Theres several classification into what makes a balance skill, based on: cost, casting time, recharge time, duration of effect, effectiveness of effect, overall usability, counters (based only on Core Skills), synergy, negative effects
Lets take a look at a the VIM D/W Tank build (The D/mo build is almost the same) and try to balance it shall we?
This is a tanking build, so basically cast Vital boon, then turn on Pious Concentration and start spamming the AOE enchants: Dust Cloak, Balthazar's Rage, Aura of Thorns, Grenth's Fingers, using Signet of Piety after each enchantment. ViM is used after the target has picked up some nasty conditions. This build KILLS melee characters very quickly. The cripple, bleeding and blindess makes them useless, while taking armor ignoring damage. It has such powerful synergy, and spammability makes it an incredible build that doesnt even really require any weapons. Its way overpowered, and resilient vs interrupts (Pious Concentration) or enchantment removal (Thanks to the fact that removing enchantments will heal the dervish and give him energy and activate the various conditions from the AOE enchants) as well as E-denial in general.
Dust Cloak: 10 Energy. ¾ Sec Activation. 12 Sec Recharge.
Enchantment Spell. All nearby foes are struck for 40...88 earth damage. For 30 seconds, your attacks deal earth damage. When this Enchantment ends, all nearby foes are Blinded for 1...4 seconds.
cost: Average
casting time: Excellent
recharge time: Average:
duration of effect: Average
effectiveness of effect: Excellent
overall usability: Good
counters: Backfire, Arcane Conundrum, Kiting, Maelstrom, Well of Profane
synergy: Excellent
negative effects: None
Pious Concentration : 5 Energy. 5 Recharge.
Stance. For 20 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 1 Enchantment or Pious Concentration ends.
cost: Excellent
casting time: Excellent
recharge time: Excellent:
duration of effect: Average
effectiveness of effect: Good
overall usability: Excellent
counters: Wild Blow
synergy: Excellent
negative effects: Loss of enchantment
Signet of Piety : 1 Sec Activation. 20 Recharge.
Signet. Lose one Enchantment. Target ally is healed for 30...114 Health. If an Enchantment was removed in this way, this Signet recharges immediately.
cost: Excellent
casting time: Good
recharge time: Good
duration of effect:
effectiveness of effect: Good
overall usability: Excellent
counters: Rust, Ignorance, Diversion
synergy: Excellent
negative effects: Loss of enchantment
Vital Boon: 5 Energy. 1 Sec Activation. 8 Recharge.
Enchantment Spell. For 20 seconds, you have +40...88 maximum Health. When this Enchantment ends, you are healed for 75...135 Health.
cost: Excellent
casting time: Good
recharge time: Excellent
duration of effect: Good
effectiveness of effect: Excellent
overall usability: Excellent
counters: Backfire, Diversion, Maelstrom, Well of Profane
synergy: Excellent
negative effects: None
Balthazar's Rage: 10 Energy. ¾ Sec Activation. 5 Sec Recharge.
Enchantment Spell. All nearby foes take 40...88 holy damage. For 20 seconds, this Enchantment does nothing. When this Enchantment ends, you gain 4...9 Health for each successful hit while under the effects of this Enchantment.
cost: Good
casting time: Excellent
recharge time: Excellent
duration of effect: Excellent
effectiveness of effect: Holy Shit Excellent
overall usability: Excellent
counters: Backfire, Diversion, Maelstrom, Well of Profane, Kiting
synergy: Excellent
negative effects: None
[b]Aura of Thorns:[b] 5 Energy. ¼ Sec Activation. 12 Sec Recharge.
Enchantment Spell. All nearby foes are Crippled for 4...9 seconds. For 30 seconds, this Enchantment does nothing. When this Enchantment ends, all nearby foes begin Bleeding for 5...13 seconds.
cost: Excellent
casting time: Excellent
recharge time: Good
duration of effect: Average
effectiveness of effect: Good
overall usability: Good
counters: Backfire, Diversion, Maelstrom, Well of Profane, Kiting
synergy: Excellent
negative effects: None
Grenth's Fingers: 10 Energy. ¾ Sec Activation. 8 Recharge.
Enchantment Spell. All nearby foes are struck for 40...88 cold damage. For 30 seconds, your attacks deal cold damage. When this Enchantment ends, all nearby foes are Crippled for 4...9 seconds.
cost: Good
casting time: Excellent
recharge time: Good
duration of effect: Good
effectiveness of effect: Good
overall usability: Excellent
counters: Backfire, Diversion, Maelstrom, Well of Profane, Kiting
synergy: Excellent
negative effects: None
"Victory is Mine!": 5 Energy. 15 Sec Recharge.
You gain 10...56 Health and 5 Energy for each Condition suffered by foes in the area.
You can see how ridiculously overpowered it is? This is intentional. It's much much easier to tone down the power of a skill, than to buff it up.
Ways to nerf:
Increase Cost
Increase Recharge
Increase Casting time
Decrease duration (not very likely)
Decrease effectiveness
Decrease overall usability
Buff the counters
Decrease synergy
Increase Negative effects.
Lets look at an existing Core skill that kinda acts like those skills:
Balthazar's Aura: 25 Energy. 2 second cast. 25 second recharge.
For 8 seconds, foes adjacent to target ally take 10...22 holy damage each second.
8 seconds x 22 damage (at 12 smiting) = 176 damage
In about the same time as the casting of Balthazar's Aura, you can cast Balthazar's Rage and Grenth's Fingers doing 176 damage for a mere 20 energy and less than 10 second recharge.
:P Now thats what i call imbalanced!
Addressing the D/Mo issue: The synergy of CoP mixed with these AOE skills, allows the dervish to heal, remove conditions and hexes instantly at very little cost.
I dont know how i would address the CoP issue.
