User:Rising Dusk/Monk Suggestions
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The Role of a MonkThe Monk is the quintessential support class that supplies ample blue numbers to allies in order to keep them from dying. One might call this class the "healer" of Guild Wars. That said, the monk isn't completely one-dimensional, and can do its job in many different and interesting ways. I feel that with recent skill updates, certain skills have been hurt or boosted in PvE at the expense of others. I think that ultimately, all skills (especially Elite Skills) should be equally useful. I'm going to discuss further below how one might go about making the lesser-valuable skills on par with others. The Monk is based upon a few key components: First and foremost, the Monk directly heals his allies and himself. Healing Prayers is the direct way of doing that, although some Divine Favor skills do it as well. Basically, this is what most people expect when they get a Monk on their team: they expect him to heal everyone and keep them alive directly. This is an idea that is relatively unique to Guild Wars. Basically, the Monk will prevent damage done to allies rather than simply healing off whatever damage is taken. This can create the net result of the Monk doing less work to counteract the same amount of damage, which can be very advantageous in conserving the Monk's energy while still achieving the desired goal of saving lives. In order to keep the Monk from being completely one-dimensional in saving allies, the Monk also has access to an attribute that focuses on dishing out damage in the form of holy damage. As most non-standard damaging attributes usually have a special feature about them, it's important to consider how much of this damage is done. In many cases, Smiting Prayers support the team, but forfeit any healing for damage, such as in Smite Condition, Smite Hex, Judge's Intervention, Reversal of Damage, and others. However, the Smiting Prayers line does have direct damaging skills as well, such as Banish and Ray of Judgment. Lastly, many of the skills in Smiting Prayers are enchantments, rather than direct effects. Some examples of those enchantments are Holy Wrath and Balthazar's Aura. All of these aspects of Smiting are important for consistency and the feel that Smiting Prayers have. In my below suggestions, I will strive to maintain these trends. Skill SuggestionsThe following suggestions are skills for a Monk as I think they should be. I've carefully thought about the interactive elements of each edit I'm proposing, though I by no means claim to have them perfectly balanced, especially for the PvP environment. If anything, the balance is loose and you should look more at 'how' the skills function as opposed to their exact numbers. Healing PrayersProtection Prayers
10 2 30 - Elite Enchantment Spell. For 5...10...11 seconds, party members have a 5...81...100% chance to block. Block effect: You lose 8...2...1 energy or this enchantment ends on all party members.
5 1 25 - Elite Enchantment Spell. For ... 1...5...6 ... You ...
Smiting Prayers
5 ¼ 5 - Elite Enchantment Spell. For 5...9...10 seconds, the next time target ally would be knocked down by a foe, that foe is knocked down instead and takes 10...50...60 holy damage.
5 1 25 - Elite Enchantment Spell. For ... 1...5...6 ... You ...
5 1 15 - Elite Spell. You gain 0...3...4% of target ally's current health as energy.
5 1 25 - Elite Enchantment Spell. For ... 1...5...6 ... You ...
5 ¼ - Elite Spell. Deals 5...33...40 holy damage. If your target was below 33% Health, this spell takes an additional 10 seconds to recharge.
5 1 - Elite Spell. Deals 5...33...40 holy damage. If your target was below 33% Health, this spell takes an additional 15 seconds to recharge.
Divine Favor
10 ¾ 3 - Elite Spell. Heal target ally for 10...114...140 Health and remove one hex and one condition. You gain 5 energy if both a hex and a condition are removed.
5 ¼ 10 - Elite Enchantment Spell. For 10...46...55 seconds, Healing Prayers spells cost 1...3...3 less Energy, but heal for 25% less health.
10 10 - Elite Skill. For 12 seconds, signets you use that target a foe deal 5...21...25 holy damage to that target.
10 1 - Elite Spell. Remove all hexes from target ally. All party members have those same hexes removed as well. Removal cost: +20...7...4 seconds recharge for each hex removed.
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