User:Bathory/Suggestions/Monk

From Guild Wars Wiki
Jump to: navigation, search

The following skill suggestions are for Monk elite and non-elite skills. They are not actually implemented in the game.

Over view[edit]

  • Monk bars are often very compressed, and many skills require conditions that may be too hard to meet on a typical bar. (Release Enchantments is a good example. Low, spam-able healing is great but as it's 100% dependant on many enchantments the recharge can't really be taken advantage of.
  • Monk Elites in particular suffer. In Healing Prayers, Word of Healing is your best option most of the time because the other elites don't pack enough of a punch to compete with it's effect. Other elites both in and out of Healing Prayers should be looked at to be made more active and competitive (like the recent change to Aura of Faith.
  • Smiting Prayers does need to be looked at in a way that focuses more on damaging than party support.

Divine Favor[edit]

5 Energy1 Activation time5 Recharge time

Spell. Lose all enchantments. Your party is healed for 5...29...35 and an additional 5...29...35 for each enchantment removed.

Adding a small unconditional heal would allow a healer to take full advantage of it's short recharge and low cost.

5 Energy¼ Activation time10 Recharge time

Enchantment Spell. (30 seconds) Your Smiting Prayers spells have double Divine Favor Bonus. You have +1...2...2 to Smiting Prayers.

Much like the changes to Double Dragon, this would help a smiter out in PvE by raising their attribute and doubling their healing. The small selection of ally targeting smiting spells makes this a damage-oriented choice, and in no way out-heals Protection monks.

5 Energy¼ Activation time10 Recharge time

Enchantment Spell. (15 seconds) You have +0...2...2 to Smiting Prayers.

This bonus gives nothing to an ally-targeted Smiter in PvP. Instead, it increases the effectiveness of Smiting Prayers, most of which target foes. This would be useful to take when using skills such as Ray of Judgment, Word of Censure, Defender's Zeal and other non-elite Smiting skills that may not be worth it without this buff. The emphasis on putting points in to Divine Favor takes away from being able to take other skills in other attributes without the use of disable.

5 Energy¼ Activation time12 Recharge time

Enchantment Spell. (3 seconds) Hostile spells targeting target ally fails.

This would stop hostile spells much like Aegis (PvP) stop enemies spells and attacks. If necessary, this spell could be split in to PvE and PvP versions, leaving the old version in PvP.

15 Energy1 Activation time8 Recharge time

Elite Spell. Party members lose 0...2...2 hexes. For each Necromancer hex removed, you gain 1 energy.

This would be a party-wide Remove Hex. The high energy cost is offset if you're facing a lot of hex Necromancers, or certain spells like Lingering Curse, Suffering or Meekness because they hex a large area of foes. If facing many non-necromancer hexes, you've spent a lot of energy and may not be able to use much else. The increased recharge is to deal with the usefulness of the skills new effect.

Healing Prayers[edit]

5 Energy¾ Activation time4 Recharge time

Elite Spell. Heals for 5...105...130. Heals allies within the area of your target for 0...3...4 Health for every rank in Divine Favor.

Boost the secondary heal to be tied to Divine Favor. This allows it to heal for more without allowing the monk to stray from their primary completely. At 12 Healing Prayers and 12 Divine, the secondary packet of healing would be 48 health. While not a lot, it's 28 more than what it gives now. At lower specs of Divine, the healing shrinks rapidly.

5 Energy¼ Activation time8 Recharge time

Elite Enchantment Spell. (3 seconds) Heals for 5...29...35 whenever target takes damage.

The lower recharge and shorter duration reward good timing for the usage of this skill. If you use it on an ally that isn't getting hit often or hard, then it's wasted. The 8 recharge comes from Aura of Faith, which is also a Prophecies elite that is used to stop spikes easily. 3 seconds is 40% (technically 3.2 is) of 8, just like 10 is of 25. Because this is the same amount of coverage for more energy, but easier usability, the healing shouldn't be changed.

5 Energy¾ Activation time3 Recharge time

Elite Spell. Heals for 40...88...100. You gain 1...3...3 Energy if target ally is Enchanted.

Reduce the cast and recharge to match WoH. The healing is lower to make up for the fact that it costs less Energy if used correctly. Now, Soothing Memories may stop mocking Healing Light at recess.

5 Energy1 Activation time15 Recharge time

Spell. Heals for 20...92...110 Health. Heals party members in the area of that ally for 0...2...3 Health for every rank in Divine Favor. Can-not self target.

Sort of like Healing Burst, although non-elite and shown in the recharge (which is there to make it more along the lines of spells like Heaven's Delight.)

Protection Prayers[edit]

5 Energy1 Activation time10 Recharge time

Elite Enchantment Spell. (3 seconds) You block attack skills. Block effect: You are healed for 15...63...75. You can not deal damage.

The original effect is a hex that ends on damage, and takes 45 seconds to recharge. There is no reason to keep an elite that does that - it's worthless in both PvP and PvE. By making this block attack skills, it's useful against 5 of the 10 professions of Guild Wars, 2 more than before. (This is assuming Paragons and Rangers were not in adjacent range)

5 Energy¼ Activation time15 Recharge time

Elite Enchantment Spell. (20 seconds) Incoming damage is reduced by 3...13...15. Hexes cast on you expire 0...40...50% faster.

This would function as a self enchantment that would give you hex resistance and a small amount of damage reduction. This would be useful against mesmers and necromancers that cast many hexes on monks, as well as give them some damage reduction for the other classes that deal pure damage. As an enchantment, it is removable - which is more than enough to justify the low energy and maintainability.

