User:Raine Valen/Musings/Dervish Rebalance/Wind Prayers

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Wind Prayers[edit]

Attacker's Insight Attacker's Insight[edit]

  • Current:

5 Energy0.25¼ Activation time15 Recharge time Enchantment Spell. (20 seconds.) Reduces Energy cost by 5...17...20 for your next 1...3...3 attack skills.

  • Proposed:

5 Energy0.25¼ Activation time15 Recharge time Enchantment Spell. (2 seconds.) Shadow Step to target foe. Your next attack skill costs 2...12...15 less Energy and activates 15...43...50% faster. This spell has 1/3 normal range.

    • One of the balancing considerations with Scythe Mastery was energy cost. A lot of the skills were given a 10e cost as a short of prohibitive measure, but the issue with that was that Attacker's Insight would still allow free spikes, since it really didn't matter how much the skills cost with this buff. Because of that, it has been reworked into one of the short-range steps that characterizes Wind Prayers, while still allowing the user a free attack skill at reasonable spec.
  • Proposed:

10 Energy2 Activation time45 Recharge time Enchantment Spell. For 30...54...60 seconds, whenever you successfully hit with an attack skill, you gain 20% of that skill's cost.

    • Attacker's Insight now saves a more energy in the long run, but it doesn't allow the free spiking which was a problem before the update.

Dwayna's Touch Dwayna's Touch[edit]

  • Current:

5 Energy0.75¾ Activation time2 Recharge time Touch Spell. Heals for 15...51...60 (maximum 150) for each enchantment on you.

Enchanted Haste Enchanted Haste[edit]

  • Current:

5 Energy0 Activation time15 Recharge time Stance. (5...17...20 seconds.) You move 25% faster if you are enchanted.

  • Proposed:

5 Energy0 Activation time15 Recharge time Stance. (5...17...20 seconds.) You move 25% faster if you are enchanted.

    • I really don't have any issues with this skill.

Featherfoot Grace Featherfoot Grace[edit]

  • Current:

10 Energy0.25¼ Activation time15 Recharge time Enchantment Spell. (5...17...20 seconds.) You move 25% faster, and conditions expire 50% faster.

  • Proposed:

5 Energy0.25¼ Activation time5 Recharge time Enchantment Spell. Lose one condition. If a condition was lost in this way, you move 25% faster for 5...17...20 seconds. Otherwise, you lose one Hex.

    • This one somewhat keeps the spirit of the original, giving the Dervish the ability to reduce condition pressure on itself and granting an IMS for successful removal. It can also be used as a hex removal, but with the downside that it can't be used if the derv is suffering from a condition and that a hex removal grants no additional benefit.
  • Proposed:

10 Energy0.25¼ Activation time15 Recharge time Enchantment Spell. (3...9...10 seconds.) Whenever you would be hit with an attack skill, that attack misses and you Shadow Step to a random nearby location. This Enchantment ends after 1...3...4 incoming attack skills.

    • This allows the dervish to dodge incoming attacks for a short period of time, allowing them to avoid being spiked. Because the effect is so powerful, this enchantment has a high cost and recharge to prevent spamming.
  • Proposed: See Mysticism.

Grenth's Aura Grenth's Aura[edit]

  • Current:

15 Energy2 Activation time25 Recharge time Enchantment Spell. (10 seconds.) Initial effect: 15...63...75 cold damage to adjacent foes. End effect: removes 1 enchantment from foes near you.

  • Proposed:

10 Energy1 Activation time25 Recharge time Enchantment Spell. (15...27...30 seconds.) Enchantments cast on nearby creatures expire 10...22...25% faster. Enchantments cast on adjacent creatures expire 25...45...50% faster.

    • It now functions as a small Tranquility, creating an enchantment-hostile environment around the caster.

Grenth's Fingers Grenth's Fingers[edit]

  • Current:

10 Energy0.75¾ Activation time10 Recharge time Enchantment Spell. (30 seconds.) Your attacks deal cold damage. Initial effect: hits adjacent foes for 20...68...80 cold damage. End effect: inflicts Crippled Condition (5...13...15 seconds) on adjacent foes.

  • Proposed:

10 Energy1 Activation time20 Recharge time Spell. Target foe and adjacent foes are struck for 15...51...60 Cold damage. Affected foes below 66% Health lose one Enchantment. Affected foes below 33% Health are struck for an additional 10...54...65 Cold damage and are Crippled for 3...10...12 seconds. This spell has 1/3 normal range.

    • A rather powerful spell that grows in strength as the target becomes closer to death. As all offensive Dervish spells, it has been limited to 1/3 normal range.

Grenth's Grasp Grenth's Grasp[edit]

  • Current:

5 Energy0.25¼ Activation time10 Recharge time Elite Enchantment Spell. (20 seconds.) Inflicts Crippled condition (3...13...15 seconds) with your attack skills. No effect unless wielding a cold weapon.

