Skill name: Definition of Prefix to coincide with Heroes Cleric theme
Sacred Infusion,
-Connected with God (or the gods) or dedicated to a religious purpose and so deserving veneration: "sacred rites".
Sacramental Infusion,
-A sacrament is a sacred rite recognized as of particular importance
Sanctified Infusion,
-Sanctification is the act or process of acquiring sanctity, of being made or becoming holy.
The skill I would like introduced involves converting Cleric's "holy power" into offensive power, like a "stance" that would slowly drain mana on each attack, seperate from Might, or stacking with the effects of Might, this would make mana management more difficult so the idea is to change from a strict healer perspective to a divine warrior, type. Different from paladins, who seek out and hunt evil to smite then in the name of their god, Cleric's infuse themselves with the power of the sacred, and holy. Becoming divinity itself in the process, the right hand of god.
Skill Mechanics
Essentially all 3 skills you would unlock at lvl 1 cleric, level 18 cleric, and lvl 45 cleric
They'd all do the same thing but scale differently, and is replaced by the later version (to indicate the power level of the stance.)
(1) Sacred Infusion - Converts 1 mana to an additional 10 damage on successful attacks. This 10 damage bypasses armor and is considered magical. This would scale to 1.5 mana, or 15 holy damage by lvl 15. Level 15-18 would have no difference.
(15 levels to scale 0.5 mana, means (0.0333)*10 or every 3 levels you gain 1 damage till 15)
(18) Sacramental Infusion - Converts 2 mana to an additional 20 damage on successful attacks. This 20 damage bypasses armor and is considered magical. This would scale to 3.0 mana, or 30 holy damage by Level 38. Level 38-45 would have no difference.
(20 levels to scale 1.0 mana, means (0.05)*10 or every 2 levels you gain 1 damage)
(45) Sanctified Infusion - Converts 3.5 mana to an additional 35 damage on successful attacks. This 35 damage bypasses armor and is considered magical. This would scale to 5 mana, or 50 holy damage by level 60.
(15 levels to scale 1.5 mana, means (0.1)&10 or every 1 level you gain 1 damage)
Thing's to think about:
Now keep in mind you have around 200 mana, so 5 mana per swing can easily cost you 50 mana for 250 damage. 5*5 =25*10 =250. This means the near limit of this offense places you around 1,000 damage. This is in no way 'overpowered' I believe. I just gave it some thought and this seemed like a cool skill to help us solo and kill mobs without relying on smite which has a relatively long cooldown for only 100 damage. As a final note, these damage bonuses would only be really efficient at 45-60. Which should be not be considered overpowered for a near max, or max level Cleric.
Also, for developers, keep in mind you do not want a skill like this to spam on your target every swing, it only needs to deduct mana, and deal damage when your swing actually counts, and the target isn't invulnerable.
Damage Stacking:
This would stack in one of two ways or not at all. I'll use a diamond hoe as reference:
Diamond Hoe: 33
Diamond Hoe w/ Might: 41
Stacking 1: Static (only apply Might to physical damage)
Diamond Hoe w/ Might: 41 Phys. Dmg + 15-50 Holy Dmg
56 to 91 Mixed Damage
Stacking 2: Linear (Apply Might individually to each set of damage)
Diamond Hoe w/ Might: 41 Phys. Dmg + 18.75-62.5 Holy Dmg w/ Might
59.75 to 103.5 Mixed Damage
Stacking 3: Dynamic (the complicated one)
If holy damage is >34. Then Might is applied to your Holy Damage since it is and would scale higher, and would then no longer be applied to your Physical Damage which is 33 without might.
This would give 2 dynamic ranges of damage with different amounts of mitigated armor.
41 Physical Damage + 15-30 Holy Damage (since you cap at level 38 w/ Sacramental Infusion) which means 56-71 damage (41 of which affected by armor)
33 Physical Damage + 43.75-62.5 Holy Damage. (since you start at level 45, and go to 60 w/ Sanctified Infusion) which means 76.75-95.5 total Damage. (33 of which affected by armor)
Stacking 4: Conversion w/ No Might Benefit (nerf us to give us this skill, option)
Diamond Hoe: (33 + 15-50) = 48-83 Holy Damage
Stacking 5: Conversion w/ Might (completely buff our dmg to bypass armor)
Diamond Hoe: (33 + 15-50) x 1.25 = 60-103.75 Holy Damage
Notes
It is important to note here my math is a little off; Diamond Hoe's do 33 damage x 1.25% with might is actually 41.25 damage, however it's rounded down. So, this accounts for the discrepancies (listed above) between Stacking 2: and Stacking 5: methodology. Also, Part of 2 is physical. 5 Is purely Holy/Magical Damage.
I would like to point out that I really like the Stacking 3: method because that means our damage would still be partially mitigated by armor, but it would scale to benefit us better by only applying might to our strongest damage source, so after 45 that becomes holy dmg if we have our Infusion up. For you skimming the text, this doesn't mean it's the most OP. Stacking 5: Conversion w/ Might is the most OP way to make this skill work.
