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Old Jan 25, 2010, 03:24 AM // 03:24   #1
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Default Just a couple monk tweak suggestions.

Theres just a couple skills I would like to change. One change is very minor but will help a good deal I believe.

First the minor.

Blessed light: Remove one hex, one condition, and heal for 10...124 health.

This way it removes hexes first to stop fragility, anti healing hexes first, then the condition, then it can heal for its max potential instead of being hindered by hexes or deep wound. I also boosted the level 12 attribute by just a couple points to give it more oommph. Nothing ground breaking.

Now a couple others.

Word of censure. Pretty sure no one uses this skill as a asmiter since RoJ exists. Since censure can mean to blame or critisize etc etc, How about.

Hex spell. 10 energy 1 sec cast, 10 recharge.
Next time target enemy attacks or uses a skill, it takes 10...115 holy damage and foes nearby target enemy gets set on fire for 0...7 seconds.

Gives it some NICE single target damage, and gives a little AoE damage, without being overpowered I think. I wanted to keep it 10 energy though since 115 damage from one smite skill is kind of unheard from. Then again, it IS an Elite spell and should be treated as such.

Scribes insight. I am probably wrong, but I am pretty sure most monks don't use this, unless its a small niche build. If I'm wrong though disregard this.

Not sure if this would help it or not.

Scribe's Insight.10/X/25
Skill.For 5...11...13 Monk spells that target an ally have double divine favor and monk spells that target a foe do 1...19..25 holy damage

Thanks Xenex Xclame for the revised idea.


I don't believe any of these would harm PvP or open up farms in PvE.
Discuss.

Last edited by ajc2123; Jan 25, 2010 at 04:28 AM // 04:28..
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Old Jan 25, 2010, 03:56 AM // 03:56   #2
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Originally Posted by ajc2123 View Post

Hex spell. 10 energy 1 sec cast, 10 recharge.
Next time target enemy attacks or uses a skill, it takes 10...115 holy damage and foes nearby target enemy gets set on fire for 0...7 seconds.




I don't believe any of these would harm PvP or open up farms in PvE.
Discuss.
NO, I don't want to see a team of 8 monks consisting of 2 healers and 6 other monks to just make this another spike build
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Old Jan 25, 2010, 04:03 AM // 04:03   #3
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Isn't RoJ a better spike option for monks anyways since its AoE and has a larger damage output? It's not exactly a spike either since its a hex spell and hexes don't stack.
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Old Jan 25, 2010, 04:08 AM // 04:08   #4
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Isn't RoJ a better spike option for monks anyways since its AoE and has a larger damage output? .
Oh I thought it was a spell, but anyway in a 8v8 situation your buffing the skill because an roj you can easily just move out of range, if you were to use this as a hex then it can be used in a balanced for more dmg since you can't run from it and only hope the hex gets removed.
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Old Jan 25, 2010, 04:10 AM // 04:10   #5
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Oh I thought it was a spell, but anyway in a 8v8 situation your buffing the skill because an roj you can easily just move out of range, if you were to use this as a hex then it can be used in a balanced for more dmg since you can't run from it and only hope the hex gets removed.
Even then I still believe it is outdone by discord and necrosis because of its 10 second recharge. what if I made it 15 seconds recharge instead.
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Old Jan 25, 2010, 04:12 AM // 04:12   #6
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maybe I should have mentioned I am seeing this through a pvp aspect not pve
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Old Jan 25, 2010, 04:15 AM // 04:15   #7
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maybe I should have mentioned I am seeing this through a pvp aspect not pve
oooooh 8v8....missed that part.

Well I highly doubt guilds will be making all monk teams for one elite spell considering other classes can spike better....although the damage is a bit good for PvP.

Maybe a split.
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Old Jan 25, 2010, 04:25 AM // 04:25   #8
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No RoJ is horrible as spike, since the damage is spread out in 5 seconds.

There is no +armor against holy damage armor upgrade and it doesnt fall under elemental.
But your right about the hex part, it couldn't be used as a spike skill, I personally like your WoC.

I however dislike your Scribes Insight, its too complicated, (read: Anet would mess up)
Why not make it something more simple like and it should not last longer then the recharge.
Scribe's Insight.10/X/25
Skill.For 5...11...13 Monk spells that target an ally have double divine favor and monk spells that target a foe do 1...19..25 holy damage

Or if you want to keep it signet only make it
Skill for 5..11.13 Monk signets that target an ally heal for 3...38...51 health and monk signets that target an foe do 1...19..25 holy damage

Edit Fixed the description, forgot to say the damage only happens on foe targetted singets.

Last edited by Xenex Xclame; Jan 25, 2010 at 04:31 AM // 04:31..
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Old Jan 25, 2010, 04:26 AM // 04:26   #9
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No RoJ is horrible as spike, since the damage is spread out in 5 seconds and its fire damage.

There is no +armor against holy damage armor upgrade and it doesnt fall under elemental.
But your right about the hex part, it couldn't be used as a spike skill, I personally like your WoC.

I however dislike your Scribes Insight, its too complicated, (read: Anet would mess up)
Why not make it something more simple like and it should not last longer then the recharge.
Scribe's Insight.10/X/25
Skill.For 5...11...13 Monk spells that target an ally have double divine favor and monk spells that target a foe do 1...19..25 holy damage

Or if you want to keep it signet only make it
Skill for 5..11.13 Monk signets that target an ally heal for 3...38...51 health and do 1...19..25 holy damage
Nope, I like your idea much more than mine. I'ma put it in my OP and credit you lol.