  • Proposed:

10 Energy0.25¼ Activation time15 Recharge time Elite Spell. Shadow Step to target foe. That foe and all adjacent foes lose 0...2...2 Enchantments and are Crippled for 3...5...6 seconds. This spell has 1/3 normal range.

    • The issue that has plagued Wind Prayers since, well, forever has been abuse by assassins. Assassins love wind prayers, period. The possibility for assassin abuse is strong in this skill; I'm considering making it fail under a certain attribute spec.

Guiding Hands Guiding Hands[edit]

  • Current:

5 Energy0.25¼ Activation time20 Recharge time Enchantment Spell. (20 seconds.) Your next 0...2...3 attacks are unblockable.

  • Proposed:

5 Energy0.75¾ Activation time20 Recharge time Enchantment Spell. (5...25...30 seconds.) Your attack skills cannot be blocked. Guiding Hands ends if you fail to hit.

    • This skill has simply been buffed, nothing elaborate. Previously, it was too short-lived to really accomplish anything.

Harrier's Grasp Harrier's Grasp[edit]

  • Current:

10 Energy1 Activation time25 Recharge time Enchantment Spell. (5...21...25 seconds.) Your attacks inflict Crippled condition (3...13...15 seconds) on moving foes.

  • Proposed:

10 Energy0.25¼ Activation time20 Recharge time Enchantment Spell. (5...25...30 seconds.) Your attacks inflict Crippled condition (3...9...10 seconds) on moving foes.

    • It took too long to cast mid-engagement and was damnably hard to maintain. Both of those concerns have been addressed.
  • Proposed:

10 Energy0.25¼ Activation time15 Recharge time Spell. Shadow Step to target foe. If that foe was moving, that foe is Crippled for 5...9...10 seconds. This spell has 1/3 normal range.

    • Grenth's Grasp's non-elite counterpart. The cripple is conditional and the shadow step, like all dervish offensive spells, is limited to 1/3 normal range.

Harrier's Haste Harrier's Haste[edit]

  • Current:

5 Energy0 Activation time20 Recharge time Stance. (5...13...15 seconds.) You move 25% faster and deal +5...13...15 damage to moving foes.

  • Proposed:

5 Energy0 Activation time20 Recharge time Stance. (5...13...15 seconds.) You move 25% faster and deal +5...13...15 damage to moving foes.

    • There's really nothing wrong with it in this form.
  • Proposed:

5 Energy0 Activation time20 Recharge time Stance. (3...5...6 seconds.) You move 33% faster and deal +5...13...15 damage to moving foes. This stance is reapplied whenever you hit a moving foe.

    • A little bit faster, and a little bit more offensive. I was actually considering making it a 50% movement speed buff, but considered that to be too far.

Lyssa's Haste Lyssa's Haste[edit]

  • Current:

5 Energy0.25¼ Activation time15 Recharge time Enchantment Spell. (5...10...11 seconds.) You move 25% faster. You gain 1 Energy each second while moving. You lose 15...7...5 Health each second while moving.

  • Proposed:

5 Energy0 Activation time20 Recharge time Stance. (5...13...15 seconds.) You move 25% faster and steal 0...2...2 Energy whenever you strike a moving foe.

    • The less-damage, more-utility alternative to Harrier's Haste.

Mystic Healing Mystic Healing[edit]

  • Current:

5 Energy1 Activation time2 Recharge time Spell. Heals for 5...53...65. Affects one party member for each enchantment on you. The same party member cannot be healed more than once.

Mystic Twister Mystic Twister[edit]

  • Current:

10 Energy0.75¾ Activation time12 Recharge time Spell. Deals 30...106...125 cold damage to one foe in the area for each Enchantment on you. The same foe cannot be hit more than once.

  • Proposed:

10 Energy2 Activation time12 Recharge time Spell. Create a Mystic Twister at target foe's location. Each second for 3 seconds, up to 3 foes near that location take 5...17...20 Cold damage for each Enchantment (maximum of 3) on you. This spell has 1/3 the normal range.

    • This spell creates a small AoE effect at the target's location, enough to create scatter. Alternatively, it can be cast before spikes (especially those with snares) to add damage.

Natural Healing Natural Healing[edit]

  • Current:

5 Energy1 Activation time5 Recharge time Spell. You are healed for 40...128...150. You lose 5 Energy if enchanted.

Onslaught Onslaught[edit]

  • Current:

5 Energy0.25¼ Activation time20 Recharge time Elite Enchantment Spell. (5...17...20 seconds.) You attack and move 25% faster.

  • Proposed:

5 Energy0.25¼ Activation time20 Recharge time Elite Enchantment Spell. (5...25...30 seconds.) You attack 25% faster and move 33% faster.