Testing, Feel of Cleric pvp/pve
Also, I feel as if after mitigated damage this would be about 70 dmg on armored targets, which is only a small increase on what it already is. Rogues and other classes typically swing at me for 140+ before mitigation w/ might. So they're still hitting a lot harder and this shouldn't make us OP after taking into consideration it is draining our mana with each hit, which means we get less smites, less heals, and less survivability. This is only to balance our offense out to make us be able to stand our ground.
Currently, Clerics, if trapped into a 1v1 will die with just melee'ing and smiting. Even if I sat there and spammed heals, we'd still die.
There is no win scenario, where if we did more damage with this new skillset we could stand our ground so they'd at least have to use skills to interupt heals or completely silence us from using smite, among other things. Essentially, offensively this would make us a tougher to kill target by making it so you can't just come beat us to death with no skill or worry of collapsing to their melee damage. Even if it's as low or near typical warrior damage. It would be significantly more than the 33 or 41 we deal currently and still significantly less than DPS classes. (We do have armor and I have taken this in account to the math I've listed above.)
I also feel as if in PVE we're limited when fighting packs of monsters, we only have Smite on cooldown which will drain our mana, and then no other form of offense except a low-dmg melee which can't kill more than one or two monsters at a time before you're overrun. It's slightly too low, but at the cost of healing in PVE this is alright, although with a mana to damage option this would make us slightly more on par with other classes.
Drainsoul is a great example of why I feel this change is unique to Clerics. Because Drainsoul deals X damage and heals Y health (effectively stealing it, but more importantly doubling the effect by making it two fold.) Also, the vampiric style of this doesn't fit in with Cleric which is why I believe the new Infusion skills I've listed above would be a fantastic addition to Cleric. You could even remove smite, or leave it in so we could use even more mana to damage, while infusion is up, and smiting, we would burn through a lot of mana, and still only do relatively small damage compared to combos from every other DPS class in the game.
Theorycrafting
Theoretically, with Stacking 3 mechanics and smite spam as a Max Level 60 Cleric you could deal 95.5 Mixed damage + 100 damage in one hit , and then only 95.5 Mixed damage in melee after the internal invulnerability wears off from being hit until smite comes back off of cool-down. This would put us below all casters and rogues specs in burst/effective dps. Remember, part of this is mitigated. However, I feel as if this change might make nooby casters who do not Kite or run and attack die easier to a max Cleric. Also, I feel as if warriors might complain because our damage should be on par (from what I know) with specced warriors, though I do not know their damaging skills enough to tell for sure. I typically only fight Rogues, Casters, or Bloodmage/Disciples.
Also, I do not know without testing if Smite bypasses armor, though I think it does.
Sacred Infusion,
-Connected with God (or the gods) or dedicated to a religious purpose and so deserving veneration: "sacred rites".
Sacramental Infusion,
-A sacrament is a sacred rite recognized as of particular importance
Sanctified Infusion,
-Sanctification is the act or process of acquiring sanctity, of being made or becoming holy.
The skill I would like introduced involves converting Cleric's "holy power" into offensive power, like a "stance" that would slowly drain mana on each attack, seperate from Might, or stacking with the effects of Might, this would make mana management more difficult so the idea is to change from a strict healer perspective to a divine warrior, type. Different from paladins, who seek out and hunt evil to smite then in the name of their god, Cleric's infuse themselves with the power of the sacred, and holy. Becoming divinity itself in the process, the right hand of god.
Skill Mechanics
Essentially all 3 skills you would unlock at lvl 1 cleric, level 18 cleric, and lvl 45 cleric
They'd all do the same thing but scale differently, and is replaced by the later version (to indicate the power level of the stance.)
(1) Sacred Infusion - Converts 1 mana to an additional 10 damage on successful attacks. This 10 damage bypasses armor and is considered magical. This would scale to 1.5 mana, or 15 holy damage by lvl 15. Level 15-18 would have no difference.
(15 levels to scale 0.5 mana, means (0.0333)*10 or every 3 levels you gain 1 damage till 15)
(18) Sacramental Infusion - Converts 2 mana to an additional 20 damage on successful attacks. This 20 damage bypasses armor and is considered magical. This would scale to 3.0 mana, or 30 holy damage by Level 38. Level 38-45 would have no difference.
(20 levels to scale 1.0 mana, means (0.05)*10 or every 2 levels you gain 1 damage)
(45) Sanctified Infusion - Converts 3.5 mana to an additional 35 damage on successful attacks. This 35 damage bypasses armor and is considered magical. This would scale to 5 mana, or 50 holy damage by level 60.
(15 levels to scale 1.5 mana, means (0.1)&10 or every 1 level you gain 1 damage)
Thing's to think about:
Now keep in mind you have around 200 mana, so 5 mana per swing can easily cost you 50 mana for 250 damage. 5*5 =25*10 =250. This means the near limit of this offense places you around 1,000 damage. This is in no way 'overpowered' I believe. I just gave it some thought and this seemed like a cool skill to help us solo and kill mobs without relying on smite which has a relatively long cooldown for only 100 damage. As a final note, these damage bonuses would only be really efficient at 45-60. Which should be not be considered overpowered for a near max, or max level Cleric.
