Feedback:User/Raine Valen/Skill suggestions/Monk/Smiting Prayers
Balthazar's Aura[edit]
Current:[edit]
25 2 25 Enchantment Spell. (8 seconds.) Deals 10...22...25 holy damage each second to foes adjacent to target ally.
Proposed:[edit]
10 2 12 Enchantment Spell. (10...26...30 seconds.) The next 1...3...3 times target ally attacks, adjacent foes take 5...21...25 holy damage and that ally gains 0...2...2 Adrenaline.
While this skill's effect is amazing (from vent: "Oh, our smiter took Balthazar's Aura. That's why we were wiping them in the first two minutes... [continued]"), it's prohibitive cost and recharge make it less-than-spectacular; in fact, no one runs it ever for these reasons ("...and also why she doesn't have any more energy.").
This change makes it more active, almost like an Ancestors' Rage or reverse Holy Wrath, and also somewhat ensures that the damage is applied somewhere useful. The adrenaline gain is an added benefit, similar to Mark of Fury. However, in this case, it comes as a tradeoff rather than as a lead-in: with Mark of Fury, cracked armor is applied after the adrenaline building process to facilitate the now-built spike. With Balthazar's Aura, on the other hand, the spike-supporting effect occurs with the adrenaline gain, forcing the player to choose between 75 spike damage and mediocre adrenaline gain or amazing adrenaline gain and 75 off-spike damage.
Balthazar's Pendulum[edit]
Current:[edit]
5 ¼ 5 Elite Enchantment Spell. (5...9...10 seconds.) Causes knock-down to the next foe attempting to knock-down target ally.
Proposed:[edit]
5 ¼ 6 Elite Enchantment Spell. (3...10...12 seconds.) If target ally is knocked, adjacent foes take 10...70...85 Holy damage and are knocked down (2...3...3 seconds). Otherwise, the next time target ally would be knocked down, adjacent foes take 10...70...85 Holy damage and are knocked down (2...3...3 seconds), instead.
This skill does the same thing, still, but more awesomely.
The biggest change is that the knockdown is applied where it counts: if an ele wants to Mind Shock a monk on a spike, no one cares about knocking down the ele, but rather about knocking down the adjacent warriors ready to Eviscerate the spike target. This skill now does that.
Balthazar's Spirit[edit]
Current:[edit]
1 10 2 Enchantment Spell. Target ally gains adrenaline and 1 Energy when taking damage.
Proposed:[edit]
5 ¼ 4 Enchantment Spell. (2 seconds.) Target ally gains 20...44...50% more adrenaline. End effect: adjacent foes take 5...45...55 Holy damage and begin Burning (1...3...4 seconds).
Complete functionality change; made consistent with other monk "Spirit" skills.
Bane Signet[edit]
Current:[edit]
1 20 Signet. Deals 26...50...56 holy damage. Causes knock-down if target foe is attacking.
Proposed:[edit]
2 12 Signet. Knocks down casting and attacking foes adjacent to target ally; affected foes take 25...49...55 holy damage.
Explodes faces on badly-timed Guardians and WoHs; can be used offensively or defensively.
Banish[edit]
Current:[edit]
5 1 10 Spell. Deals 20...49...56 holy damage. Deals double damage to summoned creatures.
Proposed:[edit]
10 2 Touch Spell. Destroy target touched summoned creature; all foes in the area take 30...70...80 Holy damage.
Banishes stuff.
Castigation Signet[edit]
Current:[edit]
1 20 Signet. Deals 26...50...56 holy damage. You gain 1...8...10 Energy if target foe is attacking.
Proposed:[edit]
¾ 4 Signet. Deals 5...29...35 holy damage to foes adjacent to target ally. Gain 1...3...3 Energy if any affected foes were attacking or using a skill.
Reworked to be more inline with the theme of Smiting Prayers as a whole: it doesn't do direct damage, but rather channels damage offensively or defensively. The energy management is more active.
Defender's Zeal[edit]
Current:[edit]
5 1 5 Elite Hex Spell. (5...21...25 seconds.) You gain 2 Energy whenever target foe hits with an attack.
Proposed:[edit]
5 2 10 Elite Enchantment Spell. (5...29...35 seconds.) Whenever target ally strikes an attacking or casting foe, that ally gains 1...3...4 Energy.
Reworked to be more inline with the theme of Smiting Prayers as a whole: it doesn't do direct damage, but rather channels damage offensively or defensively. The energy management is more active.