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|Dervish skills 2|
Since the buff i had quite a hard time figuring out how to play my dervish with all those changes. After i managed to get the hang of it there are a few skills i noticed that didn't entirely work out well with all the new skills and play style.
Aura of Thorns (PvP) 5 10 Flash enchantment spell (30 seconds). Initial effect: inflicts bleeding condition (5...13...15 seconds) to nearby foes. End effect: inflicts crippled condition (3...7...8 seconds) to nearby foes.
Simply said merge it with the PvE version, since the conditions have been swapped there is no reason anymore to keep it at a cost of 10 for PvP.
Mystic Sandstorm 5 ¾ 8 Spell (10 seconds). Deals 10...18...20 earth damage each second (3 seconds). Deals 10...18...20 more earth damage to attacking foes. Hits foes near your initial location. Lasts twice as long if you are enchanted.
I simply reduced it's activation time to make it a bit easier to play. Right now it isn't very viable for battle knowing the alternatives.
Vital Boon is a nice skill to take and synergises well with Signet of Pious Light as a strong self heal. But it's long activation time prevents it from being effective in a teardown attack chain. Reducing it's activation time to 1/4 makes it a good option to take using a good self heal in combat.
Arcane Zeal 5 ¼ 15 Elite Enchantment spell (10 seconds). Initial effect: you gain 0...1...1 strike of adrenaline (maximum of 5) for each foe within earshot. End effect: you gain 1...4...5 energy (maximum of 15) for each foe within earshot.
Since Arcane Zeal was skipped during the update i suggest changing it into an elite version of Eremite's Zeal, giving you both adrenaline and energy. The adrenaline gain on it's activation charges up your adrenaline based teardown skills that can remove Arcane Zeal to return energy.
I moved it to Mysticism and changed it into a maintainable enchantment. The amount of conditions it removes has also been increased and scaled with the attribute. I made these changes because it currently performs very poorly as a No Attribute skill. To let the dervish have a No Attribute skill I moved Rending Touch to No Attribute.
Imbue health is currently a terrible utility skill for the dervish because it does not fit the play style of the dervish as a frontline attacker. To make it more suitable for the dervish I changed it into an adrenaline based healing skill, similar to the warrior's Lion's Comfort. It gives health on activation which is doubles if a dervish enchantment is removed. Being adrenaline based, it gives the dervish an energy efficient healing skill in it's primary attribute.
A very important skill for runners in PvE but very useless in PvP for obvious reasons. To make it useful for PvP I gave it a PvP version with a completely different effect. Instead of making you immune to all targetable spells it prevents your attacks from missing. Since blocking skills and blind are very dangerous for any martial character, especially in PvP, I made it a skill that can bypass those effects.
5 8 Scythe attack. Deals +3...13...15 damage. Removes a dervish enchantment. Removal effect: gain 1...2...2 strike[s] of adrenaline.
A type of teardown attack I am currently missing is an attack that gives adrenaline as teardown effect to quickly build up adrenaline for a teardown chain. Since Farmer's Scythe is a fairly underplayed skill I decided to change it into a teardown attack.
A problem I always found with Victorious Sweep is that the healing always triggers at the moment you don't need it, at high health. Because of that it serves poorly as a healing skill. Since it's damage has been reduced a bit it's offensive value has also decreased. To let it have a better offensive value I replaced it's healing effect with Farmer's Scythe instant recharge effect, allowing you to deal more damage to foes. Unlike Farmer's Scythe's old recharge effect the recharge of Victorious Sweep also triggers when you hit only a single foe and with the enchantments such as Vital Boon and Intimidating Aura the condition is easily met. It's recharge has been increased to 12 seconds.
Reaper's Sweep 8 Elite Scythe attack. Deals +10...34...40 damage and inflicts crippled condition (3...13...15 seconds). Lose 1 dervish enchantment. Removal effect: cause knock down for 2...3...3 seconds.
For PvE only give it a bonus damage like Wounding Strike to make it a bit more usable in PvE.
I made it a bit more like it's previous function. It now inflicts a deep wound unconditionally and as teardown effect it prevent the weakness from being inflicted to the user instead of doing both.
Grenth's Grasp 5 10 Elite Flash enchantment spell (20 seconds). Your attack skills transfer 1 condition to each foe you hit. Initial effect: inflicts crippled condition (1...9...11 second[s]) to all nearby foes. End effect: steals 10...42...50 health from all nearby foes. No effect unless you are wielding a cold weapon.
To make it more flexible in a teardown chain i gave it an initial effect and an end effect. It now cripples on it's initial effect still giving it snaring capabilities and like Grenth's Aura it steals health from foes but only on it's end effect but still improving the damage of a teardown attack. If needed for balancing the initial effect and end effect can be swapped and the life steal can be replaced by cold damage.
Since the speed boost for the PvP version has been removed increasing it's duration a bit to make it maintainable without Extend Enchantments and only an enchantment mod would balance out the loss a bit. It also allows PvPers to have a slot to take an IMS.
Instead of making it a useless skill for PvP i suggest to make it a self-healing skill that increases healing while enchanted. It's function is similar to Dwayna's Touch but it heals for less and cannot target an other ally.
Same reasons as Mystic Sandstorm for the change, however with an added effect. To punish attack foes like Mystic Sandstorm does Mystic Twister now knocks down attacking foes like Whirlwind.
Now it ends on dervish enchantments only to prevent it from renewing itself unwantedly when a different type of enchantment ends on you.
Since the dervish has gained many non-elite energy management options, Zealous Vow has fallen out of use. To let it se more play again I removed it's drawback and added an adrenaline gain to it. These changes allows you to make use of your adrenaline attacks as well as the costly but short recharging teardown attacks much faster and much more often. As a balance it's energy gain has been reduced and it can no longer be maintained normally. Similar to Vow of Strength, the energy gain and adrenaline gain only affect scythe attacks and no longer any attack.
I removed its damage and changed it so that it removes any enchantment from you and your opponent and lets you gain 1 strike of adrenaline for each enchantment removed and no longer have it remove an enchantment from the opponent if you remove a dervish enchantment from yourself. These changes makes it a good enchantment removal skill for the melee professions and a better No Attribute skill than Enchanted Haste. Warriors in particular will find this a very useful skill since they lack an enchantment removal and helps fuelling adrenaline.
These are the skills that could use some attention in my opinion.