Also, for developers, keep in mind you do not want a skill like this to spam on your target every swing, it only needs to deduct mana, and deal damage when your swing actually counts, and the target isn't invulnerable.
Damage Stacking:
This would stack in one of two ways or not at all. I'll use a diamond hoe as reference:
Diamond Hoe: 33
Diamond Hoe w/ Might: 41
Stacking 1: Static (only apply Might to physical damage)
Diamond Hoe w/ Might: 41 Phys. Dmg + 15-50 Holy Dmg
56 to 91 Mixed Damage
Stacking 2: Linear (Apply Might individually to each set of damage)
Diamond Hoe w/ Might: 41 Phys. Dmg + 18.75-62.5 Holy Dmg w/ Might
59.75 to 103.5 Mixed Damage
Stacking 3: Dynamic (the complicated one)
If holy damage is >34. Then Might is applied to your Holy Damage since it is and would scale higher, and would then no longer be applied to your Physical Damage which is 33 without might.
This would give 2 dynamic ranges of damage with different amounts of mitigated armor.
41 Physical Damage + 15-30 Holy Damage (since you cap at level 38 w/ Sacramental Infusion) which means 56-71 damage (41 of which affected by armor)
33 Physical Damage + 43.75-62.5 Holy Damage. (since you start at level 45, and go to 60 w/ Sanctified Infusion) which means 76.75-95.5 total Damage. (33 of which affected by armor)
Stacking 4: Conversion w/ No Might Benefit (nerf us to give us this skill, option)
Diamond Hoe: (33 + 15-50) = 48-83 Holy Damage
Stacking 5: Conversion w/ Might (completely buff our dmg to bypass armor)
Diamond Hoe: (33 + 15-50) x 1.25 = 60-103.75 Holy Damage
Notes
It is important to note here my math is a little off; Diamond Hoe's do 33 damage x 1.25% with might is actually 41.25 damage, however it's rounded down. So, this accounts for the discrepancies (listed above) between Stacking 2: and Stacking 5: methodology. Also, Part of 2 is physical. 5 Is purely Holy/Magical Damage.
I would like to point out that I really like the Stacking 3: method because that means our damage would still be partially mitigated by armor, but it would scale to benefit us better by only applying might to our strongest damage source, so after 45 that becomes holy dmg if we have our Infusion up. For you skimming the text, this doesn't mean it's the most OP. Stacking 5: Conversion w/ Might is the most OP way to make this skill work.
Testing, Feel of Cleric pvp/pve
Also, I feel as if after mitigated damage this would be about 70 dmg on armored targets, which is only a small increase on what it already is. Rogues and other classes typically swing at me for 140+ before mitigation w/ might. So they're still hitting a lot harder and this shouldn't make us OP after taking into consideration it is draining our mana with each hit, which means we get less smites, less heals, and less survivability. This is only to balance our offense out to make us be able to stand our ground.
Currently, Clerics, if trapped into a 1v1 will die with just melee'ing and smiting. Even if I sat there and spammed heals, we'd still die.
There is no win scenario, where if we did more damage with this new skillset we could stand our ground so they'd at least have to use skills to interupt heals or completely silence us from using smite, among other things. Essentially, offensively this would make us a tougher to kill target by making it so you can't just come beat us to death with no skill or worry of collapsing to their melee damage. Even if it's as low or near typical warrior damage. It would be significantly more than the 33 or 41 we deal currently and still significantly less than DPS classes. (We do have armor and I have taken this in account to the math I've listed above.)
I also feel as if in PVE we're limited when fighting packs of monsters, we only have Smite on cooldown which will drain our mana, and then no other form of offense except a low-dmg melee which can't kill more than one or two monsters at a time before you're overrun. It's slightly too low, but at the cost of healing in PVE this is alright, although with a mana to damage option this would make us slightly more on par with other classes.
Drainsoul is a great example of why I feel this change is unique to Clerics. Because Drainsoul deals X damage and heals Y health (effectively stealing it, but more importantly doubling the effect by making it two fold.) Also, the vampiric style of this doesn't fit in with Cleric which is why I believe the new Infusion skills I've listed above would be a fantastic addition to Cleric. You could even remove smite, or leave it in so we could use even more mana to damage, while infusion is up, and smiting, we would burn through a lot of mana, and still only do relatively small damage compared to combos from every other DPS class in the game.
Theorycrafting
Theoretically, with Stacking 3 mechanics and smite spam as a Max Level 60 Cleric you could deal 95.5 Mixed damage + 100 damage in one hit , and then only 95.5 Mixed damage in melee after the internal invulnerability wears off from being hit until smite comes back off of cool-down. This would put us below all casters and rogues specs in burst/effective dps. Remember, part of this is mitigated. However, I feel as if this change might make nooby casters who do not Kite or run and attack die easier to a max Cleric. Also, I feel as if warriors might complain because our damage should be on par (from what I know) with specced warriors, though I do not know their damaging skills enough to tell for sure. I typically only fight Rogues, Casters, or Bloodmage/Disciples.
Also, I do not know without testing if Smite bypasses armor, though I think it does.