Would it be overpowered if it healed and did damage no matter what type of monk skill it was?

Like

For 5...11...14 Monk skills that target allies heal for 3...38...51 health. Skills that target foes do 1...19...25 holy damage.

Last edited by ajc2123; Jan 25, 2010 at 04:34 AM // 04:34..
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Old Jan 25, 2010, 04:32 AM // 04:32   #10
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W00t I made something happen!
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Old Jan 25, 2010, 05:38 AM // 05:38   #11
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Your scribe's insight is still kind of garbage. First of all monks only have about 6 non elite spells that target foes and all of them either take 2 second to cast or have a recharge of 10 seconds or more so the extra damage isn't much help. You'd maybe get an extra 100 damage every 25 seconds which would just suck even for a non elite skill. The healing isn't great either so it's just combining two mediocre effects that don't even blend well because monks don't usually run builds that heal and deal damage at the same time.
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Old Jan 25, 2010, 10:20 AM // 10:20   #12
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How about this:

For 5...11...14, your Monk skills that target an ally have double the Divine Favor bonus and deal 1...19...25 holy damage. Each time you use a skill, you lose 4...2...1 energy.

(1 energy loss is at 15 div favor, 14 div favor still makes you lose 2 energy)

Last edited by Dre; Jan 25, 2010 at 10:22 AM // 10:22..
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Old Jan 25, 2010, 03:27 PM // 15:27   #13
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Originally Posted by X Ghoul View Post
NO, I don't want to see a team of 8 monks consisting of 2 healers and 6 other monks to just make this another spike build
How would this be a spike? Its next time attack conditional hex, not a direct damage spike skill. I'm merely pointing the change isnt a spike.

Maybe the burning is too long and the recharge is a little too short considering the 1 sec cast. I think though it could be abused with arcane echo and cons.

Last edited by REDdelver; Jan 25, 2010 at 03:36 PM // 15:36..
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Old Jan 25, 2010, 04:38 PM // 16:38   #14
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How would this be a spike? Its next time attack conditional hex, not a direct damage spike skill. I'm merely pointing the change isnt a spike.

Maybe the burning is too long and the recharge is a little too short considering the 1 sec cast. I think though it could be abused with arcane echo and cons.

Can't EVERYTHING be abused with arcane echo and cons? lol.

The AoE burning isn't that much damage, the majority comes from single target damage. This can still be outdone with discord or necrosis anyways in PvE terms, but gives the monk some single target oomph which I would like.
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Old Jan 25, 2010, 05:14 PM // 17:14   #15
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Many smiting skills need to be tweaked for it to be effective,one skill doesn't make it worth it. Not even RoJ.
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Old Jan 25, 2010, 08:44 PM // 20:44   #16
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Scribes is fine imo how it is, there are some cool builds u can run with it (pve Smiters boon spammer).
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Old Jan 25, 2010, 09:23 PM // 21:23   #17
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Lower the e-cost of Blessed Light to 5e and reduce the cast time of "Signet of Devotion" to 1s; you'd have yourself a viable hex-countering Heal/Prot monk for 4v4 for sure.
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Old Jan 25, 2010, 09:25 PM // 21:25   #18
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Lower the e-cost of Blessed Light to 5e and reduce the cast time of "Signet of Devotion" to 1s; you'd have yourself a viable hex-countering Heal/Prot monk for 4v4 for sure.
5 energy spell that removes a hex AND condition while giving decent health is kinda OP methinks.
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Old Jan 25, 2010, 09:42 PM // 21:42   #19
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Can't EVERYTHING be abused with arcane echo and cons? lol.

The AoE burning isn't that much damage, the majority comes from single target damage. This can still be outdone with discord or necrosis anyways in PvE terms, but gives the monk some single target oomph which I would like.
yes and no on the everything can be abused with cons & arcane echo, but more no than anything.

The way you abuse cons and arcane echo is only if you have a small recharge and a small energy cost.

7 sec AOE burning is a way too long. Burning arrow maxes out at 7 seconds as an elite only being a single target. The burning on ROJ is something that can be simply reduced by stepping out of it. The thought of your skill, I'm ok with. I dont agree with 10e, 1 sec cast, 10 recharge, 115 dmg + targeting nearby burning (unlike an area burning, which can be stepped out of)

Something has to go. Like burning needs to be 3 secs and the recharge needs to be more like 15 or 20 secs if you want to stick with the basic mechanics of your description.
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Old Jan 26, 2010, 03:52 AM // 03:52   #20
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yes and no on the everything can be abused with cons & arcane echo, but more no than anything.

The way you abuse cons and arcane echo is only if you have a small recharge and a small energy cost.

7 sec AOE burning is a way too long. Burning arrow maxes out at 7 seconds as an elite only being a single target. The burning on ROJ is something that can be simply reduced by stepping out of it. The thought of your skill, I'm ok with. I dont agree with 10e, 1 sec cast, 10 recharge, 115 dmg + targeting nearby burning (unlike an area burning, which can be stepped out of)

Something has to go. Like burning needs to be 3 secs and the recharge needs to be more like 15 or 20 secs if you want to stick with the basic mechanics of your description.
I would rather just make burning 3 seconds and leave the rest for PvE, since stepping out of the RoJ is kind of easy to counter in PvE with a simple snare, So I still believe RoJ will be more powerful.

But if my proposal is REALLY OP then I guess it can be gimped just a bit.
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