed this way, all hostile spells fail against you instead."
I think this skill having a pre-requisite of losing all enchantments and a 15 seconds recharge makes it quite balanced and useful in PVE without bordering on OP. Of course you can make it maintainable through consets...
5 ¾ 15
Elite Skill. "For 3..10 seconds, your enchantments deal 10...30% more damage and recharge 10...25% faster."
I believe this is the signature elite skill for enchantment juggling dervish.
5 ¼ 15
Elite Enchantment Spell. "For 20 seconds, you receive 20% less benefit from healing and enchantments expire 50% faster on you. Your attacks deal 10...41% more damage against foes."
Another viable elite skill to bring for those who enjoy juggling enchantments yet prefer a martial approach.