    • This is just a minor buff to make it a little easier to maintain. The IMS has also been slightly increased.
  • Proposed:

5 Energy0.25¼ Activation time15 Recharge time Elite Enchantment Spell. Shadow step to target foe. If you have more Health than target foe, that foe is knocked down and you attack 33% faster for 5...9...10 seconds. Otherwise, you move 25% faster for 10...18...20 seconds. This spell has 1/3 normal range.

    • With this version of Onslaught, a Dervish can effectively create disruption and create kills through conditional KD. On foes with high health, the IMS gives the dervish the ability to pressure harder, while the KD gives the derv the sbility to finish off lower-health targets.

Pious Restoration Pious Restoration[edit]

  • Current:

5 Energy0.25¼ Activation time4 Recharge time Spell. Remove one of your enchantments. You gain 30...78...90 Health. Lose 1...3...3 hexes if still enchanted.

  • Proposed:

5 Energy0.25¼ Activation time5 Recharge time Enchantment Spell. Lose one Enchantment and one hex. If you are still Enchanted, lose one hex for each enchantment on you (maximum of 1...2...2). You gain 20...44...50 Health for each hex lost in this way.

    • It keeps the functionality of the original, while being much easier to use as an anti-hex skill. It is also more in line with Featherfoot Grace.
  • Proposed: See Mysticism.

Rending Aura Rending Aura[edit]

  • Current:

10 Energy1 Activation time15 Recharge time Enchantment Spell. (5...17...20 seconds.) Your attacker loses all enchantments whenever you are hit by a melee attack.

  • Proposed:

10 Energy1 Activation time30 Recharge time Enchantment Spell. For 15...39...45 seconds, whenever you lose an enchantment, all adjacent creatures lose an enchantment.

    • One of the issues I see here would be that skills like Mystic Sweep and Rending Touch could potentially be used to remove multiple enchantments at once, if used properly. However, I'd be interested in seeing how that synergy played out.

Signet of Mystic Speed Signet of Mystic Speed[edit]

  • Current:

0 Energy0 Activation time20 Recharge time Signet. (5...17...20 seconds.) You move 15% faster (maximum 33%) for each enchantment on you.

  • Proposed:

0 Energy0 Activation time15 Recharge time Signet. (5...17...20 seconds.) You move 15% faster and an additional 5...17...20% faster foe each Enchantment on you (maximum of 33% faster).

    • Very much in keeping with the original, but easier to maintain and rewarding higher spec.

Signet of Pious Restraint Signet of Pious Restraint[edit]

  • Current:

0 Energy1 Activation time20 Recharge time Signet. Inflicts Crippled condition (5...13...15 seconds). Remove one of your enchantments. Removal effect: instant recharge.

  • Proposed:

0 Energy1 Activation time10 Recharge time Signet. Inflicts Crippled condition (5...13...15 seconds). Remove one of your enchantments. Removal effect: this signet recharges instantly and causes knock down if target foe was moving.

Test of Faith Test of Faith[edit]

  • Current:

10 Energy0.75¾ Activation time15 Recharge time Touch Spell. Deals 15...55...65 cold damage. Also affects foes near target. Removes all enchantments from foes below 50%.

  • Proposed:

10 Energy0.25¼ Activation time15 Recharge time Spell. Target foe and nearby foes take 15...55...65 Cold damage. Affected foes below 50% Health lose all Enchantments. If target foe was below 50% Health, you Shadow Step to that foe. This spell has 1/3 normal range.

    • It's largely in keeping with the original, but also more in line with the new wind prayers offensive spells.

Vow of Piety Vow of Piety[edit]

  • Current:

5 Energy0.25¼ Activation time8 Recharge time Enchantment Spell. (20 seconds.) Heal one ally in the area for 5...41...50 whenever you lose an enchantment.

  • Proposed:

10 Energy1 Activation time20 Recharge time Enchantment Spell. (3...9...10 seconds.) Whenever an enchantment naturally ends on you, target foe loses an enchantment. Whenever an enchantment naturally ends on that foe, you lose an enchantment.

Zealous Vow Zealous Vow[edit]

  • Current:

5 Energy0.25¼ Activation time12 Recharge time Elite Enchantment Spell. (20 seconds.) You gain 1...6...7 Energy each time you hit with an attack. You have -3 Energy regeneration.

  • Proposed:

5 Energy0.25¼ Activation time30 Recharge time Elite Enchantment Spell. (10...18...20 seconds.) You suffer -8...4...3 Energy degeneration, but you attack 33% faster. If target foe dies while you are enchanted with Zealous Vow, you gain 10...26...30 Energy, your skills are recharged, and Zealous Vow ends. If Zealous vow lasts its full duration, you lose all Energy.

    • Assassin's Promise is a very fun skill.