Feedback:User/Wizardboy777/Smiting

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This is my attempt to make smiting viable in PvP without making it overpowered. The primary issue with smiting, at the moment, is that the vast majority of its damage is armor ignoring. This means that either it's too weak for a single person using it to accomplish much, or it's way too strong when a team brings multiple smiters. It also doesn't help that it's a monk line, as it's not too hard for smiting monks to bring heals and prots. I'm going to try to avoid using artificial restrictions on that stuff (such as "all your healing prayers skills are disabled for 10 seconds" on every smite skill) - I feel that while this is sometimes effective, it is inelegant and is not how Guild Wars is supposed to work.

Caveat: I may do a ton of crazy things. Feel free to comment at any stage of this process.

So here goes[edit]

10 Energy1 Activation time25 Recharge time Enchantment Spell. For 10 seconds, target ally deals +5...12...14 damage in melee and gains adrenaline 20...44...50% faster.

5 Energy.25 Activation time12 Recharge time Enchantment Spell. For 2...10...12 seconds, whenever target ally would be knocked down, that ally is interrupted instead and the foe attempting the knock down takes 5...33...40 holy damage.

10 Energy1 Activation time25 Recharge time Enchantment Spell. For 2...10...12 seconds, target ally moves and attacks 10% faster.

    • Hey look, an IAS (albeit a smallish, non-maintainable one) you can cast on an ally! How crazy.
  • Bane Signet Bane Signet

1 Activation time20 Recharge time Signet. Target foe is struck for 20...52...60 holy damage. If that foe was attacking, that foe is interrupted and suffers from Weakness for 2...8...10 seconds.

    • Removed the KD, added in a condition and a little damage.
  • Banish Banish

5 Energy1 Activation time30 Recharge time Spell. Target touched foe takes 5...33...40 holy damage, is interrupted and shadow steps to the nearest ally within range. (50% failure rate with Smiting Prayers 7 and below)

    • If the foe has no allies within casting range, the shadow step doesn't happen. Is meant to be something of an anti-backline skill. Weak damage, but gets the warrior off your monk for a few seconds.
  • Castigation Signet Castigation Signet

1 Activation time20 Recharge time Signet. Target foe is struck for 5...37...45 holy damage. If that foe was attacking or casting a spell, for 6 seconds, the next time that foe deals damage, that foe takes 80...112...120% of the damage they deal.

5 Energy1 Activation time30 Recharge time Enchantment Spell. For 2...7...8 seconds, target ally has a 50% chance to block attacks. Whenever that ally blocks an attack, that ally gains 2 energy.

5 Energy.75 Activation time20 Recharge time Spell. Target touched foe takes 20...48...55 holy damage. If that foe was suffering from a condition, that foe loses one enchantment.

10 Energy15 Recharge time Skill. For 120 seconds, you have +0...2...3 Smiting Prayers, but your skills that target allies take .5 seconds longer to activate. Ends if you attack.

    • This is a largely passive buff that will increase your power a little, at the cost of slowing down any healing, prots, buffs, etc. You can remove it by attacking, but it might get costly to reapply repeatedly.
  • Judge's Insight Judge's Insight

10 Energy1 Activation time30 Recharge time Enchantment Spell. For 15 seconds, target ally's melee attacks deal holy damage and whenever that ally's melee attack would miss or be blocked, there is a 10...42...50% chance the attack will hit anyways.

    • This may be pretty powerful in certain teams, may need some tweaking, but it should certainly help against skills such as blinding surge and blockways.
  • Judge's Intervention Judge's Intervention

5 Energy.25 Activation time6 Recharge time Enchantment Spell. For 8 seconds, the next time target ally would suffer from a condition, the condition is not applied and the foe who inflicted the condition takes 5...45...55 holy damage.

    • I'm tempted to make this work against hexes, too, but that would effectively make it Hex Breaker with a shorter recharge that you can use on other people and doesn't lock up your secondary profession.
  • Kirin's Wrath Kirin's Wrath/Symbol of Wrath Symbol of Wrath

10 Energy1 Activation time25 Recharge time Spell. For 5 seconds, target foe and all adjacent foes take 5...15...18 holy damage each second and suffer from Cracked Armor for 5 seconds each time they are struck.

5 Energy1 Activation time15 Recharge time Spell. Target foe and all nearby foes are struck for 5...33...40 holy damage and suffer from burning for 1...4...5 seconds.

5 Energy.75 Activation time12 Recharge time Enchantment Spell. For 6 seconds, whenever target ally takes damage, the foe dealing the damage suffers 10...26...30% of that damage.