5 Energy1 Activation time12 Recharge time

Enchantment Spell. (0...3...4 seconds) Target ally blocks attack skills. Your non-Protection Prayers skills are disabled for 15 seconds.

Unlike Amity, this skill isn't selfish - but it disables skills not in the same attribute (Bye-bye use on mesmers). The 1 second cast makes it prone to interrupts and the effect is relatively weak, as only so many attack skills can be used in the window provided, assuming you cast it on an appropriate target.

5 Energy1 Activation time5 Recharge time

Enchantment Spell. (5...10...11 seconds) Target ally has a 50% chance to block. No effect if target is using a skill or attacking.

Instead of relying on foes to enchant themselves to gain benefit, allies must not be casting or attacking. The longer duration could make this useful to bring on yourself, but when using on others they will probably gain no benefit as they are busy doing one or the other depending on their profession.

10 Energy¼ Activation time5 Recharge time

Enchantment Spell. (8 seconds) Target ally cannot lose more than 5% health due to a single attack or spell. Ends after this ally takes damage from 2...7...8 attacks or spells.

This would make this spell a cross between Protective Spirit and Spirit Bond which also share bits of it's name.

10 Energy¼ Activation time8 Recharge time

Enchantment Spell. (8 seconds) Target ally cannot lose more than 5% health due to a single attack or spell. Ends after this ally takes damage from 2...5...6 attacks or spells.

Like Spirit Bond, this should have a slightly increased recharge to control where and when people throw it around.

5 Energy1 Activation time5 Recharge time

Enchantment Spell. (3 seconds) Target ally has a 75% chance to block. Block effect: Foes in the area take 15...51...60 holy damage and Shield Guardian ends.

Move to Smiting Prayers, giving it another much-needed ally targeting skill. It ends quickly if the target is under attack, and is triggered by regular melee attacks - to it's easy to avoid the block on an attack skill if you're paying attention.

Smiting Prayers[edit]

5 Energy1 Activation time10 Recharge time

Spell. Deals 20...49...56 holy damage. Deals 20...49...56 more damage to summoned creatures in the area of your target.

If you target a Ritualist's spirit, it takes the first packet of damage, and then the second because it's a summoned creature. If you target the Ritualists, they take the first packet and then deal the second packet to all the summoned creatures in the area. This could help control MMs (Lichway & AB have plenty of these), or bunched up Ritualists spirits if they ever make a come back.

5 Energy1 Activation time5 Recharge time

Elite Hex Spell. (5...21...25 seconds) If target foe is attacking, they take 26...50...56 holy damage. You gain 2 energy whenever target foe hits with an attack.

Like, Images of Remorse this deals damage if they are attacking when the spell is cast. Then the original hex function kicks in. This spell will pay for itself after that foe hits with 3 attacks. And they have no reason not to because the only drawback to them (besides you gaining energy) is over.

5 Energy1 Activation time5 Recharge time

Hex Spell. Doubles health sacrifice. Foes in the area of this foe take 8...27...32 holy damage when they sacrifice health. Does not damage hexed foe.

This skill would no longer be AoE (as it is useless to hope that all the foes that conveniently have skills with sacrifice will bunch up for you), and deals AoE damage to the foe's allies when they do sacrifice health.

1 Activation time20 Recharge time

Elite Signet. Knocks down target. Deals 5...41...50 holy damage to target and adjacent foes.

There is no reason for this to be half range. The decreased damage makes it 400 damage when 8 people bring it, it can no longer kill in GvG or HA unless used with another skill, which is more than enough time for someone to catch the spike. When both parts were changed there was no time to see if the reduced damage could stop this skill from being abused spike wise. As knockdown, it has a set 20 second recharge unless used with Mantra of inscriptions or Mantra of Signets, both of which are sub-par in PvP, being placed on a smiter monk is no longer worth it for this occasional knockdown.

5 Energy1 Activation time8 Recharge time

Spell. Deals 10...46...55 holy damage. You gain 1...8...10 energy if target foe is knocked down.

There are similar suggestions posted that have this cause energy gain on a condition. While I think this is a nice idea, having it linked to the Primary Attribute forces points in to Divine Favor and makes the smiter monk more likely to also provide some sort of protection or healing. Having the condition cause on attack doesn't work very well (as seen with Shock Arrow) Smiting prayers has several skills that knock down or trigger on knock down, making that a conditional that's in line with the attribute.

5 Energy1 Activation time3 Recharge time

Elite Spell. Deals 0...28...35 holy damage (maximum 130) for each recharge Smiting Prayers skill you have. Disables your non-Smiting Prayers skills for 8 seconds.

This disables everything that isn't a Smiting Prayers skill (including Smiter's Boon for longer than the recharge. This keeps the user from using things like PvE only skills, secondary skills and other attribute line skills, however, if allowed to constantly use their Smiting Prayers skills without worrying about other skills, this could pump out quite a bit of damage.

10 Energy1 Activation time8 Recharge time

Elite Spell. Deals 0...20...25 holy damage (maximum 100) for each recharge Smiting Prayers skill you have. Disables your non-Smiting Prayers skills for 15 seconds

In order to discourage spikes, this would need at least 7 people using it to spike one target down. All of these monks would have to solely use Smiting Prayers, which would stunt their utility and their ability to split. The longer recharge slows down the monk's damage output significantly.

No Attribute[edit]

5 Energy1 Activation time10 Recharge time

Elite Spell. Transfer all conditions from all allies to you. You gain 25 health for each new condition acquired.

Much like Empathic Removal this lacked healing, despite being affected by Divine Favor. 25 health is slightly more than Draw Conditions gives back at high Protection Prayers. This could help offset any damage you've already taken when you receive the new conditions.