User:The Gates Assassin/Balance

Some skills are overpowered, some builds are too. A lot of skills are underpowered. Overtime I'm going to make a list of what I would do to fix it.

Assassins

 * Sharpen Daggers. Decrease casting time by 1.

It sucks as it is, 2 second recharge time is just begging to be interupted.


 * Desperate Strike. Change to: If you have less than 100% health you deal +10-40 damage.

Would be nice with vamp daggers, and the skill would be useful. Somewhat.


 * Disrupting Stab. Increase disable time to 5-20.

It's hard enough to get the interupt in. Disrupting chop is sooo much better than this.


 * Flashing Blades.

It's currently inferior to Critical defenses, being it only works when you are attacking and its an ELITE. No idea how to fix this for now.


 * Fox Fangs. Increase damage to 15-40.

It's a nice skill, it just needs something over Wild strike other than speed.


 * Jagged Strike. Change to: If this attack hits, target foe suffers from bleeding and crippled and takes +10-30 damage. Increase recharge to 4. Increase energy cost to 10.

In it's current form, it could say "Target foe bleeds forever" and no one would use it because bleeding is just too weak in a chain. Snare degen and small damage in one skill. Hopefully that would give it a nice snare.


 * Repeating Strike.

No idea how to fix this for now.


 * Deadly paradox. decrease energy cost to 10. increase recharge to 25. Decrease duration to 0-5. Increase reduction to 50%.

Then PvE shuts up and PvP OPness ends.


 * Lift enchantment. Change to: Target foe loses one enchantment. If target foe is knocked down, that foe loses another enchantment. Increase recharge to 20.

Nice cheap enchantment removal.


 * Mantis Touch. Change to Lead attack. Add 5-50 damage bonus damage. Half ranged.

Now it isn't an offhand snare...which in it of itself makes no sense.


 * Mark of Death.

It's weak, Not sure how to buff it.


 * Mark of Ensecurity.

See Mark of Death.


 * Scorpion Wire. Change to: Shadow Step to target foe. That foe takes 10-50 damage. decrease cast time to 1/4. Increase cost to 10.

Then it will actually be plausable.


 * Shadow Fang.

It has way to long of a recharge for such a weak effect.


 * Shameful Fear.

Not sure how to fix it.


 * Mirrored Stance. Target foe loses one stance. You enter that stance. Increase recharge to 20.

Then its balanced with wild strike and all those. Not amazing, might change it.


 * Way of the Fox. For 0-10 seconds. You cannot be blocked. This enchantment ends if you miss. Decrease recharge to 30 seconds. Increase casting time to 1 second.

Weaker than Fox's Promise, but now its not just plain weak.


 * Aura of Faith. Increase healing amount to 30-75%. Decrease recharge to 5.

Might change it more, still kinda is inferior to healer's boon.


 * Diving healing and heavan's Delight. decrease recharge to 8. Change to: Target ally and all adjecent allies are healed for 10-80 health.

Who's idea was it to make 2 of these crappy skills?


 * Peace and Harmony. Decrease duration to 0-20. Target ally gains +2 energy regeneration.

Then it is actually worth it, kinda.


 * Spell shield. You cannot be interupted while casting spells. Change disable effect to: For each spell that would have been interupted, all of your enchantment spells are disabled for 3-1 second. Decrease recharge to 20.

Then its not a stupid skill.


 * Unyielding Aura. Change completely to: Target other ally has +100 health and +10 energy. If target ally was dead, that ally is resurrected. Increase energy cost to 15.

Also no death on strip.


 * Withdraw hexes. Change to: All allies lose one hex. any allies suffering from a necromancer hex gain 100 health.

Aka extinquish in hex removal form. Be nice when hex meta ever comes back.


 * Dwayna's kiss. Target Ally

Come on...it deserves it.


 * Healer's Covonant. You heal for +50 health each time you cast a healing prayers spell. If you use any skill not in healing prayers, this enchantment ends and is disabled for 30 seconds. Decrease recharge time to 0.

Problem with this elite is 1) It's elite energy management 2) It's weak 3) Monks don't need it. Also Covenants Difinition: the agreement between God and the ancient Israelites, in which God promised to protect them if they kept His law and were faithful to Him.


 * Healing Breeze. Descrease cost to 5.

Buff it till its good =D


 * healing Burst. Ranged.

Needs it.


 * Healing Light. Heal Target ally for 10...94. If that ally is under the effects of an enchantment, you gain 5 energy.

It sucks as it is. Too weak of a heal and again monks do not really need that much energy manegment.


 * Mending. Decrease energy cost to 5. Increase regen to 0-5.

Yeah...best I can think of.


 * Supportive Spirit. Whenever target ally is knocked down. That ally gains 50 health for each second that ally is knocked down for. Decrease energy cost to 5. increase recharge to 10.

For example. Backbreaker = 200 health heal after one second of being knocked down.


 * Amity. Ranged.

Best I can think of without a complete rework.


 * Life Sheath. 1/4 cast time. 10 Recharge. The next 50-150 damage.

I love the idea of this skill, it just needs more.


 * Mark of Protection. Change to: For 3 seconds, when ever target ally would take damage that damage is negated and that ally is healed for that amount (max 10-80). 15 second recharge. Change cast time to 1/4.

Then it's stopping spikes and having a probable use.


 * Pensive Gaurdian. For 5-10 seconds, target ally has a 50% chance to block attacks. If target ally is hit that ally gains 0-2 energy.

Idk.


 * Balthazar's pengelum. Add in: And takes 10-60 holy damage.

There, somewhat useful.


 * Judge's Intervention. The next time target ally would take damage that would bring that ally below 25% maximum health, that damage is negated and the foe that did that damage takes 10-100 holy damage.


 * Ray of Judgment.

Not sure how to fix yet. It's too one time wondery.


 * Light of Dwayna.