    • The current version of Retribution is only ever really used in PvE for farming. This version makes it an active pseudo-prot that discourages enemies from attacking the target. Might be too cheap/fast-recharging with the current numbers.
  • Reversal of Damage Reversal of Damage I kinda like this one where it is.
  • Scourge Enchantment Scourge Enchantment

10 Energy1 Activation time30 Recharge time Hex Spell. For 2...10...12 seconds, enchantments applied to target foe take 50% longer to activate and have their durations reduced by 20%.

10 Energy1 Activation time30 Recharge time Hex Spell. Target foe is struck for 5...33...40 holy damage. For 2...6...7 seconds, that foes receives 33% less benefit from healing.

10 Energy1 Activation time30 Recharge time Hex Spell. Target foe and all adjacent foes are struck for 10...38...45 holy damage. For 5...13...15 seconds, whenever an affected foe sacrifices health, all of that foe's attributes are reduced to 6...1...0 for 4 seconds.

    • The attribute decrease would apply before the sacrifice skill's affect. Might need the duration dropped a little, or a smiter with this and a 40/40 set could make all of a necro's sac skills virtually unusable for long periods of time. Might be difficult to code, as I don't think there's any other skills that work quite like this.
  • Shield of Judgment Shield of Judgment

15 Energy1.25 Activation time45 Recharge time Enchantment Spell. For 10 seconds or until this spell absorbs 50...290...350 damage, all damage dealt to target other ally is reduced to 0 and that ally cannot suffer from new conditions or hexes. Every time damage is blocked, the foe that dealt the damage takes 15...35...40 holy damage. Every time a condition or hex is blocked, the foe that attempted to apply it suffers from a random condition for 5 seconds.

    • This is the "gtfo my squishy" skill. Powerful, but expensive, with a relatively long recharge and a cast time that makes it relatively easy to interrupt.
  • Signet of Judgment Signet of Judgment

1.25 Activation time25 Recharge time Remove all hexes and conditions from target ally. For each hex and condition removed, one foe adjacent to that ally is struck for 20...76...90 holy damage. The same foe cannot be struck more than once.

1 Activation time25 Recharge time Signet. Target foe takes 5...25...30 holy damage. If you are enchanted, that foe takes an additional 15...31...35 holy damage and suffers from Burning for 6 seconds. If you were not enchanted, that foe loses one condition and one hex.

1 Activation time30 Recharge time Signet. Target foe loses 2...5...6 strikes of adrenaline. For each strike of adrenaline lost, that foe takes 12 holy damage.

    • An adrenal version of energy burn, essentially. Can make frenzying warriors sad. Ideally, the way it would work would be to drain x strikes of adrenaline from each adrenal skill on the target's bar and then deal damage based on the maximum amount one skill lost, so it would be ineffective against anyone with no adrenal skills.
  • Smite Smite

10 Energy1 Activation time25 Recharge time Spell. Target foe takes 20...56...65 holy damage and suffers from a random two of the following conditions: Bleeding, Poison (15 seconds); Cracked Armor (12 seconds); Weakness (8 seconds); Blind, Dazed, Burning (3 seconds).

5 Energy1 Activation time12 Recharge time Spell. Remove one condition from target foe. If a condition was removed, that foe and adjacent foes take 15...43...50 holy damage.

5 Energy1 Activation time20 Recharge time Spell. Remove one hex from target foe. If a hex was removed, that foe and adjacent foes take 25...57...65 holy damage.

    • These two skills, especially in conjunction with the old Smiter's Boon, were very powerful, especially Smite Hex with its in-the-area AoE. This change removes the defensive aspect, reduces the area of effect, and makes it so that if used incorrectly they may actually help the other team, while still being somewhat useful skills.
  • Smiter's Boon Smiter's Boon

15 Recharge time Skill. For 5 seconds, your smiting prayers skills cost 2 less energy. (50% failure chance with Divine Favor 4 or less)

5 Energy1 Activation time15 Recharge time Spell. Fire a projectile at target foe that deals 15...47...55 holy damage if it hits. If it strikes an attacking foe, that foe is Blinded for 4 seconds.

10 Energy2 Activation time30 Recharge time Enchantment Spell. For 10 seconds, target other ally deals +10...22...25 damage in melee, but receives 25% less benefit from healing.

10 Energy1 Activation time12 Recharge time Target foe and all adjacent foes are struck for 20...52...60 holy damage. Attacking foes struck by this skill attack 50% slower for 6 seconds.

    • I don't think I've ever seen anyone running this. So I made it somewhat usable.
  • Zealot's Fire Zealot's Fire

-1 Upkeep10 Energy.25 Activation time30 Recharge time Enchantment Spell. While you maintain this Enchantment, you gain 0...2...2 energy and 0...12...15 health each time you inflict the burning condition.

    • E-management that works well with Ray of Judgment, though admittedly not many other smiting skills. A little worried about E/Mo's with this and Searing Flames etc.