Quote:
Originally Posted by Ventius Hozza
Goodbye Monk/X smiter, Hello D/Mo Smiter! Yay!... -_-
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Where's this? Possibly PvE, but PvP is very unlikely. Smiting is most effective when you do it off someone else, who can move to keep in melee range of another character.
Perhaps I could see a Monk smiting OFF a Dervish, using their enchantments to fuel the Dervish's energy (and additional health) engine, while the Dervish uses an energy intensive build.
Of existing professions, at the moment, the only professions with enchantments are Assassin, Elementalist, Monk, Necromancer, Ritualist and Mesmer packing the few rare enchantments which you could list on both hands.
All of the below goes off the assumption the ability means activates for one's self.
Assassin - Heart of Shadow, Shadow Form, Shadow Refuge, Shroud of Distress, Way of Perfection, Way of the Fox, Way of the Empty Palm, Aura of Displacement, Recall [Does not include Critical Strikes linked enchantments]
While you might make a build out of Shadow Arts, using the cheap, short enchantments (Heart ends when you're struck, and Refuge has a 4 second duration) to generate ~100 heals fairly often, I don't think Assassin is conducive to broken combos.
Elementalist - Burning Speed, Conjure Flame, Fire Attunement, Armor of Earth, Earth Attunement, Kinetic Armor, Magnetic Aura, Obsidian Flesh, Sliver Armor, Armor of Frost, Armor of Mist, Conjure Frost, Mist Form, Swirling Aura, Water Attunement, Air Attunement, Conjure Lightning, Windborne Speed
A fairly good selection of enchantments, but the bulk of them are priced at 10, and have a minimum of 10 seconds recharge, with most being 20-30-60, barring Burning Speed, which has no recharge at all.
Mesmer - Sympathetic Visage and its Copy (Ancestor's Visage), Illusion of Weakness, Channeling, Mantra of Recall, Illusion of Haste, and Auspicious Incantation
Not really an enchanting cast here, and nothing that'll fuel an infinite combo. Well, in melee range, I could see Channeling doing a decent job, but not because it ends to give you energy. Just because in PvE, melee-ers are often near a lot. It's just that unless you're a caster, it's not going to help.
Monk - Pass for now.
Necromancer - Awaken the Blood, Blood Bond (only on other ally), Blood Renewal, Blood Ritual (only on other ally), Cultist's Fervour, Demonic Flesh, , Dark Bond, Order of Pain, Order of the Vampire, Vampiric Spirit, Order of Apostasy, Aura of the Lich, Dark Aura, Death Nova, Infuse Condition, Tainted Flesh
Not really an enchanter profession, Necromancers prefer to hex foes, mostly. Though, of their few enchantments, there's actually an interesting synergy with Order of Pain/the Vampire + Mysticism.
2 Energy cost, and nullify much of the health sac? Why yes, thank you! However, the loss of the necromancer damage bonus, and the half casting time + useful skills of a Mesmer are not so appealing. Also, no Soul Reaping for PvE
Ritualist - Not an enchanter. Their buffs are primarily weapon spells and spirits, and their enchantments are all linked to Spawning.
Warrior + Ranger - No enchantments.
Monk (going to do them by attribute):
Healing Prayers - Dwayna's Sorrow, Healing Breeze, Healing Hands, Healing Seed (only on other ally), Vigorous Spirit, Mending+LiveVicariously Maintained Enchants
10 seconds is the shortest duration Healing monk enchantment you can cast on yourself. However, combined with Mysticism, they can heal about as much as they would with Divine Favour, and return energy to boot. Also, Maintained Enchantments act like Mantra of Recall. You cast them on yourself, and let them end when you need the health and energy. Batteries, of sorts.
Protection Prayers - Aegis, Air of Enchantment (only on other ally), Guardian, Life Sheath, Mark of Protection, Protective Spirit, Reversal, Reverse Hex, Shield Guardian, Shield of Deflection, Shield of Regeneration, Shielding Hands, Spirit Bond, Vital Blessing+LifeAttunement+ProtectiveBond+(other ally only: Life Bond and Life Barrier)
Guardian and Reversal are the only ones that are truly spammable, and result in a net gain of Energy. The rest, well, aren't, though you could dabble and use them when necessary. See Healing for my opinion on Maintaineds.
Smiting Prayers - Balthazar's Aura, Judge's Insight, Zealot's Fire, StrengthOfHonour+Retribution+HolyWrath+Balthazar's Spirit
Umm, yay? <_<
That is a summation of enchantments from the Dervish's perspective alone, and once again, under the assumption that it only gives you energy and health when the enchantments end.
There is nothing I can see that makes a really worthwhile infinite health and energy engine, or breaks Dervish from that perspective alone.
However, I do feel that if someone figures out a way to break Mysticism, it'll be through enchantments being cast on the Dervish from an ally, such as a smiter, and the Dervish using the energy to break skills with drawbacks of energy cost.
Until someone creates such a build, I think calls of broken-ness are unnecessary. For now, at least.
Or maybe I'm missing something blindingly obvious x_X
Now, if a Dervish gets energy for every enchantment period, it's definitely insanely broken <_<
If a Dervish gets energy for all enchantments it casts, then you may very well have problems with Smiting Dervishes and such, though with Zealot's Fire nerfed, 29 adjacent fire damage isn't something to write home about.